SHAPE STANDARDS
S1.E13.3- Throws underhand to a partner or target with reasonable accuracy.
S4.E3.3- Accepts and implements specific corrective feedback from the teacher.

CASEL STANDARDS
Responsible Decision-Making: Identifying Problems.

ASSESSMENT RUBRIC

 

Objective: Throw underhand at a moving target

Throwing/Catching Unit | Level 13

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

IMPORTANCE
Throwing underhand to a moving 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. 
Underhand: a throw made with the arm or hand below shoulder level.
Target: a person or object selected as the aim. 

When throwing underhand at a moving 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 partner.

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5. Follow through with your throwing arm.

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6. Throw the ball where your target will be (not where they are).

PRACTICE

  1. I will divide the class into teams of two. Stand five feet away from each other and parallel to the baseline. When I say, "GO!" jog from the baseline to the end line while underhand throwing and catching to one another. If you drop the ball, quickly recover it and keep going.
  2. Repeat as many times as needed.

THE FORCE AWAKENS

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. In this game, you are in a galaxy far away and your team is under attack. Your goal is to throw underhand to a moving target to 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 underhand and you catch it.
  • When the Jedi knights are in their team’s hula-hoop, they are safe.
  • If the Jedi knight 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.
Exit Ticket: In pairs, students jog from the baseline to the midline throwing the ball back and forth.

 

TEACHING TIPS

  • Approach:
    • Depending on class size, select two people from each team to be the Jedi knights.
    • 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: 
    • You should throw the ball where your target will be, not where they are. True or False?
    • What was challenging about throwing at a moving target?

SNOWBALL ALLEY

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 at the moving elves to stop them 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. Grinches must throw snowballs 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: In pairs, students jog from the baseline to the midline throwing the ball back and forth.

 

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: 
    • You should throw the ball where your target will be, not where they are. True or False?
    • What was challenging about throwing at a moving 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 throw underhand to a moving target and be the last team standing.

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: In pairs, students jog from the baseline to the midline throwing the ball back and forth.

 

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: 
    • You should throw the ball where your target will be, not where they are. True or False?
    • What was challenging about throwing at a moving target?