SHAPE STANDARDS
S1.M2.6- Throws with a mature pattern for distance or power appropriate to the practice task.
S4.M3.6- Demonstrates self-responsibility by implementing specific corrective feedback to improve performance.

CASEL STANDARDS
Responsible Decision-Making: Identifying Problems.

ASSESSMENT RUBRIC

 

Objective: Throw overhand while moving at a moving target

Throwing/Catching Unit | Level 25

TECHNIQUE
Today we are going to learn how to throw overhand while moving at a moving target. 

IMPORTANCE
Throwing overhand while moving at a moving target is important because it improves your muscular strength and endurance. Throwing overhand is a necessary skill used to play 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 while moving at a moving target, it is important to:

1.png

1. Position your body sideways to your target.

2.png

2. Make an “L” with your throwing arm.

3.png

3. Instead of stepping towards your target, push off your back foot and throw while your front foot is in the air.

4.png

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

5.png

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

 

PRACTICE

  1. Move onto Group GameThe Force Awakens II.

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

OBJECTIVE
Today we are playing The Force Awakens II. In this game, you are in a galazxy far away and your team is under attack. The objective is to throw overhand while moving at a moving target and 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-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.
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 partners, students jog from the baseline to the midline three times while throwing and catching.

 

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 while also moving at the same time?

KICKBALL

TIME
20-30 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
4 hula-hoops
1 playground ball
1 short cone

OBJECTIVE
Today we are playing Kickball. In this game, the objective is to get three outs by throwing overhand while moving at a moving target and get more runs than the opposing team.

INSTRUCTIONS

  • I will divide the class into two teams. I will decide which team will kick first and which team will start in the field.
  • If you are kicking first, decide the batting order and line up single file behind home plate.
  • If you are fielding first, decide which position each student will play (catcher, 1st base, 2nd base, 3rd base, outfield).
  • I will be the pitcher for each team.
  • A kicker is out if:
    • The ball is caught in the air
    • The ball is thrown to the base before the kicker steps on it
    • The ball is thrown overhand and hits the kickers feet while running to a base
  • A ball is considered foul if it goes behind 3rd or 1st base when kicked.
  • A kicker cannot strike out (each kicker gets a turn to kick the ball).
  • Kickers and fielders will switch after three outs or after a team has scored five runs.
 

Game 1: Teacher is the pitcher. 
Game 2: Students can pitch.
Exit Ticket: In partners, students jog from the baseline to the midline three times while throwing and catching.

 

TEACHING TIPS

  • Approach:
    • Divide teams equally based on athletic ability.
  • 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 while also moving at the same time?

TRAITOR

TIME
15-25 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
24 fuzzy balls
5 short cones
Optional: 2 Frisbees

OBJECTIVE
Today we are playing Traitor. In this game, the objective is to throw overhand while moving at a moving target to get the opposing team onto your side. 

INSTRUCTIONS

  • I will divide the class into two teams.
  • When I say, “GO!” you will try and throw fuzzy balls at the opposing team.
  • All throws must be overhand.
  • If you are hit with a fuzzy ball from the shoulders and below, you must join the other team.   
  • If a ball you throw is caught, you must join the other team.
  • You may not intentionally stand and try to get hit.
  • You may not have more than one fuzzy ball in your hand at a time.
  • We will begin a new game when there is one student left on a team.
 

Game 1: Play as indicated above. Students may not block shots with a fuzzy ball.
Game 2: Students may block shots with a fuzzy ball.
Variation: Add a shield (Frisbee) on each team. A student can block shots with the shield, but cannot throw.
Exit Ticket: In partners, students jog from the baseline to the midline three times while throwing and catching.

 

TEACHING TIPS

  • Approach:
    • Divide teams equally based on athletic ability.
  • 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 while also moving at the same time?