TECHNIQUE
Today we are going to learn how to catch while avoiding a defender.
IMPORTANCE
Catching while avoiding a defender is important because it allows your team to keep possession of the Frisbee. Catching while avoiding a defender is needed in other sports as well like basketball and football.
VOCABULARY
Defender: a player whose task it is to protect the team's goal.
When catching while avoiding a defender, it is important to:
1. Position your body between the Frisbee and the defender.
2. Extend your arms outwards as the Frisbee approaches (if you do this too early, the defender will know the Frisbee is coming).
3. Watch the Frisbee all the way into your hands.
PRACTICE
- I will divide the class into groups of three. Ro Sham Bo with your group to decide who will play defense and offense and who will throw the Frisbee. Defense and offense will begin on the midline while the the thrower will start on the baseline. When I say, "GO!" the thrower will throw the Frisbee while offense tries to catch as he/she is being defended. Rotate positions with your group.
- Repeat as many times as needed.
ROADRUNNER
TIME
10-20 minutes
NUMBER OF STUDENTS
6-24 students per game
EQUIPMENT
1 Frisbee
15 short cones
1 flag per 2 students
OBJECTIVE
Today we are playing Roadrunner. In this game, the objective is to make a catch while avoiding a coyote in the end zone.
INSTRUCTIONS
- I will divide the class into two teams – roadrunners and coyotes, using flags to tell who you are.
- Three students from each team will go at a time.
- The roadrunners will line up 15 feet in front of the defense and will start with the Frisbee.
- The coyotes will line up on the baseline.
- When I say, “GO!” both the roadrunners and coyotes will leave at the same time. The roadrunners will pass the Frisbee to one another and try to make a catch in the end zone.
- If the roadrunners make a catch in the end zone, they get one point.
- The coyotes get one point if they block a pass, make an interception, the Frisbee goes out-of-bounds or touches the ground and the play is dead.
- We will begin a new game when a team scores a point. Roadrunners and coyotes will switch roles.
Game 1: Play as indicated above.
Game 2: The offense must make three passes before scoring a goal.
Game 3: Increase the distance between the offense and defense at the beginning of each game.
Exit Ticket: Students catch a Frisbee thrown by a partner by while avoiding a teacher assigned defender.
TEACHING TIPS
- Approach:
- Divide teams equally based on athletic ability.
- Consider playing on a half-field, depending on student’s endurance and 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:
- Why should you not extend your arms too early when you are being defended?
- Did you find catching the frisbee more difficult when there was a defender?
- Why or why not?
JACKPOT III
TIME
10-20 minutes
NUMBER OF STUDENTS
6 students per game
EQUIPMENT
1 Frisbee per 3 students
OBJECTIVE
Today we are playing Jackpot III. In this game, the objective is to catch while avoiding a defender and be the first student to reach 500 points.
INSTRUCTIONS
- I will divide the class into teams of six.
- Ro Sham Bo to decide who will throw first.
- Before the game begins, spread out onto the field so that you are not touching anyone else.
- When I say, “GO!” the thrower will throw a Frisbee into the field.
- After the Frisbee is thrown, the thrower has three seconds to call out how many points the Frisbee is worth.
- Points must be either: 100, 200, 300, 400 or 500.
- If a student catches the Frisbee, he/she gets the allotted number of points.
- If a student touches the Frisbee, but does not catch it he/she starts back at 0.
- Students cannot push, shove or take the Frisbee out of another student’s hands.
- Each student must keep track of his/her points.
- The first student to get to 500 points becomes the thrower.
Game 1: Play as indicated above.
Game 2: Throwers can throw two Frisbees (one quickly after the other, not at the same time).
Game 3: Students must start with their backs facing the thrower.
Exit Ticket: Students catch a Frisbee thrown by a partner by while avoiding a teacher assigned defender.
TEACHING TIPS
- Approach:
- For larger classes, split the field into four rectangles so four different games can be played at the same time.
- If students are not getting a chance to throw, rotate throwers each round.
- 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:
- Why should you not extend your arms too early when you are being defended?
- Did you find catching the frisbee more difficult when there was a defender?
- Why or why not?
ULTIMATE FRISBEE
TIME
15-25 minutes
NUMBER OF STUDENTS
10 students per game
EQUIPMENT
1 Frisbee
8 short cones (4 blue, 4 green)
1 flag per 2 students
OBJECTIVE
Today we are playing Ultimate Frisbee. In this game, the objective is to catch while avoiding a defender as you move the Frisbee down the field.
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 student 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).
- If your team makes a catch in the end zone, you get one point.
- Once a team scores, the opposing team starts with the Frisbee the next round.
Game 1: Play as indicated above. Do not keep score.
Game 2: Play as indicated above. Keep score.
Exit Ticket: Students catch a Frisbee thrown by a partner by while avoiding a teacher assigned defender.
TEACHING TIPS
- Approach:
- Increase the number of courts or substitutes, based on class size.
- 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:
- Why should you not extend your arms too early when you are being defended?
- Did you find catching the frisbee more difficult when there was a defender?
- Why or why not?