SHAPE STANDARDS
S1.E14.4b- Throws overhand to a partner or a target with accuracy at a reasonable distance.
S4.E3.4- Listens respectfully to corrective feedback from others (peers, adults, etc.).

CASEL STANDARDS
Responsible Decision-Making: Identifying Problems.

ASSESSMENT RUBRIC

 

Objective: Throw overhand to a partner

Throwing/Catching Unit | Level 17

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

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
Overhand :
a throw made with the arm or hand above shoulder level.

When throwing overhand to a partner, 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.

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4. Rotate your hips as you are throwing.

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5. Follow through with your throwing arm towards your target and across your body.

 

PRACTICE

  1. I will divide students into teams of two. Ro Sham Bo to decide who will throw first. One teammate will stand on the baseline, the other will stand five feet away from him/her. When I say, "GO!" throw the ball overhand to one another and see how many complete passes you can make. If you drop the ball at any point, restart your count.
  2. Repeat as many times as needed.

RUSHING RIVER II

TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
2 long jump ropes
1 playground ball per 2 students
5 short cones

STORYLINE
Today we are playing Rushing River II. Your goal is to throw overhand to a teammate and catch the ball as many times as possible while the river grows larger and larger.

INSTRUCTIONS

  • I will divide the class into teams of two.  
  • Ro Sham Bo to decide who will begin with the ball.
  • When I say, “GO!” you must make a certain number of complete overhand throws and catches with your partner. This number will increase each round.
  • Once you have made the required number of throws and catches, sit down so I know you are ready to move onto the next round.
  • If your ball falls into the river, quickly retrieve it before an alligator eats it.
  • The river will widen at the beginning of each game.
  • You must stay behind the river boundary when making a throw or catch.
 

Game 1: Play as indicated above. Students have to make three complete passes before widening the river.
Game 2: Students have to make five complete passes before widening the river.
Game 3: Elimination round. If your ball drops in the swampy river, then an alligator has eaten it. You may practice throwing and catching the ball with your partner somewhere in the field.
Exit Ticket: Students throw a ball overhand to the teacher to put away.

 

TEACHING TIPS

  • Approach:
    • Let students catch the ball at least three times before widening the river.
  • Safety:
    • Remind defending students to use the ready position when catching 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: 
    • When throwing, follow through with your throwing arm __________ and __________.
    • Was it difficult working with your partner? Why or why not?

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 throw overhand to your allied team while being the first team to have all team members catch a ball. 

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: Students throw a ball overhand to the teacher to put away.

 

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: 
    • When throwing, follow through with your throwing arm __________ and __________.
    • Was it difficult working with your partner? Why or why not?

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 throw overhand to a catcher to collect as many jewels (balls) as you can  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.
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: 
    • When throwing, follow through with your throwing arm __________ and __________.
    • Was it difficult working with your partner? Why or why not?