SHAPE STANDARDS
S2.E3.3- Combines movement concepts (direction, levels, force, time) with skills as directed by the teacher.
S3.E2.3- Engages actively in the activities of physical education class without teacher prompting.

CASEL STANDARDS
Responsible Decision-Making: Solving Problems

ASSESSMENT RUBRIC

 

Objective: Catch at the highest point

Frisbee Unit | Level 14

TECHNIQUE
Today we are going to learn how to catch at the highest point.

IMPORTANCE
Catching at the highest point is important because catching a Frisbee that is thrown above your head with the two-handed rim catch, offers more stability and control.

VOCABULARY
Highest point:
time when the frisbee is highest off the ground.

When catching at the highest point, it is important to:

1.  Face the thrower and keep your eyes on the Frisbee. 

2.  Clamp down on the edge of the Frisbee with both hands.

3.  Cushion the Frisbee as the catch is made.

PRACTICE

  1. I will divide the class into teams of two. Ro Sham Bo to decide who will start with the Frisbee first. One teammate will stand on the baseline and the other will stand 3 – 5 feet away from him/her. When I say, “GO!” the first teammate will throw the Frisbee high and the other teammate must catch it with both hands. Switch roles after each throw.

KEEP AWAY II

monkey in the middle.png

TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
1 Frisbee per 4 students
1 dot per 4 students

STORYLINE
Today we are playing Keep Away II. Your goal is to catch at the highest point to keep the Frisbee away from the monkey in the middle.  

INSTRUCTIONS

  • I will divide the class into teams of four.
  • Ro Sham Bo to decide who in your team will start off as the person in the middle.
  • Spread out in the field and form a triangle with the rest of your teammates, standing 10 feet apart from one another.
  • The middle person will start in the middle of the triangle.
  • When I say, “GO!” the person in the middle will try and intercept the Frisbee from being passed back and forth. 
  • If the middle person gets the Frisbee, the teammate closest to the Frisbee becomes him/her.
  • If the middle person does not get the Frisbee after 20 passes, switch roles with another teammate.
 

Game 1: Play as indicated above. Middle person starts on the middle dot each time the Frisbee is thrown.
Game 2:  Have students switch teammates with different teams.
Exit Ticket: Students catch a pass at its highest point once before putting the Frisbee away.

 

TEACHING TIPS

  • Approach:
    • Divide teams equally based on athletic ability.
  • ELL Accommodation: 
    • Post labeled pictures of skills and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation: 
    • Set individual goals for physical or behavioral modifications. 
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
  • Reflection: 
    • What could happen if you catch the frisbee by its rim?
    • What is most challenging about catching a frisbee at its highest point?

4 WAY FRISBEE

4 way frisbee.png

TIME
10-20 minutes

NUMBER OF STUDENTS
4-28 students per game

EQUIPMENT
1 Frisbee
8 tall cones
1 flag per 2 students

STORYLINE
Today we are playing 4 Way Frisbee. Your goal is to catch at the highest point to keep the Frisbee away from defender and help your team score as many points as possible.  

INSTRUCTIONS

  • I will divide the class into two teams.
  • I will decide who will start with the Frisbee first.
  • If you have the Frisbee:
    • You can pass it to anyone on your team, except the person that passed it to you.
    • You must keep one foot planted on the ground (pivot foot).
  • The defensive team is trying to knock down or intercept the Frisbee, but must stand three feet away from the student that is passing.
  • If the pass is incomplete (hits the ground) or goes out-of-bounds, the defensive team gets possession of the Frisbee where it landed (even if the defensive team hit it last).
  • A team scores a point if they are able to throw the Frisbee into a goal (two tall cones).
  • Once a team scores, the opposing team starts with the Frisbee the next round.
 

Game 1: Play as indicated above. Teams can score in any goal.
Game 2: Teams cannot score in the same goal back-to-back.
Game 3: Students can only score a point if the Frisbee is caught in the goal.
Exit Ticket: Students catch a pass at its highest point once before putting the Frisbee away.

 

TEACHING TIPS

  • Approach:
    • Increase the number of courts or substitutes, based on class size.   
    • Increase or decrease the size of the goals based on a class’s athletic ability.
    • To increase class participation, enforce a rule, in which teams can score after five passes. 
  • ELL Accommodation: 
    • Post labeled pictures of skills and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation: 
    • Set individual goals for physical or behavioral modifications. 
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
  • Reflection: 
    • What could happen if you catch the frisbee by its rim?
    • What is most challenging about catching a frisbee at its highest point?

ATTACK OF THE CLONES II

star wars dodgeball.png

TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
5 short cones
24 fuzzy balls
2 hula-hoops
4 Frisbees per team

STORYLINE
Today we are playing Attack of The Clones II. In this game, you are in a galaxy far away and your team is under attack. Your goal is to catch at the highest point and get all the opposing team members down.

INSTRUCTIONS

  • I will divide the class into two teams.
  • I will select one student on each team to be the Jedi knight.
  • When I say, “GO!” throw fuzzy balls at the opposing team (from the shoulders below).
  • If you are hit, you must go down within three seconds.
  • The only way to get back up, is if the Jedi knight throws you a Frisbee and you catch it.
  • When the Jedi knights are in their team’s hula-hoop, they are safe.
  • If the Jedi knight leaves the hula-hoop and gets hit (shoulders and below), he/she is down.
  • We will begin a new game when there is one team left. 
  • New Jedi knights will be chosen each game.
 

Game 1: Play as indicated above.
Game 2: Frisbees can be used as shields.
Game 3: Add spies. Spies can go onto the other team’s side and steal fuzzy balls but can also be hit.
Exit Ticket: Students catch a pass at its highest point once before putting the Frisbee away.

 

TEACHING TIPS

  • Approach:
    • Depending on class size, select two students from each team to be the Jedi knights.
    • Remind students to be honest about getting hit. Make a rule where phrases like, “I got you!” or “You’re down!” are not allowed.  
  • ELL Accommodation: 
    • Post labeled pictures of skills and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation: 
    • Set individual goals for physical or behavioral modifications. 
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
  • Reflection: 
    • What could happen if you catch the frisbee by its rim?
    • What is most challenging about catching a frisbee at its highest point?