SHAPE STANDARDS
S1.E16.3- Catches a gently tossed hand-size ball from a partner, demonstrating 4 of the 5 critical elements of a mature pattern.
S4.E3.3- Accepts and implements specific corrective feedback from the teacher.

CASEL STANDARDS
Responsible Decision-Making: Identifying Problems.

ASSESSMENT RUBRIC

 

Objective: Catch a thrown ball above the waist

Throwing/Catching Unit | Level 16

TECHNIQUE
Today we are going to learn how to catch a thrown ball above the waist.

IMPORTANCE
Catching a thrown ball above the waist is important because it allows you to improve your catching ability, expand your catching area and quickly transition to throwing the ball at a target or partner.  

VOCABULARY
Waist:
the part of the human body below the ribs and above the hips.

When catching a thrown ball above the waist, it is important to:

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1. Extend your arms outward. 

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2. Put your thumbs together and point your fingers up (make a diamond).

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3. Keep your eye on the ball. 

PRACTICE

  1. I will divide the class into teams of two. Ro Sham Bo to decide who will start with the ball. One teammate will stand on the baseline, the other will stand five feet away from him/her. When I say, "GO!" toss the ball to one another. Each toss must be above the waist. See how many complete tosses you can make to one another. If you drop the ball at any point, restart your count.

RUNNING MONKEY

TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
1 fuzzy ball per 3 students
1 tall cone per 3 students

STORYLINE
Today we are playing Running Monkey (similar to Monkey in the Middle). Your goal is to catch a thrown ball above the waist as many times as you can before the monkey gets back to you.

INSTRUCTIONS

  • I will divide the class into teams of three.  
  • Ro Sham Bo to decide who will run first.
  • One student will be the monkey and the other two students will be the catchers. Catchers must stand five feet apart from one another.
  • When I say, “GO!” the monkey will run to the tall cone and back while the catchers try and make as many complete catches as possible.
  • The monkey must touch the tall cone before coming back to his/her teammates.
  • Switch roles each round.
  • Keep track of the highest number of catches your team can make during each game.
 

Game 1: Play as indicated above.
Game 2: Increase the space between the catchers each round.
Exit Ticket: Teacher throws a ball for students to catch abover their waist before cleaning up their equipment.

 

TEACHING TIPS

  • Approach:
    • Divide teams equally based on athletic ability.  
  • Safety:
    • Remind students to be aware of other teams throwing and catching around them.   
  • 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 shape should you make with your thumbs and fingers when trying to catch a ball?
    • How could you help your partner get better at catching the ball?

JEWELRY HEIST II

TIME
15-25 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 catch a thrown jewel (ball) above the waist to collect and pass them off 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 the jewels and putting them 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 underhand 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.
Exit Ticket: Teacher throws a ball for students to catch above their waist before cleaning up their equipment.

 

TEACHING TIPS

  • Approach:
    • Remind students, only caught balls count.
  • Safety:
    • Remind students to be aware of other robbers running back and forth.  
  • 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 shape should you make with your thumbs and fingers when trying to catch a ball?
    • How could you help your partner get better at catching the ball?

FOUR CORNER CATCH II

TIME
10-20 minutes

NUMBER OF STUDENTS
4-28 students per game

EQUIPMENT
1 playground ball per 2 students
11 short cones
Optional: 24 fuzzy balls

STORYLINE
Today we are playing Four Corner Catch II. Your goal is to be the first team to have all team members catch a thrown ball above the waist.

INSTRUCTIONS

  • I will divide the class into four teams.
  • Each game your team will be allied with one other team.
  • When I say, “GO!” throw a ball overhand to your allied team and get in the ready position to quickly receive a ball.
  • When you catch a ball, sit down.
  • We will begin a new game when everyone has caught a ball.
 

Game 1: Play as indicated above. Team 1 and Team 2 throw to one another. Team 3 and Team 4 throw to one another.
Game 2: Team 1 and Team 3 throw to one another. Team 2 and Team 4 throw to one another.
Game 3: Team 1 and Team 4 throw to one another. Team 2 and Team 3 throw to one another.
Game 4: Decrease the number of fuzzy balls.
Exit Ticket: Teacher throws a ball for students to catch above their waist before cleaning up their equipment.

 

TEACHING TIPS

  • Approach:
    • Divide teams equally based on athletic ability.
  • Safety:
    • Remind defending students to use the ready position to catch the ball.
  • 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 shape should you make with your thumbs and fingers when trying to catch a ball?
    • How could you help your partner get better at catching the ball?