SHAPE STANDARDS
S1.M2.7- Throws with a mature pattern for distance or power appropriate to the activity in a dynamic environment.
S4.M3.7- Provides corrective feedback to a peer, using teacher-generated guidelines, and incorporating appropriate tone and other communication skills.

CASEL STANDARDS
Responsible Decision-Making: Identifying Problems.

ASSESSMENT RUBRIC

 

Objective: Throw to a moving target with a defender

Throwing/Catching Unit | Level 29

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

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
Defense:
the team that does not have possession of the ball.

When throwing overhand at a moving target with a defender, 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.

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6. Throw the ball to a location away from the defender.

PRACTICE

  1. Move onto Group Game – 3 Flys Up.

BATTLEFIELD II

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TIME
20-30 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
24 tall cones
24 fuzzy balls
10 short cones
Optional: 2 playground balls
Optional: 2 Frisbees

OBJECTIVE
Today we are playing Battlefield II. In this game, the objective is to throw overhand at a moving target with a defender and capture the flag from the opposing team to bring it back to your side of the field.

INSTRUCTIONS

  • I will divide the class into two teams. Each team will have a flag placed in a hula-hoop on their side.
  • If you are on your side of the field, you can be hit with a fuzzy ball.
  • If you cross the midline and enter the other team’s side, you can be tagged or hit with a fuzzy ball.
  • If you are tagged or hit with a fuzzy ball (shoulders and below), you go down. If you are in possession of the opponent’s flag when you are tagged or hit, the flag must be returned.
  • While on the other team’s side, you cannot pick up or throw fuzzy balls.
  • You can be saved if your team’s medic tags you or throws you a ball and you catch it.
  • Medics cannot cross the midline.
  • The flag cannot be passed to a teammate.
  • When guarding your flag, you must remain five feet away from the hula-hoop.
  • You are safe for 10 seconds when you are inside the other team’s hula-hoop.
 

Game 1: Play as indicated above with two medics.
Game 2: Play as indicated above with one medic.
Variation: Let one or two students use a disc as a shield to block fuzzy balls.
Variation: Instead of tagging, have students pull flags.
Exit Ticket: Students catch a ball thrown by teacher while being defended.

 

TEACHING TIPS

  • 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: 
    • Describe how you should throw a ball at a moving target with a defender.
    • How would you describe your ability to throw to a moving target with a defender?

3 FLYS UP

TIME
10-20 minutes

NUMBER OF STUDENTS
4-20 students per game

EQUIPMENT
4 footballs
5 cones

OBJECTIVE
Today we are playing 3 Flys Up. In this game, the objective is to throw overhand at a moving target with a defender and be the first student to catch three fly balls in a row.  

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.
  • When I say, “GO!” the thrower will throw the football into the field.
  • Once a student has caught the ball three times, he/she is the thrower.
  • You cannot push, shove or take the ball out of another student’s hands.
  • Each student must keep track of his/her catches.
 

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: Students catch a ball thrown by teacher while being defended.

 

TEACHING TIPS

  • Approach:
    • For larger classes, split the field into four rectangles so four different games can be played at the same time.  
    • Have one student be a hacker. The hackers job is to keep the other students from catching the ball.
    • 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: 
    • Describe how you should throw a ball at a moving target with a defender.
    • How would you describe your ability to throw to a moving target with a defender?

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

OBJECTIVE
Today we are playing Jailbreak. In this game, the objective is to throw overhand at a moving target with a defender to help your teammates escape out of prison.  

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: Students catch a ball thrown by teacher while being defended.

 

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: 
    • Describe how you should throw a ball at a moving target with a defender.
    • How would you describe your ability to throw to a moving target with a defender?