SHAPE STANDARDS
S1.E13.K- Throws underhand with the opposite foot forward.
S4.E3.K- Follows instruction and directions when prompted.

CASEL STANDARDS
Responsible Decision-Making: Identifying Problems.

ASSESSMENT RUBRIC

 

Objective: Throw underhand for distance

Throwing/Catching Unit | Level 2

TECHNIQUE
Today we are going to learn how to throw underhand for distance.    

IMPORTANCE
Underhand throwing for distance is important because being able to throw farther distances helps improve your hand-eye coordination and upper body muscular strength.

VOCABULARY
Underhand:
a throw made with the arm or hand below shoulder level.

When underhand throwing for distance, it is important to:

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1. Face your target. 

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2. Bring your throwing arm back.

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3. Step with your opposite foot while your throwing arm swings forward (this is where the power comes from).

PRACTICE

  1. Line up on the baseline shoulder-to-shoulder with your fuzzy ball. When I say, “GO!” throw your ball underhand inside the boundary cones. When everyone has thrown, retrieve your ball and bring it back to the baseline.
  2. Repeat as many times as needed. Try and throw farther each time. 

SNOWBALL ALLEY

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
11 short cones
24 fuzzy balls
Optional: 2 playground balls

STORYLINE
Today we are playing Snowball Alley. In this game, the Grinch is throwing snowballs at all the elves as they make their way to the workshop. Your goal is to throw underhand for distance to stop the elves from getting to their workshop.

INSTRUCTIONS

  • Before the game begins, line up on the baseline shoulder-to-shoulder.
  • I will begin as the Grinch. The Grinch cannot throw any snowballs past the boundary cones and cannot enter the alley to retrieve balls during a game.
  • All snowballs must be thrown underhand.
  • When I say, “GO!” run to the workshop without getting hit by a snowball.   
  • If you get to the cabin without getting hit, you are safe for the next round.
  • If you get hit with a snowball from the shoulders or below or go out-of-bounds, you become a Grinch the next round.
  • We will begin a new game when there is one elf left.
 

Game 1: Play as indicated above. Elves can have a “three life rule”. They can be hit up to three times before becoming an elf. 
Game 2: Elves become Grinches after one hit.
Game 3: Divide students into two teams – elves and Grinches. Switch roles after each game.
Variation: Add playground balls as avalanches – these can only be rolled or thrown at elves feet.
Exit Ticket: Students throw underhand for distance to the teacher to put the balls away.

 

TEACHING TIPS

  • Approach:
    • If elves are staying too long at one end of the alley, consider using a 10-second countdown.
    • If Grinches are arguing over elves being hit or not, consider adding a ‘throwers choice rule’ or Ro Sham Bo.
  • Student Role:
    • Have a student be a ball master and toss the snowballs back to the Grinches.
  • 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: 
    • Your arm swings __________ when throwing.
    • Something that was hard for me today was...

TARGET PRACTICE

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
1 dot per student
1 hula-hoop
5 short cones
1 fuzzy ball per student
Optional: 10 short cones

STORYLINE
Today we are playing Target Practice. Your goal is to throw underhand for distance and into the target (hula-hoop).  

INSTRUCTIONS

  • Before the game begins, line up on the baseline shoulder-to-shoulder with your fuzzy ball.
  • When I say, “GO!” run to any dot on the field and throw your fuzzy ball into the target.
  • You must use an underhand throw and keep one foot on the dot.
  • If you make the target, retrieve your ball and go to a different dot.  
  • If you do not make the target, keep trying.
  • Try and see if you can make the target from every dot.
  • If you get to a dot at the same time as another student, Ro Sham Bo to decide who will throw first.
  • We will begin a new game after a couple of minutes.
 

Game 1: Play as indicated above. Ask students to see if they can make the target from a red, yellow, blue and green dot. If a ball bounces out of the target it still counts.
Game 2: Balls that bounce out of the target do not count.
Variation: In addition to dots, add short cones for students to throw from.
Exit Ticket: Students throw underhand for distance to the teacher to put the balls away.

 

TEACHING TIPS

  • Approach:
    • Remind students to be aware of others throwing around them to avoid being hit.
  • Student Role:
    • Have a student be a ball master to retrieve balls from the target back to the students.
  • 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: 
    • Your arm swings __________ when throwing.
    • Something that was hard for me today was...

ISLAND HOPPER

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
1 dot per student
2 long jump ropes
24 fuzzy balls
Optional: 2 playground balls

STORYLINE
Today we are playing Island Hopper. In this game you are on the islands of Indonesia. Your goal is to throw underhand for distance and catch the komodo dragon that is hopping from island to island (dots) in search of food.   

INSTRUCTIONS

  • Before the game begins, line up on along either jump rope shoulder-to-shoulder with your fuzzy ball.
  • I will begin as the komodo dragon.
  • When I say, “GO!” throw your fuzzy ball underhand as the komodo dragon hops across the islands.
  • The komodo dragon can only stand on the islands and not in the water. 
  • If the komodo dragon is hit (shoulders and below), he/she is kicked off the island.
  • We will begin a new game once I get kicked off.
  • You may only retrieve balls at the end of each game.
  • I will select a new person to be the komodo dragon.    
 

Game 1: Play as indicated above.
Game 2: Increase the number of komodo dragons.
Game 3:  Each dot color represents a value - grape, banana, cherry, blueberry and avocado. Students have to collect (hop on) each fruit.
Variation: Add playground balls. Balls must be rolled.
Exit Ticket: Students throw underhand for distance to the teacher to put the ball away.

 

TEACHING TIPS

  • Approach:
    • Increase or decrease the distance between the jump ropes and islands depending on the class’ ability level.
  • Student Role:
    • Have a student be a ball master to retrieve balls from the water.  
  • 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: 
    • Your arm swings __________ when throwing.
    • Something that was hard for me today was...