TECHNIQUE
Today we are going to learn how to throw overhand at a moving target.
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 at a moving target, it is important to:
1. Stand sideways to your target.
2. Make an “L” with your throwing arm.
3. Step and point your toe towards your target as you throw.
4. Rotate your hips as you are throwing.
5. Follow through with your throwing arm towards your target and across your body.
6. Throw the ball where your target will be (not where they are).
PRACTICE
- 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.
SNOWBALL ALLEY III
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 III. 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 overhand 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 a round.
- 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:
- Why should you not throw the ball at the target?
- What was most challenging about throwing a ball at a moving target?
HULA-HOOP HUSTLE
TIME
10-20 minutes
NUMBER OF STUDENTS
4-24 students per game
EQUIPMENT
11 short cones
24 fuzzy balls
6 hula-hoops
STORYLINE
Today we are playing Hula-Hoop Hustle. In this game, your goal is to throw overhand at the moving hula-hoops.
INSTRUCTIONS
- I will select 12 students to start off as hula-hoop holders. Each hula-hoop must be held by at least one hand from each teammate.
- Everyone else will be throwers.
- Before the game begins, the hula-hoop holders will line up on the baseline and the throwers will be on the opposite side.
- When I say, “GO!” the holders will run to the end line while holding their hula-hoop.
- If you get to the end line without a fuzzy ball going through your hoop, you are safe for the next round.
- If a ball goes through or your hand comes off the hula-hoop at any time, you must give your hula-hoop to two throwers.
- See how many rounds you can last without a ball going through your hula-hoop.
Game 1: Play as indicated above. Hula-hoops must be held horizontally.
Game 2: Hula-hoops must be held vertically.
Game 3: Hula-hoops can be held horizontally or vertically.
Game 4: Elimination Round – if a ball goes through a hula-hoop the holders are permanently throwers.
Exit Ticket: In pairs, students jog from the baseline to the midline throwing the ball back and forth.
TEACHING TIPS
- Approach:
- Increase or decrease the number of hula-hoop holders based on class size.
- Remind students to not pull or stretch the hula-hoop while running.
- 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:
- Why should you not throw the ball at the target?
- What was most challenging about throwing a ball at a moving target?
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 at 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 overhand and you catch it.
- When the Jedi knights are in their team’s hula-hoops, 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.
Game 2: Add a spy. Spies can go onto the other teams side and can 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: 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 students 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:
- Why should you not throw the ball at the target?
- What was most challenging about throwing a ball at a moving target?