Thingy Flip Eye Hand Coordination educational program

In the past we have only been able to toss and catch using our palms. For the first time in history using a Thingy Flip we can now toss and catch on all sides 5 sides of each hand. This brings about brand new movements and eye hand coordination our brains have never had to do.

The Thingy Flip is designed to give anyone an eye hand coordination workout second to none. Beating any ball sport, including table tennis that was recognised as the leader in fast eye hand coordination. A table tennis racket has 2 sides that hit the ball.

The thingy Flip uses 5 sides of your fist and is used on both hands giving the user 10 surfaces to toss and catch from.

  • To reward students with a Eye Hand Coordination Licence giving them recognition and self-confidence. In the school environment it becomes a race to get all the licences.
  • To be able to grade students eye hand coordination
  • For BOX BALL (Hand Ball) to be as popular as Hand ball at lunch time.
  • Kids are currently missing out on all the backyard ball time we had 30 years ago due to device time taking the time slot. The Thingy flip is the device that can gain back those skills lost. And bring back the 1990 IQ Heyday’s.
  • To give teachers a Licencing system for Eye Hand Coordination enabling them to assess kids and give them a reporting system.
  • To give students 20% higher grades across the curriculum.

·       

 The Thingy Flip Eye Hand Coordination Program for Schools

The Problems we solve:

70% of Kids are leaving all sports by age 13. With devices taking up so much after school time up to 2 -3 hours per day. Kids are missing out on important backyard ball time that in the past created new neuro pathways enabling us to be switched on at school.

The effects of this include:

School results have been down since the 1990s

World wide IQs have been dropping since the 1980s

We are working with the change in our society to bring back high eye hand coordination and the follow on benefits.


Aim of the program

For students to gain the highest eye hand coordination in the shortest time possible no matter the age using the unique high intensity Thingy Flip Licenced to catch program.

Sideline Benefits of high eye hand coordination include:

New Neuro Pathways for gaining

1.   20% better focus in all areas of education

2.   20% better concentration in all areas of education

3.   20% better listening in all areas of education

4.   20% better understanding in all areas of education

5.   20% better communication in all areas of education

6.   20% better mental health

7.   20% better reaction times in all areas of education

8.   20% better sporting skills

9.   20% social skills for gaining more friends and happiness

10.   FUN

 

 

HOW THE PROGRAM WORKS

BASIC

By using the unique Thingy Flip Licence system and rewards certificate program we are providing a program that gives students great pride and accomplishment and teachers an eye hand coordination grading system.

 

We do in 2 ways

1.  When a teacher witnesses a student achieve a licence grade Yellow, Orange, Red, Purple, or Black they can reward the student on the spot with a licence provided with a Thingy Flip cube.

2.  Assembly Certificate Presentation in front of the whole school. We provide a certificate template you can insert the students name and print for presentation.

 

Implementation of the Thingy Flip Licenced to Catch Program.

All students need to be introduced to the program using the Training Vidos provided by Thing Flip. Time 10 minutes

Ongoing Training videos are also available on our Youtube channel.

 

RESOURCES AND COMMITMENT LEVELS

 

LEVEL 1: Thingy Flips stored on shelves in classroom

Using very low teacher resources level 1 involves in class

1. Video training ( 10 minutes ) Press Play

2.  Dispersal of Thingy Flips including Name of owner written on the Thingy Flip in permanent Texter. ( 10 minutes )

3.  Thingy Flip to be stored in class room

4.  Thingy Flip practice time at morning tea and Lunch time. ( See games list )

LEVEL 2 Thingy Flip (Pencil case)

Includes Level 1. Plus

1.  In class training times + Games ( see games list )

2.  Daily score sheet with maximum numbers of tosses and catches recorded. Daily Sheet template provided.

3.  Students keep the Thingy Flip on the desk to store pencils that are in current use.

4.  For all those free minutes in class when kids are not actually doing much they can pickup there Thingy Flip and gain some new neuro pathways.

5.  We have found the Thingy Flip to be very useful in situation where kids Just need a 2 minute brake to regain concentration and focus.

We also have 30 minute, 45 minute, and 60 minute lesion structures see below.

 

PROGRAMS

 

Beginner (learning basic Flip /shots)

 

  • Hand grip (Put your hand in palm up)
  • SIDE TOT SIDE  For Right hand flip from start side yellow to right hand slide side Orange. For Left hand from yellow to purple
  • flip back to start slide
  • 5 SIDES TRICK  
  • Flip from start to right side Orange to back side Red to left side Purple (Little finger side) then to top side Black and back to start side Yellow
  • Record highest number of flips without dropping on dominant hand
  • Record highest number of flips without dropping on non dominant hand
  • Work to get your Licence for the number of flips you can do.

 

TRICKS

 

Intermediate (working on tricks)

  • Bouncy Hand
  • Head bump
  • Elbow bump
  • Under leg catch
  • Over head catch
  • Knee bump

 

Advance Advanced Tricks

  • Head bump Pass and catch from other player
  • Elbow bump Pass and catch from other player
  • Under leg catch Pass and catch from other player
  • Over head catch Pass and catch from other player
  • Knee bump Pass and catch from other player

 

Elite (Specialised Shots)

  • Kick and catch
  • Kick and catch Pass and catch from other player
  • Swap Box - Toss sack in the air and change box hand to non dominant
  • Flippin 360 - Toss sack and do a 360 to catch the sack.
  • Head bump – Toss sack and head bump back onto the box.

 

 

 

KIDS CATCH HIGH INTENSITY TOSSING & CATCHING PROGRAM

 

Thingy Flip Eye Hand coordination training program

GROUP GAMES PLAYED IN ANY LESSON STRUCTURE

  • Last Person Standing - 5 Mins Is a side to side competition with the Teacher Counting out slowly 1, 2,3 If a student drops the sack they sit down Keep going until the Last Person is the winner.
  • Do any tricks named on the Thingy Flip

 

  • BOX BALL In groups of 5 and over
  • Play BOX Ball (Hand Ball equivalent) KING, QUEEN, JACK, DUNCE. For a square and extra players line up for their turn. When the ball is dropped the player who dropped the ball goes to the back of the Line. Unless its voted uncatchable. King serves every time and King Plays with non dominant hand.

 

Pair Ups

  • Kids pair up to do all tricks but adding a pass with each trick. For example and underlet catch Pass to the partner player.

 

High Catch

  • Played in groups. Each player takes turns & tosses the ball as high as he or she can and successfully catches it. The highest toss and catch wins. Vote if necessary.

 

Pair Up High Pass & Catch Group Game

  • Played in groups. Each Pair of players takes turn & tosses the ball as high as he or she can and successfully passes the ball to their partner. The highest toss and catch team wins. Vote if necessary.

 

5 Sides Group Game

  • Take turns, The most 5 sides completed wins (Without dropping the ball)

 

 

Lesson Structure (30mins)

  • Warm up – 6 mins Individual working on the maximum number of flips
  • 2 mins – Standard Flips Dominant hand Highest count recorded on assessment sheet
  • 2m ins – Standard Flips Non Dominant hand Highest count recorded on assessment sheet
  • 2 mins – Trick Flips practice
  • Do any tricks named on the Thingy Flip
  • Main Set – 10 mins Trick Flips practice
  •  Match Play – 10 mins Lunch Time Game
  • PLAY ANY GROUP GAME

 

 


Lesson Structure (45mins)

  • Warm up – 10 mins Individual working on the maximum number of flips
  • 3 mins – Standard Flips Dominant hand Highest count recorded on assessment sheet
  • 3 mins – Standard Flips Non Dominant hand Highest count recorded on assessment sheet
  • 4 mins – Trick Flips practice
  • Do any tricks named on the Thingy Flip
  • Main Set – 20 mins Trick Flips practice
  •  Do any tricks named on the Thingy Flip
  •  Match Play – 15 mins
  • PLAY ANY GROUP GAME

 

Lesson Structure (60mins)

  • Warm up – 15 mins Individual working on the maximum number of flips
  • 7.5 mins – Standard Flips Dominant hand Highest count recorded on assessment sheet
  • 7.5mins – Standard Flips Non Dominant hand Highest count recorded on assessment sheet
  • 5 mins – Trick Flips practice
  • Do any tricks named on the Thingy Flip
  • Main Set – 25 mins Trick Flips practice
  • Do any tricks named on the Thingy Flip
  • Match Play – 20 mins
  • PLAY ANY GROUP GAME

 

Lesson Structure (90mins –)

 

  • Warm up – 15 mins Individual working on the maximum number of flips
  • 5 mins – Standard Flips Dominant hand Highest count recorded on assessment sheet
  • 5 mins – Standard Flips Non Dominant hand Highest count recorded on assessment sheet
  • 5 mins – Trick Flips practice
  • Do any tricks named on the Thingy Flip
  • Main Set – 32.5 mins Trick Flips practice
  • Do any tricks named on the Thingy Flip
  • Match Play – 32.5 mins
  • PLAY ANY GROUP GAME

 

Equipment

Thingy Flip

THINGY FLIP IQCUBE SCHOOL PROGRAM

WEEK 1

30-minute class

Introduction to Thingy Flip IQCUBE

Comparison Ball toss and catch to Tossing and Catching on 5 sides

Palm Brain processes = 5

1.    Toss

2.    Ball tracking

3.    Hand Tracking to meet ball

4.    Catch

5.    Grip

 

With 2 hands Total Palm Processes = 10

 

IQCUBE Brain Processes = 7

 

1.    Toss

2.    Ball Tracking

3.    Flip the Box

4.    Level the Box

5.    Speed equalisation (Soft Hands)

6.    Catch

7.    Ball Ballance

One Hand = This process happens on 5 sides so each side is a different Brain process. = 35

With 2 hands the total Brain processes = 70

At 350 processes per minute in a 10-minute workout you can do 3500 processes.

 

Introduction to Yellow Licence

10 x side to side right hand and left hand

1 x 5 sides (Depending on age)

 

Physical instructions on how to toss and catch

1.    Place your hand into the box palm up grip and yellow side up.

2.    Practice turning the box from yellow to orange (Tray side) Repeat 20 times with No Ball

3.    Place the ball onto the yellow side (Start Side)

4.    Make sure your toss is vertical with no sideways movement.

5.    Keep the tosses small

6.    Bring the box down when catching the ball (Soft hands)

7.    Keep your eye on the ball

Practice for 20 minutes and hand out yellow licence to students that achieve.

Do not give licences out unless witnessed by a teacher or Trainer.

 

 

BOX BALL 10 minutes

Rules

Group kids into teams of 4 or more if you have leftovers.

Decide positions King, Queen, Jack, & Dunce

1.    King always serves and plays with non-dominant hand.

2.    If you drop the sack you go to the back (Dunce)

3.    Vote if a toss is catchable or not. If not catchable the tosser goes to dunce

4.    1st week No Tricks in between

Homework

Try to think of Tricks you could do using the IQCUBE

 

WEEK 2

10 minutes practice to get your Yellow or Orange Licence.

10 minutes Tricks (SEE LIST OF TRICKS AT THE BOTTOM OF THIS PAGE)

10 minutes Boxball

Homework Invent more tricks

 

TRICKS

Ask the students what tricks they have invented during the week?

Let them give a demonstration. Help them if needed.

If the kids cannot invent a trick. Use example of the Bouncy Hand invented by a 6-year-old

Write and describe any new tricks

 

WEEK 2 continued

BOXBALL played for 10 minutes

Homework Invent more tricks

 

WEEK 3

10 minutes practice to get your Yellow or Orange or Red Licence.

·       10 minutes Tricks Confirm the following tricks have been introduced

·       Head bump

·       Elbow bump

 

10 minutes Boxball

Homework Invent more tricks


 

WEEK 4

10 minutes practice to get your Yellow or Orange or Red or purple Licence.

·       10 minutes Tricks Confirm the following tricks have been introduced Bouncy Hand

·       Head bump

·       Elbow bump

·       Under leg catch

·       Overhead catch

·       Knee bump

 

10 minutes Boxball or GROUP GAMES see at the bottom of the page

Homework Invent more tricks

 

WEEK 5

10 minutes practice to get your Yellow or Orange or Red or purple Licence.

·       10 minutes Tricks Confirm the following tricks have been introduced

·       Bouncy Hand

·       Head bump

·       Elbow bump

·       Under leg catch

·       Overhead catch

·       Knee bump

Advance Advanced Tricks

·       Head bump Pass and catch from another player

·       Elbow bump Pass and catch from another player

·       Under leg catch Pass and catch from another player

·       Overhead catch Pass and catch from another player

·       Knee bump Pass and catch from another player

 

 

10 minutes Boxball GROUP GAMES see at the bottom of the page

Homework Invent more tricks

 

WEEK 6

10 minutes practice to get your Yellow or Orange or Red or purple Licence.

·       10 minutes Tricks Confirm the following tricks have been introduced

·       Bouncy Hand

·       Head bump

·       Elbow bump

·       Under leg catch

·       Overhead catch

·       Knee bump

Advance Advanced Tricks

·       Head bump Pass and catch from another player

·       Elbow bump Pass and catch from another player

·       Under leg catch Pass and catch from another player

·       Overhead catch Pass and catch from another player

·       Knee bump Pass and catch from another player

 

Elite (Specialised Shots)

·       Kick and catch

·       Kick and catch Pass and catch from another player

 

10 minutes Boxball GROUP GAMES see at the bottom of the page

Homework Invent more tricks

 

WEEK 7

10 minutes practice to get your Yellow or Orange or Red or purple Licence.

·       10 minutes Tricks Confirm the following tricks have been introduced

·       Bouncy Hand

·       Head bump

·       Elbow bump

·       Under leg catch

·       Overhead catch

·       Knee bump

Advance Advanced Tricks

·       Head bump Pass and catch from another player

·       Elbow bump Pass and catch from another player

·       Under leg catch Pass and catch from another player

·       Overhead catch Pass and catch from another player

·       Knee bump Pass and catch from another player

 

Elite (Specialised Shots)

·       Kick and catch

·       Kick and catch Pass and catch from another player

·       Swap Box - Toss sack in the air and change box hand to non-dominant

 

 

10 minutes Boxball GROUP GAMES see at the bottom of the page

Homework Invent more tricks

 

WEEK 8

10 minutes practice to get your Yellow or Orange or Red or purple Licence.

·       10 minutes Tricks Confirm the following tricks have been introduced

·       Bouncy Hand

·       Head bump

·       Elbow bump

·       Under leg catch

·       Overhead catch

·       Knee bump

Advance Advanced Tricks

·       Head bump Pass and catch from another player

·       Elbow bump Pass and catch from another player

·       Under leg catch Pass and catch from another player

·       Overhead catch Pass and catch from another player

·       Knee bump Pass and catch from another player

 

Elite (Specialised Shots)

·       Kick and catch

·       Kick and catch Pass and catch from another player

·       Swap Box - Toss sack in the air and change box hand to non-dominant

·       Flippin 360 - Toss sack and do a 360 to catch the sack.

·       The 360 Bash and Catch at 2-person trick with 1 person doing a 360 and hitting the ball up into the air for the second person to catch.

 

 

 

10 minutes Boxball GROUP GAMES see at the bottom of the page

Homework Invent more tricks

 

ASSESMENT OF EYE HAND COORDINATION

 

PLEASE RUN A WEEKLY TRACKING OF EACH CHILDS LICENCES ACHIEVED.

 

 

PLEASE REPORT TO theiqcube@gmail.com

 

NOW STUDENTS HAVE THE SKILLS TO DO OUR

NEXT COURCE THE IQCUBE GAMES PROGRAM

 

List of Tricks done on the Thingy Flip include

Beginner (learning basic Flip /shots)

 

·       Hand grip (Put your hand in palm up)

·       SIDE TOT SIDE For Right hand flip from start side yellow to right hand slide side Orange. For Left hand from yellow to purple

·        flip back to start slide

·       5 SIDES TRICK  

·       Flip from start to right side Orange to back side Red to left side Purple (Little finger side) then to top side Black and back to start side Yellow

·       Record highest number of flips without dropping on dominant hand

·       Record highest number of flips without dropping on non-dominant hand

·       Work to get your Licence for the number of flips you can do.

 

TRICKS

 

Intermediate (working on tricks)

·       Bouncy Hand

·       Head bump

·       Elbow bump

·       Under leg catch

·       Overhead catch

·       Knee bump

 

Advance Advanced Tricks

·       Head bump Pass and catch from another player

·       Elbow bump Pass and catch from another player

·       Under leg catch Pass and catch from another player

·       Overhead catch Pass and catch from another player

·       Knee bump Pass and catch from another player

 

Elite (Specialised Shots)

·       Kick and catch

·       Kick and catch Pass and catch from another player

·       Swap Box - Toss sack in the air and change box hand to non-dominant

·       Flippin 360 - Toss sack and do a 360 to catch the sack.

·       The 360 Bash and Catch at 2-person trick with 1 person doing a 360 and hitting the ball up into the air for the second person to catch.

 

 

 

GROUP GAMES PLAYED IN ANY LESSON STRUCTURE

·       Last Person Standing - 5 Mins Is a side-to-side competition with the Teacher Counting out slowly 1, 2,3 If a student drops the sack they sit down Keep going until the Last Person is the winner.

Do any tricks named on the Thingy Flip.

 

o  BOX BALL In groups of 5 and over

o  Play BOX Ball (Hand Ball equivalent) KING, QUEEN, JACK, DUNCE. For a square and extra players line up for their turn. When the ball is dropped the player who dropped the ball goes to the back of the Line. Unless its voted uncatchable. King serves every time and King Plays with non-dominant hand.

 

Pair Ups

Kids pair up to do all tricks but adding a pass with each trick. For example, and underlet catch Pass to the partner player.

 

 

 

 

High Catch

Played in groups. Each player takes turns & tosses the ball as high as he or she can and successfully catches it. The highest toss and catch wins. Vote if necessary.

 

Pair Up High Pass & Catch Group Game

Played in groups. Each Pair of players takes turn & tosses the ball as high as he or she can and successfully passes the ball to their partner. The highest toss and catch team wins. Vote if necessary.

 

5 Sides Group Game

Take turns, The most 5 sides completed wins (Without dropping the ball)