SHAPE STANDARDS
S1.M24.6- Demonstrates correct technique for basic skills in 1 self-selected individual-performance activity.
S2.M1.6- Creates open space by using locomotor movements ( walking, running, jumping, and landing) in combination with movement (varying pathways, change of speed, direction or pace).

CASEL STANDARDS
Self-Management: Self-Motivation

ASSESSMENT RUBRIC

 

Objective: Use a jab step to get away from a defender

Running Unit | Level 25

TECHNIQUE
Today we are going to learn how to use a jab step to get away from a defender.

IMPORTANCE
Using a jab step to get away from a defender is important because it leads your opponent in the opposite direction you are trying to go in.

VOCABULARY
Jab step:
a foot step or "fake" in the opposite direction of the way the player moves after the fake.

When using a jab step to get away from a defender, it is important to:

1. Jab one of your feet quickly forward (sell it with your shoulders).

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2. Read the defenders reaction.

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3. If the defender moves in the direction of your jab, move in the other direction.

PRACTICE

  1. Line up on the baseline shoulder-to-shoulder.  When I say, "GO!" run up to the tall cone (defender) and make three jab steps (to the right of the cone, to the left of the cone and towards the cone) with your right foot. 
  2. When I say, “GO!” complete the same task but now taking jab steps with your left foot.

4 WAY CAPTURE THE FLAG

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TIME
15-25 minutes

NUMBER OF STUDENTS
8-20 students per game

EQUIPMENT
16 short cones
4 short cones (red, yellow, blue, green)
4 flags

OBJECTIVE
Today we are playing 4 Way Capture the Flag. In this game, there are four teams each with a flag. The objective is to use a jab step to get away from a defender and get all four flags into your part of the field.

INSTRUCTIONS

  • I will divide the class into four teams. Each team will begin with a flag towards the back corner of their rectangle.
  • You are safe while you are in your rectangle.
  • If you enter another team’s rectangle, you can be tagged. Only proper tagging techniques are allowed.
  • If you are tagged, you must go back to your rectangle within three seconds. If you are in possession of another team’s flag when you are tagged, the flag must be returned.
  • Flags cannot be passed or thrown.
  • When guarding your flag, you must remain three feet away from the short cone.
  • There are no safe zones around the flags.
  • We will begin a new game when one team has captured all four flags.
 

Game 1: Play as indicated above.
Game 2: Allow alliances between teams.
Variation: Allow a “Five Seconds of Invincibility Rule”. When the teacher calls out, “Five Seconds of Invincibility!” students are invincible for five seconds and cannot be tagged during this time (count aloud down from five so students know how much time they have).
Exit Ticket: In pairs, students fake a defender on the way to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Do not put short cones and flags all the way in the back corner of rectangles or it will be too difficult to steal.
    • Allow one minute for teams to formulate a strategy or plan.
  • 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 can you use a jab step and why is it important?
    • Is jabbing an easy or difficult step for you and why?

RUNNING BASES

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TIME
10-20 minutes

NUMBER OF STUDENTS
5-25 students per game

EQUIPMENT
16 short cones
1 fuzzy ball
1 small playground ball
Optional: 1 flag for each student

OBJECTIVE
Today we are playing Running Bases. In this game, the objective is to run back and forth between the base zones as many times as possible while using a jab step to get away from a defender to avoid being tagged by the catchers.

INSTRUCTIONS

  • Before the game begins, choose one of the base zones to start in. 
  • I will select two students to be the starting catchers.
  • Catchers will guard their base zones and tag runners with the ball as they run back and forth.
  • When I say, "GO!" catchers will start tossing the ball and runners will try to run to the opposite base zone.
  • One foot must be inside the base zone to be considered safe.
  • Runners can go independently at any time.
  • If you are tagged by the ball, you become a catcher and the catcher becomes a runner.
 

Game 1: Play as indicated above. Teacher starts off as one of the throwers.
Game 2: Add a third thrower in the middle. Add another ball.
Game 3: Add a third base (forming a triangle with the other two) as a jail for tagged runners. The jail can be freed if an outside runner can safely get into the base.
Variation: If tagging with a ball is too difficult, consider wearing flags.  Catchers must have the ball to pull a flag.
Exit Ticket: In pairs, students fake a defender on the way to line up to go back to class.

 

TEACHING TIPS

  • Safety:
    • Remind students to avoid bumping into other students while running back and forth.
  • 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 can you use a jab step and why is it important?
    • Is jabbing an easy or difficult step for you and why?

PRISONER

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TIME
15-25 minutes

NUMBER OF STUDENTS
10-32 students per game

EQUIPMENT
5 short cones
2 hula-hoops
1 flag per 2 students
Optional: 1 flag per student

OBJECTIVE
Today we are playing Prisoner. In this game, the objective is to use a jab step to get away from a defender to free the prisoner or to capture all of the opposing team.  

INSTRUCTIONS

  • I will divide the class into two different teams (using flags).
  • You will decide who from your team will be the prisoner.
  • The prisoner will stand on the opposing team’s side prison (hula-hoop).
  • The prisoner can only be freed by another teammate tagging him/her.
  • If you cross the midline onto the other team’s side, you are no longer safe and can be tagged and sent to prison.
  • Teammates may only free one prisoner at a time and only the prisoner has a free walk back.
 

Game 1: Play as indicated above.
Game 2: Play with two prisoners.
Game 3: Play by pulling flags instead of tagging.
Exit Ticket: In pairs, students fake a defender on the way to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Divide teams equally based on athletic ability.
    • Ask students to share who they saw using a jab step to get away from a defender during this game.
  • Safety:
    • Remind students of proper tagging techniques.
  • 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 can you use a jab step and why is it important?
    • Is jabbing an easy or difficult step for you and why?