SHAPE STANDARDS
S1.E17.3- Dribbles and travels in general space at slow to moderate jogging speed, with control of ball and body.
S4.E3.3- Accepts and implements specific corrective feedback from the teacher.

CASEL STANDARDS
Responsible Decision-Making: Reflecting Self-Management: Goal Setting

ASSESSMENT RUBRIC

 

Objective: Dribble while jogging

Basketball Unit | Level 15

TECHNIQUE
Today we are going to learn how to dribble while jogging.

IMPORTANCE
Dribbling while jogging is important because it helps you dribble the ball down the court at any speed as well as get open for a shot on the basket.

VOCABULARY
Dribble: to bounce an object continuously without stop or pause.

When dribbling while jogging, it is important to:

1.png

1. Dribble the ball in front and slightly to the side of your body.

2.png

2. Touch the ball with your fingertips (not your palm).

3.png

3. Keep your head up.

4.png

4. Keep the ball low (between waist and knees).

 

PRACTICE

  1. Line up on the baseline shoulder-to-shoulder with your ball between your feet. When I say, “GO!” jog to the midline and back, while dribbling your ball. When you have come back to the baseline put your ball between your feet so I know that you are ready.
  2. Repeat as many times as needed.

EIFFEL TOWER II

Screen Shot 2017-01-09 at 11.26.37 AM.png

TIME
15-25 minutes

NUMBER OF STUDENTS
2-20 students per game

EQUIPMENT
6 hula-hoops
1 short cone per student
1 tall cone per student
1 basketball ball per student
2 dots

STORYLINE
Today we are playing Eiffel Tower II. Your goal is to dribble while jogging to collect the necessary supplies and build an Eiffel Tower at the end of the court.

INSTRUCTIONS

  • I will divide the class into two teams.
  • Before the game begins, you must line up single file with your ball behind your team’s dot.
  • When I say, “GO!” dribble to each hula-hoop and pick up a tall and short cone.
  • When you reach the last hula-hoop, construct your tower by putting the short cone on top of the tall cone, while continuing to dribble.
  • As soon as a teammate reaches the last hula-hoop, the next teammate may go.
  • We will begin a new game once everyone has constructed an Eiffel Tower.
 

Game 1: Play as indicated above. Have each student create their own Eiffel Tower around the last hula-hoop.
Game 2: Students create one big Eiffel Tower. See how high the tower can get before it falls over.
Exit Ticket: Students dribble while jogging to put the ball away.

 

TEACHING TIPS

  • Approach
    • To increase participation and limit wait time, put the hula-hoops closer together.
    • Remind students they should be dribbling at all times.
  • ELL Accommodations
    • 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.
    • Model skills in a small group.
    • Allow students to demonstrate skill one-on-one with teacher.
  • Reflection
    • What is one important thing to do when you dribble while you jog?
    • What did you work hardest on today?

DRIBBLE TAG

Screen Shot 2017-01-09 at 11.27.16 AM.png

TIME
10-20 minutes

NUMBER OF STUDENTS
2-30 students per game

EQUIPMENT
1 basketball ball per student
10 short cones

STORYLINE
Today we are playing Dribble Tag. Your goal is to get into the center circle by dribbling while jogging to avoid the tagger. 

INSTRUCTIONS

  • I will select one student to begin as the tagger.
  • Before the game begins, stand with one foot on the boundary line with your ball. The tagger will begin in the center circle.
  • When I say, “GO!” the countdown will begin from 20 and the tagger must leave the circle.
  • Begin dribbling while jogging to get past the tagger and into the center circle before the countdown reaches “zero”.
  • Students not in the center circle by the time the countdown ends become stationary taggers for the next game. Stationary taggers cannot move from their position but can try to knock the ball out of a dribblers hands.
  • The first student tagged will become the tagger the next game, unless he/she has already been the tagger.
 

Game 1: Play as indicated above.
Game 2: Decrease the size of the middle circle to increase difficulty for the students.
Game 3: Add additional taggers.
Exit Ticket: Students dribble while jogging to put the ball away.

 

TEACHING TIPS

  • Approach
    • To increase participation and limit wait time, put the hula-hoops closer together.
    • Remind students they should be dribbling at all times.
  • ELL Accommodations
    • 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.
    • Model skills in a small group.
    • Allow students to demonstrate skill one-on-one with teacher.
  • Reflection
    • What is one important thing to do when you dribble while you jog?
    • What did you work hardest on today?

SAFARI

Screen Shot 2017-01-09 at 11.25.34 AM.png

TIME
10-20 minutes

NUMBER OF STUDENTS
12-36 students per game

EQUIPMENT
1 basketball ball per student
6 hula-hoops
10 short cones

STORYLINE
Today we are playing Safari. In this game, we are on an animal rescue mission in the safari to save a group of endangered animals. Your goal is to rescue the endangered animals by dribbling while jogging each of them back to your wild animal sanctuary (hula-hoop).

INSTRUCTIONS

  • I will divide the class into six teams.
  • Before the game begins, select your team’s wild animal sanctuary. Ro Sham Bo to decide the order your team will go in to rescue the endangered animals.
  • Every teammate must participate and only one teammate can go at a time.
  • When I say, “GO!” your first teammate will run to the safari to rescue an endangered animal and dribble while jogging back to your team’s wild animal sanctuary.   
  • You cannot grab or steal an endangered animal from another student.
  • Once all the endangered animals are in an animal sanctuary, we will begin a new game.
 

Game 1: Play as indicated above.
Game 2: Once all the animals are in a sanctuary, teams can steal from one another. Teams cannot protect, block or grab an animal out of another student’s hand. Once an animal is stolen, teams must wait until the animal is in a sanctuary before stealing it back. Only one team member can be out at a time.
Game 3: Teams do not have to wait until all animals are saved to begin stealing from other teams.  
Game 4: Teams cannot steal from other teams that are directly next to them.
Exit Ticket: Students dribble while jogging to put the ball away.

 

TEACHING TIPS

  • Approach
    • Remind students this game is to practice their dribbling technique.
    • Have a five-minute time limit on each game or require each team to get a certain number of animals.
  • ELL Accommodations
    • 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.
    • Model skills in a small group.
    • Allow students to demonstrate skill one-on-one with teacher.
  • Reflection
    • What is one important thing to do when you dribble while you jog?
    • What did you work hardest on today?