SHAPE STANDARDS
S1.M24.8- Demonstrates correct technique for basic skills in at least 2 self-selected individual-performance activities.
S2.M1.8- Opens and closes space during small-sided game play by combining locomotor movements with movement concepts.

CASEL STANDARDS
Self-Management: Self-Motivation

ASSESSMENT RUBRIC

 

Objective: Combine movements and strategies in a dynamic environment to create open space

Running Unit | Level 33

TECHNIQUE
Today we are going to combine movements and strategies in a dynamic environment to create open space.

IMPORTANCE
These techniques are important because it makes us a more difficult player to defend.

VOCABULARY
Open space:
 a place where there are no other players in the area.

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1. Recognize your position in association to your opponent.

Level 33- pic 2.jpg

2. Stay alert and aware of your environment in order to know where and when to move.

Level 33- pic 3.jpg

3. Advance forward to create open space using your agility and ability to change directions such as, using a fake.

SQUIRRELS & ACORNS

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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 combine movements and strategies in a dynamic environment to create open space to gather all the acorns (fuzzy balls) and bring them back to your team without being caught by the cats (taggers).

INSTRUCTIONS

  • I will divide the class into four teams. Each team must line up behind one short cone.
  • I will select two of you 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 today 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 combine several movements and strategies?
    • What movements and strategies did you use to create an open space and why did you choose to use them?

STEAL THE BACON

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TIME
15-25 minutes

NUMBER OF STUDENTS
10-20 students per game

EQUIPMENT
1 playground ball
1 hula-hoop
10 short cones
Optional: 1 flag per student

OBJECTIVE
Today we are playing Steal the Bacon. In this game, the objective is to combine movements and strategies in a dynamic environment to create open space to steal the ball from the middle of the field and return it to your baseline before your opponent tags you.

INSTRUCTIONS

  • I will divide the class into two teams. Each team will line up on their baseline shoulder-to-shoulder.
  • At the beginning of each round, I will call out two names (one from each team).
  • When your name is called, run to the center of the field and:
  • Grab the ball and return it to your baseline without being tagged
  • Wait for your opponent to grab the ball, then tag him/her to prevent the ball from making it to the other team’s baseline
  • If you are tagged, you must freeze for three seconds. If you are in possession of the ball when you are tagged, you must drop it. During this time your opponent can steal the ball.
  • You cannot be tagged unless you have the ball.
 

Game 1: Play as indicated above.
Game 2: Instead of calling names, give each student a number (teams should have corresponding numbers).
Game 3: Call out two or three numbers at a time.
Variation: Use flags instead of tagging.
Exit Ticket: Students perform the practice task from earlier today in order to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Divide teams equally based on athletic ability.
  • Safety:
    • Remind students of the proper tagging technique.
  • 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 combine several movements and strategies?
    • What movements and strategies did you use to create an open space and why did you choose to use them?

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 combine movements and strategies in a dynamic environment to create open space and 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 in 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: Students perform the practice task from earlier today in order 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 change of direction to get away from defenders in 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:
    • Why is it important to combine several movements and strategies?
    • What movements and strategies did you use to create an open space and why did you choose to use them?