SHAPE STANDARDS
S1.E16.4- Catches a thrown ball above the head, at chest or waist level, and below the waist using a mature pattern in a non-dynamic environment (closed skills).
S4.E3.4- Listens respectfully to corrective feedback from others (peers, adults, etc.).

CASEL STANDARDS
Responsible Decision-Making: Identifying Problems.

ASSESSMENT RUBRIC

 

Objective: Catch a fly ball at the highest point

Throwing/Catching Unit | Level 20

TECHNIQUE
Today we are going to learn how to catch a fly ball at the highest point. 

IMPORTANCE
Catching is important because it is a necessary skill used to play many different sports such as baseball, football, basketball, etc. Catching also improves your hand-eye coordination, timing, sequencing and attention span. 

VOCABULARY
Fly ball:
a ball batted or thrown high into the air.

When catching a fly ball at the highest point, it is important to:

1. Extend your arms outward. 

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

3. Catch the ball with your hands.

 
 

4. Cushion the ball as the catch is made (pretend you are catching an egg).

 

PRACTICE

  1. I will divide the class into teams of two. Ro Sham Bo to decide who will begin with the ball first. One teammate will stand on the baseline, the other will stand 10 feet away from him/her. When I say, "GO!" toss a fly ball to one another. See how many complete tosses you can make. If you drop the ball at any point, restart your count.

HIGH STAKES

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
4 fuzzy balls
5 short cones

STORYLINE
Today we are playing High Stakes. Your goal is to catch a fly ball at the highest point and be the first student to reach 500 points.

INSTRUCTIONS

  • I will divide the field into two sections – competitive and non-competitive.
  • I will select the first two throwers.
  • Before the game begins, spread out onto the field so that you are not touching anyone else.
  • When I say, “GO!” the thrower will throw the fuzzy ball overhand into the field.
  • After the ball is thrown, the thrower has three seconds to call out how many points the ball is worth.
  • Points must be either: 100, 200, 300, 400 or 500.
  • If a student catches the ball he/she gets the allotted number of points.
  • If a thrower yells, “Bankrupt!” and a student catches the ball, he/she starts back at 0. 
  • Students cannot push, shove or take the ball out of another student’s hands.
  • Each student must keep track of his/her points.
  • The first student to get to 500 becomes the thrower.
 

Game 1: Play as indicated above.
Game 2: Throwers can throw two balls (one quickly after the other, not at the same time).
Exit Ticket: Teacher throws a fly ball for students to catch and put away.

 

TEACHING TIPS

  • Approach:
    • For larger classes, split the field into four rectangles so four different games can be played at the same time.  
    • If students are not getting a chance to throw, rotate throwers each round.
  • 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 catching a ball at the highest point, what can you pretend you are catching and why?
    • What was most challenging about catching a ball at the highest point.

TATER TOT TOSS III

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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 catch a fly ball at the highest point and get as few letters (T-A-T-E-R) as possible.

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!” is called, you must freeze.
  • The catcher can take up to five steps (not jumps) towards the closest student and try to hit them 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: Teacher throws a fly ball for students to catch and put away.

 

TEACHING TIPS

  • Approach:
    • Remind students they can only stay within the boundary cones – they cannot go outside of them.
  • 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: 
    • When catching a ball at the highest point, what can you pretend you are catching and why?
    • What was most challenging about catching a ball at the highest point.

JAILBREAK

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TIME
15-25 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
24 fuzzy balls
15 short cones
Optional: 10 tennis balls
Optional: 2 Frisbees

STORYLINE
Today we are playing Jailbreak. Your goal is to escape out of prison by catching a fly ball at the highest point. 

INSTRUCTIONS

  • I will divide the class into two teams.  
  • Select two people from your team to be the escapees.
  • When I say, “GO!” the escapees will throw fuzzy balls to their teammates still in prison.
  • Escapees may block the other team’s throws with a fuzzy ball.
  • If you catch a ball in prison, you may give it to another prisoner or you may free yourself. 
  • Once you are free, you may join the escapees and continue to throw with them.
  • You may not cross the boundary cones to throw or catch a ball.
  • We will begin a new game when all of the prisoners have escaped from either prison.
 

Game 1: Play as indicated above.
Game 2: Increase or decrease the number of escapees based on the class’ skill ability.
Variation: Add tennis balls along with fuzzy balls. Add Frisbees as shields escapees can use to block throws.
Exit Ticket: Teacher throws a fly ball for students to catch and put away.

 

TEACHING TIPS

  • Approach:
    • Start with two capable escapees on each team.
    • Divide teams equally based on athletic ability.
  • Safety:
    • Remind students to be aware of one another 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 catching a ball at the highest point, what can you pretend you are catching and why?
    • What was most challenging about catching a ball at the highest point.