SHAPE STANDARDS
S1.E13.1- Throws underhand, demonstrating 2 of the 5 critical elements of a mature pattern.
S4.E3.1- Responds appropriately to general feedback from the teacher.

CASEL STANDARDS
Responsible Decision-Making: Identifying Problems.

ASSESSMENT RUBRIC

 

Objective: Throw underhand: part 2

Throwing/Catching Unit | Level 5

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

IMPORTANCE
Underhand throwing is important because it improves your hand-eye coordination, upper body muscular strength and is necessary to learn before throwing overhand. 

VOCABULARY
Palm:
the inner surface of the hand between the wrist and fingers.

When throwing underhand, 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.)

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4. Let go of the ball when your palm is pointing at your target.

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5. Follow through with your throwing arm.

 

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.

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 each of the snowballs 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 the 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 by 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 the elves feet.
Exit Ticket: Students throw underhand 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: 
    • When throwing, you should let go of the ball when your palm is pointing at your __________.
    • I worked hard today by...

TARGET PRACTICE

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TIME
15-25 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 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 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: 
    • When throwing, you should let go of the ball when your palm is pointing at your __________.
    • I worked hard today by...

FLYING SQUIRRELS

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
24 tall cones
24 short cones
1 fuzzy ball per student

STORYLINE
Today we are playing Flying Squirrels. Your goal is to throw underhand and see how many tall cones your flying squirrel (fuzzy ball) can knock over.  

INSTRUCTIONS

  • Before the game begins, line up on the baseline shoulder-to-shoulder with your flying squirrel.
  • When I say, “GO!” you may run out to any cone in the field. 
  • Try and knock the cone over with an underhand throw.
  • If you knock the cone down, pick it back up and go to a different cone.
  • Try and knock down all the cones in the field.
  • If you get to a cone at the same time as another student, Ro Sham Bo to decide who will knock it down first.
 

Game 1: Play as indicated above.
Game 2: Knocked cones stay down. Students keep going until all cones have been knocked down.
Game 3: Put a short cone on top of all the tall cones. Have students try and knock down the towers. Repair the tower when it has been knocked down.
Game 4: Put a short cone on top of all the tall cones. If a student knocks down the tower they can take the short cone and put it on their dot. The tall cone must be put back in place until it is knocked down. Play until all the short cones and tall cones have been eliminated.
Exit Ticket: Students throw underhand to the teacher to put the ball away.

 

TEACHING TIPS

  • Approach:
    • Remind students to get closer or farther to the cone if it is too difficult or easy.  
    • Remind students to only be throwing underhand.
  • 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 throwing, you should let go of the ball when your palm is pointing at your __________.
    • I worked hard today by...