SHAPE STANDARDS
S1.E13.2- Throws underhand using a mature pattern.
S4.E3.2- Accepts specific corrective feedback from the teacher.

CASEL STANDARDS
Responsible Decision-Making: Identifying Problems.

ASSESSMENT RUBRIC

 

Objective: Throw underhand at a target

Throwing/Catching Unit | Level 9

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

IMPORTANCE
Throwing underhand at a target is important because it improves your hand-eye coordination, accuracy and aim.

VOCABULARY
Palm:
the inner surface of the hand between the wrist and fingers.
Target: a person or object selected as the aim. 

When throwing underhand at a target, 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.

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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 aiming for the midline. When everyone has thrown, retrieve your ball and bring it back to the baseline.
  2. Repeat as many times as needed. 

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 see how many times you can throw underhand to 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 underhand throw the ball to the teacher to put the equipment 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 for 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, step with your __________ foot towards the target.
    • What was difficult about throwing at the target?

HULA-HOUSE BATTLE

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TIME
15-25 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
12 hula-hoops
15 short cones
24 fuzzy balls
2 tall cones
Optional: 2 playground balls

STORYLINE
Today we are playing Hula-House Battle. Your goal is to throw underhand at the opposing team's hula-house to try and knock it down. 

INSTRUCTIONS

  • I will divide the class into two teams.
  • When I say, “GO!” try and throw fuzzy balls underhand at the opposing team’s hula-house.
  • You may not go past the midline cones or the cones surrounding your hula-house.
  • If you get hit from the shoulders and below, you must run a lap around the boundary cones before rejoining your team. 
  • You may only have one fuzzy ball in your hand at a time and cannot block shots with the fuzzy balls.
  • Teams get one point if they knock down the opposing team’s hula-house. Five points if they knock down a cone and the hula-house and 10 points if they knock down just a cone.
  • We will begin a new round when a cone or hula-house gets knocked down.
 

Game 1: Play as indicated above.
Game 2: Hit students must sit down. Add a medic on each team to save the injured by tagging them.
Game 3: Add a spy on each team who can go to the other side and collect fuzzy balls.
Variation: Add playground balls. Playground balls can be blocked by a fuzzy ball and only rolled.
Exit Ticket: Students underhand throw the ball to the teacher to put the equipment away.

 

TEACHING TIPS

  • Approach:
    • If knocking down the hula-houses is too difficult, move the houses closer to the midline.  
    • Remind students to be honest about getting hit. Make a rule that 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: 
    • When throwing, step with your __________ foot towards the target.
    • What was difficult about throwing at the target?

TERMINATOR TAG

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
1 fuzzy ball per student

STORYLINE
Today we are playing Terminator Tag. Your goal is to be the last team standing by throwing underhand at the opposing teams.  

INSTRUCTIONS

  • I will divide the class into teams of two. Each of you will get a fuzzy ball.
  • Before the game begins, link arms or hold hands with your teammate and spread out anywhere inside the boundary cones.
  • When I say, “GO!” throw your fuzzy ball at the opposing teams while protecting yourself from being hit.
  • Throws must be underhand.
  • If you or your teammate gets hit from the shoulders or below, both of you must sit down.  
  • You can get back up when the team that hit you goes down.
  • You may not have an alliance with another team.
  • You can block an opponent’s ball with your fuzzy ball.
  • We will begin a new game when there is one team left.
 

Game 1: Play as indicated above.
Game 2: Play with only one fuzzy ball per team.
Game 3: Divide the class into two teams.  Partners must still hold hands.
Exit Ticket: Students underhand throw the ball to the teacher to put the equipment away.

 

TEACHING TIPS

  • Approach:
    • Divide teams equally based on athletic ability.
    • If possible, give each teammate the same color fuzzy ball to avoid confusion.
  • 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, step with your __________ foot towards the target.
    • What was difficult about throwing at the target?