SHAPE STANDARDS
S1.E14.2- Throws overhand, demonstrating 2 of the 5 critical elements of a mature pattern.
S4.E3.2- Accepts specific corrective feedback from the teacher.

CASEL STANDARDS
Responsible Decision-Making: Identifying Problems.

ASSESSMENT RUBRIC

 

Objective: Throw overhand: part 1

Throwing/Catching Unit | Level 11

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

IMPORTANCE
Overhand throwing is important because it improves your muscular strength and endurance. Learning how to throw overhand is necessary to play many different sports such as football, baseball, softball, basketball, Frisbee, etc. 

VOCABULARY
Target:
a person, object, or place selected as the aim of an attack.
Baseline: the line marking each end of the court.

When throwing overhand, it is important to:

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1. Stand sideways to your target.

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2. Make an “L” with your throwing arm.

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3. Step and point your toe towards your target as you throw.

PRACTICE

  1. Line up on the baseline shoulder-to-shoulder with your fuzzy ball. When I say, “GO!” throw your ball overhand with two hands 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. 

THE FORCE AWAKENS II

TIME
15-25 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
5 short cones
24 fuzzy balls
2 hula-hoops
Optional: 2 playground balls

STORYLINE
Today we are playing The Force Awakens II. In this game, you are in a galaxy far away and your team is under attack. Your goal is to throw overhand and get all the opposing team members down.  

INSTRUCTIONS

  • I will divide the class into two teams.
  • I will select one student on each team to be the Jedi knight.
  • When I say, “GO!” throw fuzzy balls at the opposing team (from the shoulders below).
  • If you are hit, you must go down within three seconds.
  • The only way to get back up is if the Jedi knight throws you a ball overhand and you catch it.
  • When the Jedi knights are in their team’s hula-hoop they are safe.
  • If the Jedi knights leaves the hula-hoop and gets hit (shoulders and below), he/she is down.
  • We will begin a new game when there is one team left. 
  • New Jedi knights will be chosen each game.
 

Game 1: Play as indicated above.
Game 2: Add spies. Spies can go onto the other team’s side and steal fuzzy balls but they can also be hit. 
Variation: Use playground balls as Kaboomies. If a student is hit from the knees and below, he/she is down. Kaboomies may only be rolled.
Exit Ticket: Students throw a ball overhand to the teacher to put away.

 

TEACHING TIPS

  • Approach:
    • Depending on class size, select two students from each team to be the Jedi knight.
    • Remind students to be honest about getting hit. Make a rule where 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: 
    • What letter should you make with your throwing arm?
    • Who could help you practice your overhead throw?

JEWELRY HEIST II

TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
24 fuzzy balls
2 playground balls
10 beach balls
4 hula-hoops
10 short cones

STORYLINE
Today we are playing Jewelry Heist II. Your goal is to throw overhand each of the jewels (balls) to the getaway vans (hula-hoops) without being caught by the security guards (taggers).  

INSTRUCTIONS

  • I will select two security guards.
  • I will select four catchers, in charge of catching and putting the jewels into the getaway van.
  • The rest of you will be robbers (runners).
  • When I say, “GO!” the robbers must:
    • Run to the jewelry store
    • Grab a jewel
    • Run back and throw the jewel overhand to any catcher
  • Once robbers are inside the jewelry store, they are safe and cannot be tagged.
  • If a robber is tagged by a security guard, he/she must go back and get a high-five from a catcher to get back in the game. If a robber is in possession of a jewel, he/she must return it.
  • Robbers must throw overhand and be outside of the boundary cones.
  • Security guards cannot cross either side of the boundary cones.
  • We will begin a new game when all the jewels are collected and new security guards and catchers are selected.
 

Game 1: Play as indicated above.
Game 2: Increase the number of security guards.
Game 3: Guards can win the game if there are jewels in the jewelry store after 3 minutes.
Exit Ticket: Students throw a ball overhand to the teacher to put away.

 

TEACHING TIPS

  • Approach:
    • Remind students, only caught balls count.
  • 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: 
    • What letter should you make with your throwing arm?
    • Who could help you practice your overhead throw?

TATER TOT TOSS III

TIME
15-25 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
1 short cone per student
1 beach ball

STORYLINE
Today we are playing Tater Tot Toss III. Your goal is to throw overhand towards a student to get a letter (T-A-T-E-R). 

INSTRUCTIONS

  • I will start with the ball in the center zone.
  • Before the game begins, you will circle up around the center zone.
  • I will throw the ball up and call out one of your names.
  • If your name is called, catch the ball after one bounce or less and yell, “TATER!”
  • If your name is not called, run as far away as possible while staying inside the boundary cones.
  • When “TATER!” has been called, you must freeze.
  • The catcher can take up to five steps (not jumps) towards a student and try to hit him/her below the shoulders.
  • If the student catches the ball or the ball bounces first, the thrower gets to tell the teacher which name to call out next round.
  • If a student is hit, the whole team (everyone in the field) receives a letter.
 

Game 1: Play as indicated above. If a name has been called already, it cannot be called again.
Game 2: Give each student a number and call out numbers instead of names.
Game 3: The student who is called is the thrower for the next round. The teacher or the thrower can call out the name. No names can be repeated.
Exit Ticket: Students throw a ball overhand to the teacher to put away.

 

TEACHING TIPS

  • Approach:
    • Remind students they can only stay within the boundary cones – they cannot go outside of the cones.
  • Safety:
    • Remind defending students to use the ready position when the ball is being thrown in their direction.
  • 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: 
    • What letter should you make with your throwing arm?
    • Who could help you practice your overhead throw?