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 double fake to get away from a defender

Running Unit | Level 26

TECHNIQUE
Today we are going to learn how to use a double fake to get away from a defender.

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

VOCABULARY
Fake: a movement that is intended only to deceive the opponent to believe you will do something you will not do.

When using a double fake to get away from a defender, it is important to:

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1. Step in the direction you are faking (sell it with your shoulders).

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2. Turn and step in the opposite direction.

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3. Plant off the outside of your foot and head in the direction of your original fake.

PRACTICE

  1. Form a line starting at the corner of the baseline.  When I say, "GO!" take turns running up to the midline (defender) and faking first to the left, then to the right so you can run to the left and out to the midline. Return back to the baseline.  
  2. When I say, “GO!” complete the same task but faking first to the right, then to the left so you can run to the right.

TREASURE STASH III

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TIME
10-20 minutes

NUMBER OF STUDENTS
6-25 students per game

EQUIPMENT
24 fuzzy balls
4 hula-hoops
9 short cones
Optional: 1 flag per student

OBJECTIVE
Today we are playing Treasure Stash III. In this game, your objective is to use a double fake to get away from a defender and capture all the treasure (fuzzy balls) without getting arrested.  

INSTRUCTIONS

  • I will divide the class into four pirate teams.
  • I will select two students to be the Navy. The Navy must start in the middle of the field.
  • When I say, “GO!” one pirate from your team will run into the field, take a piece of treasure, return it to your pirate ship and high-five the next student.
  • You may only carry one piece of treasure at a time and cannot pass or throw it to a teammate.
  • The islands (hula-hoops) are where you can stash your treasure. If you stash your treasure on an island, you must leave it behind and return to your pirate ship.
  • If you get tagged by the Navy, you must return the piece of treasure and go back to your team empty-handed.
  • We will begin a new round after all the treasure has been stashed or a new Navy has been selected.
 

Game 1: Play as indicated above.
Game 2: Play as indicated above with flags for each pirate.
Game 3: Add a Navy prison. If a pirate gets tagged he/she goes to prison and must be freed by another teammate tagging him/her.
Variation: Consider allowing pirates to use islands as safe zones where the Navy cannot tag them for 10 seconds.
Variation: Consider adding more Navy.
Exit Ticket: In pairs, students use a double fake on a defender on the way to line up to go back to class.

 

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:
    • Why is using a double fake effective?
    • What is most challenging about using a double fake?

CORE ROCKS

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TIME
10-20 minutes

NUMBER OF STUDENTS
8-30 students per game

EQUIPMENT
5 short cones
1 flag per 2 students
8 fuzzy balls
4 hula-hoops
Optional: 2+ fuzzy balls
Optional: 2 hula-hoops
Optional: 1 flag per student

OBJECTIVE
Today we are playing Core Rocks. In this game, the objective is to use a double fake to get away from a defender and get all the rocks (fuzzy balls) on your team’s side.

INSTRUCTIONS

  • I will divide the class into two teams. Each team begins on their side of the field.
  • When I say, “GO!” you have to grab the other team’s rocks or defend your team’s rocks.
  • If you cross the midline and enter the other team’s side, you can be tagged. You cannot be tagged when you are on your side of the field.
  • If you are tagged, you must go back to your side. If you are in possession of a rock when you are tagged, you must return it.
  • We will begin a new game when one team has all the rocks on their side of the field.
 

Game 1: Play as indicated above.
Game 2: When a student is tagged, they are frozen in place until a teammate frees them with a high-five.
Game 3: Add a jail (hula-hoop) to each side for tagged students. A teammate may only free one jailed student at a time with a high-five, but may not try to take a rock at the same time.
Variation: Consider adding more rocks to increase difficulty level.
Variation: Instead of tagging, pull flags.
Exit Ticket: In pairs, students use a double fake on a defender on the way to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Depending upon how well the teams work together, consider mixing them up between games.
  • Safety:
    • To avoid injury, make sure students are tagging properly.
  • 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 is using a double fake effective?
    • What is most challenging about using a double fake?

ULTIMATE BALL

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TIME
20-30 minutes

NUMBER OF STUDENTS
10-20 students per game

EQUIPMENT
1 small playground ball
10 short cones
1 flag per 2 students
Optional: 1+ small playground ball

OBJECTIVE
Today we are playing Ultimate Ball. In this game, the objective is to use a double fake to get away from a defender and get the ball into your opponent’s end zone.

INSTRUCTIONS

  • I will divide the class into two teams (using flags) and select one team to begin with the ball in their end zone.
  • If you have the ball:
    • You can pass the ball to anyone on your team, except the person that passed it to you.
    • You must keep one foot planted on the ground (pivot foot).
  • If you do not have the ball, you can move around the field to get open or play defense.
  • The defensive team is trying to knock down or intercept the ball, but must stand three feet away from the student that is passing the ball.
  • If the pass is incomplete (hits the ground) or goes out-of-bounds, the defensive team gets possession of the ball where it landed (even if the defensive team hit it last).
  • We will begin a new round when one team scores.
 

Game 1: Teams must pass the ball at least five times before scoring (do not keep score).
Game 2: Give students a 10-second time limit (the defender counts out loud) to pass the ball to a teammate.
Game 3: Try keeping score.  The first team that scores 11 points (must win by two more points) wins the game.
Variation: Consider adding a second ball to increase participation.
Exit Ticket: In pairs, students use a double fake on a defender on the way to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • If students are not involving everyone on their team, consider a variation where everyone on a team needs to touch the ball before scoring.
  • 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 is using a double fake effective?
    • What is most challenging about using a double fake?