TECHNIQUE
Today we are going to learn how to use angles to get closer to an offensive player.
IMPORTANCE
Using angles to get closer to an offensive player it allows you to reach your opponent faster and more effectively.
VOCABULARY
Offense: a team that is taking action to score points or goals.
When using angles to get closer to an offensive player, it is important to:
1. Move to where your opponent is going, not where they are.
2. Keep your eyes on your opponent.
3. Adjust your speed as you approach your opponent.
PRACTICE
- I will divide the class into teams of two to practice this technique. The offenders will line up on the baseline and the defenders will line up on the end line. One at a time, the offenders will try and make it to the end line before being tagged by the defender. The defender will try to prevent the offender by using angles to reduce open space.
- Offenders and defenders switch roles.
SHARKS & MINNOWS III
TIME
10-20 minutes
NUMBER OF STUDENTS
No restrictions
EQUIPMENT
10 short cones
Optional: 3 hula-hoops
OBJECTIVE
Today we are playing Sharks and Minnows III. In this game, the objective is to use angles to get closer to the minnows and tag them before they reach the end line.
INSTRUCTIONS
- I will select one student to be the shark (tagger). The shark must start in the middle of the field.
- When I say, “GO!” the minnows have to get to the end line without being tagged by the shark.
- If you are tagged or go out-of-bounds, you become a shark.
- If you make it to the end line without being tagged, you are safe.
- We will begin a new round when all the minnows get to the end line or get tagged by the shark.
- We will start a new game when there is one minnow remaining.
Game 1: Play as indicated above.
Game 2: Instead of tagging, have students pull flags.
Game 3: Add safe zones (hula-hoops) for minnows.
Variation: Let tagged students stand on the side of the field (either side) and throw fuzzy balls at the minnows. Tagged or hit minnows can either be throwers or sharks.
Exit Ticket: Students perform the practice task from earlier in order 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 it important to use angles when trying to get closer to an offensive player?
- Did you find it difficult to move where your opponent was going?
- Why or why not?
SQUIRRELS & ACORNS
TIME
10-20 minutes
NUMBER OF STUDENTS
6-25 students per game
EQUIPMENT
24 fuzzy balls
4 hula-hoops
4 short cones
4 flags
OBJECTIVE
Today we are playing Squirrels and Acorns. In this game, the objective is to use angles to get closer to the squirrels and stop them from gathering all the acorns.
INSTRUCTIONS
- I will divide the class into four teams. Each team must line up behind one short cone.
- I will select two students to be the cats (using flags to tell who they are). The cats must start in the middle of the field.
- When I say, “GO!” the person in the front of each line will run into the field, take an acorn from one of the hula-hoops, return it to their hula-hoop and high-five the next person on their team without being tagged by a cat.
- If you get tagged, you must return the acorn to its hoop and go back to your team empty-handed.
- You can only grab one acorn at a time.
- You cannot throw an acorn. You must place it in your hula-hoop.
- We will begin a new round after two minutes or when all acorns have been gathered.
Game 1: Play as indicated above.
Game 2: Play with three cats.
Game 3: Play with four cats.
Variation: Put a time limit of 20 seconds each squirrel is allowed out in the field. Have their teammates count down from 20.
Exit Ticket: Students perform the practice task from earlier in order to line up to go back to class.
TEACHING TIPS
- Approach:
- Start with two capable defenders to challenge the rest of the students.
- Depending on your class size, have more or less teams of squirrels.
- 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 it important to use angles when trying to get closer to an offensive player?
- Did you find it difficult to move where your opponent was going?
- Why or why not?
TREASURE STASH III
TIME
10-20 minutes
NUMBER OF STUDENTS
6-25 students per game
EQUIPMENT
24 fuzzy balls
4 hula-hoops
9 short cones (1 red, 1 yellow, 1 blue, 1 green)
Optional: 1 flag per student
OBJECTIVE
Today we are playing Treasure Stash III. In this game, your objective, as the Navy, is to use angles to get closer to the pirates before they bring all the treasure back to their ship.
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 may 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: Students perform the practice task from earlier in order 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 it important to use angles when trying to get closer to an offensive player?
- Did you find it difficult to move where your opponent was going?
- Why or why not?