SHAPE STANDARDS
S2.E3.2- Varies time and force with gradual increases and decreases.
S3.E2.2- Engages actively in physical education class in response to instruction and practice.

CASEL STANDARDS
Responsible Decision-Making: Solving Problems

ASSESSMENT RUBRIC

 

Objective: Catch while stationary

Frisbee Unit | Level 9

TECHNIQUE
Today we are going to learn how to catch while stationary.

IMPORTANCE
Catching a Frisbee while stationary is important because it improves hand-eye coordination and timing. Learning how to catch while standing still is the first step before learning how to catch while moving. Catching is necessary in Frisbee, as well as other sports like baseball, softball, football, basketball, etc.

VOCABULARY
Stationary:
not moving or not intended to be moved.

When catching while stationary, it is important to:

1. Face the thrower and keep your eyes on the Frisbee. 

2. Hold your arms out in front of you with your palms facing each other.

3. Clamp down on the Frisbee with both hands.

PRACTICE

  1. I will divide the class into teams of two. Ro Sham Bo to decide who will start with the Frisbee first. One teammate will stand on the baseline and the other will stand 3 – 5 feet away from him/her. When I say, “GO!” toss and catch the Frisbee back and forth.

TOSS BACK III

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TIME
15-25 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
1 Frisbee per 2 students
1 short cone per student

STORYLINE
Today we are playing Toss Back III. Your goal is to see how many complete passes you can catch while stationary with your teammate as the gap gets bigger and bigger. 

INSTRUCTIONS

  • I will divide the class into teams of two.
  • Before the game begins, Ro Sham Bo to decide who will start on the baseline with the Frisbee. The other teammate will start five feet away.   
  • When I say, “GO!” begin throwing back and forth with your teammate.
  • If both teammates catch the Frisbee, the teammate facing the baseline will take one step back with his/her marker cone.
  • If the Frisbee is dropped at any point, move your marker cone forward one step.
  • See how far you can pass the Frisbee and how many complete passes you can make in a row.
 

Game 1: Play as indicated above.
Game 2: Have students switch teammates.
Exit Ticket: Students catch a Frisbee from a partner before putting the Frisbee away.

 

TEACHING TIPS

  • Approach:
    • Divide students into teams based on athletic ability.
    • Remind students to be aware of other teams around them passing the Frisbee.
  • 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 many hands should you use to catch the frisbee?
    • What was the hardest part about learning how to catch a frisbee?

MEMORY II

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
24 tall cones
20 fuzzy balls
1 Frisbee per 2 students
4 short cones
2 hula-hoops

STORYLINE
Today we are playing Memory II. Your goal is to correctly guess which tall cone has a fuzzy ball underneath and then throw a Frisbee to your teammate for him/her to catch while stationary.  

INSTRUCTIONS

  • I will divide the class into four teams.
  • Before the game begins, line up in a single file behind your team's marker cone.
  • When I say, "GO!" the first person in line will run to the grid and lift up a tall cone.
  • If there is a fuzzy ball underneath the cone, pick it up and trade it with a Frisbee.
  • Then, run back to your team and throw the Frisbee to the next person in line before returning to the back of the line.
  • If there is not a fuzzy ball underneath the tall cone you pick up, return back to your team and high-five the teammate in line.
  • We will begin a new game once all the Frisbees have been collected.
 

Game 1: Play as indicated above. Only put out the same number of fuzzy balls underneath the tall cones as Frisbees.
Game 2: To increase difficulty, decrease the number of fuzzy balls. Do not tell the students how many fuzzy balls are out in the grid. 
Game 3: If teammates do not catch the Frisbee, they must bring it back to the hula-hoop.
Game 4: Give a color to each team. Only when students find their team’s color fuzzy ball can they can trade it in for a Frisbee.
Exit Ticket: Students catch a Frisbee from a partner before putting the Frisbee away.

 

TEACHING TIPS

  • Approach:
    • Have the entire class face backwards while you put the fuzzy balls underneath the tall cones. (You can have them do a physical activity while waiting – push-ups, sit-ups, lunges, squats etc.)  
  • 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 many hands should you use to catch the frisbee?
    • What was the hardest part about learning how to catch a frisbee?

ROBIN HOOD II

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
1 Frisbee per 2 students
10 short cones
4 hula-hoops

STORYLINE
Today we are playing Robin Hood II. Your goal is to catch while stationary while the townspeople throw coins (Frisbees) to you without being caught by the Sheriff of Nottingham (taggers). 

INSTRUCTIONS

  • I will begin as the Sheriff of Nottingham.
  • I will select four students to be Robin Hood- in charge of catching and putting coins into the hula-hoops.
  • The rest of you will be townspeople (runners).
  • When I say, “GO!” townspeople must:
    • run to the castle
    • grab a coin
    • run back and throw the coin to any Robin Hood
  • Once the townspeople are inside the castle, they are safe and cannot be tagged.
  • If a townsperson is tagged by the sheriff, he/she must go back and get a high-five from any Robin Hood to get back in the game. If a townsperson is in possession of a coin, he/she must return it.
  • Townspeople must throw from outside of the boundary cones of the castle.
  • Sheriffs cannot cross either side of the boundary cones.
  • We will begin a new game when all the coins are collected.
 

Game 1: Play as indicated above.
Game 2: Increase the number of sheriffs.
Game 3: Increase the distance the townspeople must throw to the Robin Hoods.
Game 4: Robin Hoods must remain in the hula-hoops while catching coins.
Exit Ticket: Students catch a Frisbee from a partner before putting the Frisbee away.

 

TEACHING TIPS

  • Approach:
    • Remind students, only caught coins count.
  • Safety:
    • Remind students to be aware of other townspeople running back and forth. 
  • 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 many hands should you use to catch the frisbee?
    • What was the hardest part about learning how to catch a frisbee?