SHAPE STANDARDS
S1.E25.K- Strikes a ball with long-handled implement Developmentally appropriate/emerging outcomes appear in Grade 3.
S4.E6.K- Follows teacher directions for safe participation and proper use of equipment with minimal reminders.

CASEL STANDARDS
Responsible Decision-Making: Evaluating

ASSESSMENT RUBRIC

 

Objective: Dribble while walking and weaving

Hockey Unit | Level 5

TECHNIQUE
Today we are going to learn how to dribble while walking and weaving.

IMPORTANCE
Dribbling while walking and weaving is important because it helps you practice keeping the ball in front of your body while moving. Dribbling in a weaving pattern is the first step to dribbling around a defender.

VOCABULARY
Weave:
to turn from side to side in order to avoid objects.

When dribbling while walking and weaving, it is important to:

1.png

1. Bend your knees and lean forward.

2.png

2. Keep the ball close to your body.

Screen Shot 2017-09-11 at 4.04.44 PM.png

3. Use both sides of the hockey stick to control the ball.

PRACTICE

  1. Set up four courses of cones. I will divide the class into four groups. Line up single file behind your group's marker cone. When I say, "GO!" the first person in line will walk and weave around each cone in the pattern. The next person in line can go after the first person reaches the first cone. When you get to the end, pick up your ball and return to the end of your line.
  2. Repeat as many times as needed.

WEAVING RACES

Screen Shot 2017-02-10 at 8.31.27 AM.png

TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
22 short cones (5 red, 5 yellow, 5 green, 5 blue, 2 orange)
1 Wiffle Ball per student
1 hockey stick per student
Optional: 2 hula-hoops

STORYLINE
Today we are playing Weaving Races. Your goal is to dribble while walking and weaving then shoot on goal.

INSTRUCTIONS

  • I will divide the class into four teams.
  • Before the game begins, line up single file behind your team’s marker cone.
  • When I say, "GO!" the first person in line will dribble in weaving pattern and then shoot on goal.
  • I will be the goalie.
  • Once you have shot on goal, retrieve your ball and get back in line.  
  • We will begin a new game once everyone has shot on goal.
 

Game 1: Play as indicated above. Start with one cone in the weaving pattern.
Game 2: Each round, add an additional cone in the weaving pattern students must dribble to.
Variation: Add two hula-hoops towards the goal. Select two students to be defenders. Defenders must stay inside the hula-hoop at all times.
Exit Ticket: Teacher lays out cones and students dribble while walking and weaving as they go to put their hockey stick and ball away.

 

TEACHING TIPS

  • Approach:
    • If students cannot dribble long distances, give them the option to pick up their ball and walk closer to the goal.
    • Consider having no goalie during the first rounds of the game.
  • 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: 
    • When dribbling, I bend my knees and lean __________.
    • Today I helped a classmate by...

MOVING DOTS II

moving dots.png

TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
1 hockey stick per student
1 Wiffle Ball per student
20 dots
Music player

STORYLINE
Today we are playing Moving Dots II. In this game, there is a mischievous elf that keeps moving the dots each time he/she hears music. Your goal is to dribble while walking and weaving as the music is playing and as soon as the music stops, get to a dot as fast as you can!  

INSTRUCTIONS

  • Before the game begins, line up shoulder-to-shoulder on the baseline with your hockey stick and ball.
  • When I say, "GO!" start dribbling your ball around the field, weaving around and between the dots.  
  • When the music stops, pick up your ball and find any dot in the field to stand on.
  • If you do not find a dot, you are the mischievous elf and get to help move the dots for the next round.
 

Game 1: Play as indicated above. Teacher is the mischievous elf.
Game 2: Remove more than one dot from the field.
Game 3: The mischievous elf can call out a specific color dot for students to find.
Game 4: After the music stops, students must do 10 dizzy bats with their hockey stick (have everyone count aloud) before finding a dot in the field.
Exit Ticket: Teacher lays out cones and students dribble while walking and weaving as they go to put their hockey stick and ball away.

 

TEACHING TIPS

  • Approach:
    • Change the layout of the dots as students are dribbling on the field.
  • 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: 
    • When dribbling, I bend my knees and lean __________.
    • Today I helped a classmate by...

MIND READER II

Screen Shot 2017-02-10 at 8.35.10 AM.png

TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
1 hockey stick per student
1 Wiffle Ball per student
1 blindfold
10 short cones
1 hula-hoop

STORYLINE
Today we are playing Mind Reader II. Your goal is to dribble while walking and weaving back and forth to trick the minder reader.  

INSTRUCTIONS

  • I will select a mind reader to stand in the center hula-hoop with a blindfold on.
  • Everyone else will begin on the baseline with their hockey stick and ball.
  • When I say, "GO!" the mind reader will spin around in a circle, counting down from "45".
  • Everyone will weave their ball back and forth from the baseline to the midline.
  • When the mind reader reaches "0" everyone must freeze. The mind reader will have five seconds to guess how many people are on the baseline.
  • If the mind reader guesses correctly, everyone must run a lap around the boundary cones.
  • If the mind reader guesses incorrectly, he/she must run a lap around the boundary cones.
  • The teacher will pick a different mind reader each game.
 

Game 1: Play as indicated above.
Game 2: Create a different challenge if the mind reader guesses wrong (10 jumping jacks, push-ups, sit-ups, lunges, wall-sits, etc.)
Game 3: Increase or decrease the amount of time students have to go back and forth from the baseline to the midline.
Exit Ticket: Teacher lays out cones and students dribble while walking and weaving as they go to put their hockey stick and ball away.

 

TEACHING TIPS

  • 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: 
    • When dribbling, I bend my knees and lean __________.
    • Today I helped a classmate by...