SHAPE STANDARDS
S1.E22.3- Volleys an object with an underhand or sidearm striking pattern, sending it forward over a net, to the wall or over a line to a partner while demonstrating 4 of the 5 critical elements of a mature pattern.
S4.E2.3- Works independently for extended periods of time.

CASEL STANDARDS
Self-Management: Goal Setting

ASSESSMENT RUBRIC

 

Objective: Bump a tossed ball to a partner

Volleyball Unit | Level 13

TECHNIQUE
Today we are going to learn how to bump a tossed ball to a partner.

IMPORTANCE
Bumping a tossed ball to a partner is important because it improves your accuracy and ability to aim correctly. 

VOCABULARY
Bump:
a passing move in volleyball (typically the first touch when the ball comes over).

When bumping a tossed ball to a partner, it is important to:

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1. Get in the ready position (feet shoulder width apart, knees bent, slight forward lean).

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2. Create a platform with your arms (place one hand on top of the other and bring your thumbs together).

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3. Keep your elbows locked.

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4. Make contact with the ball on your forearms (not hands).

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5. Use your legs to provide power, not your arms.

 

PRACTICE

  1. I will divide the class into teams of two. Ro Sham Bo to decide who will go first. Spread out into the field and stand 3 – 5 feet away from your partner. When I say, "GO!" one teammate will toss and catch and the other will bump back the ball. After you have made five bumps, switch roles.
  2. Repeat as many times as needed.

KUNG FU MASTERS

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
6 short cones
10 volleyballs
1 flag per student
1 hula-hoop
Optional: 24 fuzzy balls

STORYLINE
Today we are playing Kung Fu Masters. You are all pandas in the deep forest of China trying to learn new kung fu skills. Your goal is to earn your belt by bumping a tossed ball to a partner.  

INSTRUCTIONS

  • Before the game begins, line up single file behind the marker cone.
  • When I say, “GO!” I will throw the ball underhand to the first student in line.
  • After you bump the ball back to me:
    • Run and place it back in the hula-hoop
    • Run to the end line and do a kung fu move
    • Grab a kung fu belt (flag) and bring it back to your dot
  • Get back in line to restart
  • We will begin a new game when all the kung fu belts are collected.
 

Game 1: Play as indicated above.
Variation: Add in fuzzy balls along with kung fu belts. Fuzzy balls are medals that pandas can additionally earn after they earn a belt.
Exit Ticket: Teacher tosses a ball for students to bump back before putting away.

 

TEACHING TIPS

  • Approach:
    • Remind students there is no order when they get back in line.
  • 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:
    • What part of your body should you use to provide power?
    • What difficulties did you have bumping a ball to your partner?

CATCH ME IF YOU CAN

TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
1 beach ball per 2 students

STORYLINE
Today we are playing Catch Me If You Can. Your goal is to bump a tossed ball to a teammate and see how many complete bumps you can make. 

INSTRUCTIONS

  • I will divide the class into teams of two.
  • Before the game begins, spread out into the field with your teammate.
  • Ro Sham Bo to decide who will bump first.
  • When I say, "GO!" the teammate with the ball will toss and catch first.
  • After the ball has been tossed, the other teammate will bump the ball back.
  • Continue to toss and bump until I say, "CHASE!"  The student that has the ball is the tagger and the other student is the runner.
  • The runner must run around the field without getting tagged by the ball.
  • When I say, "CAUGHT!” get back together with your teammate and switch roles.
 

Game 1: Play as indicated above. Students must tag each other with the beach ball.  
Game 2: Students can tag each other by throwing the beach ball.
Exit Ticket: Teacher tosses a ball for students to bump back before putting away.

 

TEACHING TIPS

  • Approach:
    • Remind students to stand 3–5 feet apart from each other.  
  • 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:
    • What part of your body should you use to provide power?
    • What difficulties did you have bumping a ball to your partner?

OCEAN OF PEARLS III

TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
1 volley ball per student
4 hula-hoops
10 short cones
Optional: 10 beach balls

STORYLINE
Today we are playing Ocean of Pearls III. In this game, you are fishermen diving for pearls (volleyballs). Your goal is to bump a tossed pearl to a catcher to collect as many as possible without being caught by the pirates (taggers).   

INSTRUCTIONS

  • I will select two pirates and four catchers in charge of putting the pearls into the ship.
  • The rest of you will be fishermen (runners).
  • When I say, “GO!” the fishermen must:
    • Run across the ocean
    • Grab a pearl
    • Run back and toss the pearl to any catcher
  • The catcher and runner must bump the ball each then place it in the ship.
  • Once fishermen are past the cones, they are safe and cannot be tagged.
  • If a fisherman is tagged by a pirate, he/she must go back and get a high-five from a catcher to get back in the game. If a fisherman is in possession of a pearl, he/she must return it.
  • Fishermen must toss pearls outside of the boundary cones.
  • Pirates cannot cross either side of the boundary cones.
  • We will begin a new game when all the pearls are collected. At the beginning of each game, new pirates and catchers will be selected.
 

Game 1: Play as indicated above.
Game 2: Increase the number of pirates or increase the amount of times runners and catchers have to bump.
Variation:  Add beach balls as different colored pearls.
Exit Ticket: Teacher tosses a ball for students to bump back before putting away.

 

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:
    • What part of your body should you use to provide power?
    • What difficulties did you have bumping a ball to your partner?