SHAPE STANDARDS
S1.M24.7- Demonstrates correct technique for a variety of skills in 1 self-selected individual-performance activity.
S2.M1.7- Reduces open space by using locomotor movements (walking, running, jumping and landing, changing size and shape of body) in combination with movement concepts (reducing the angle in the space, reducing distance between player and goal, etc.).

CASEL STANDARDS
Self-Management: Self-Motivation

ASSESSMENT RUBRIC

 

Objective: Set a screen for a teammate

Running Unit | Level 29

TECHNIQUE
Today we are going to learn how to set a screen for a teammate.

IMPORTANCE
Setting a screen for a teammate is important because it protects and supports your teammates more effectively during a game.

VOCABULARY
Screen:
a blocking move by an offensive player, by standing beside or behind a defender, to free a teammate from a defender.

When setting a screen for a teammate, it is important to:

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1. Set your feet a little wider than shoulder-width apart.

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2. Place your hands across your chest (girls) or protecting your waist area (boys).

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3. Remain stationary as the screen is set.

PRACTICE

  1. I will divide the class into teams of three. One of you will be the defender, one of you will be the offensive screener and one of you will be the offensive teammate. The defender will try to catch the offensive teammate. The screener will try to prevent the defender from getting to your teammate. As the offensive teammate, stand still and count aloud to 10 (1-Mississippi, 2-Mississippi, etc.) The defender has 20 seconds to get to you. After the practice ends, switch roles.

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 assist your team to get all four flags into your part of the field by setting a screen for your teammate.  

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 groups of three, students set a screen to create open space for a teammate 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:
    • How is setting a screen different for boy and girls?
    • How can you encourage a classmate who is nervous about setting a screen.  

BATTLEFIELD

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TIME
15-25 minutes

NUMBER OF STUDENTS
10-30 students per game

EQUIPMENT
5 short cones
2 hula-hoops
2 flags (1 blue, 1 green)
24 fuzzy balls
Optional: 1 flag for per student
Optional: 2 Frisbees

OBJECTIVE
Today we are playing Battlefield. In this game, the objective is to set a screen for your teammate to help your team capture the flag from the opposing team and 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 pickup 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: In groups of three, students set a screen to create open space for a teammate 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:
    • How is setting a screen different for boy and girls?
    • How can you encourage a classmate who is nervous about setting a screen. 

PRISONER

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TIME
20-30 minutes

NUMBER OF STUDENTS
10-30 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 set a screen for a teammate to help 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 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 groups of three, students set a screen to create open space for a teammate on the way to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Divide teams equally based on athletic ability.
    • Ask students how they could set a screen for a teammate 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:
    • How is setting a screen different for boy and girls?
    • How can you encourage a classmate who finds setting a screen makes them nervous?