SHAPE STANDARDS
S1.E25.K- Strikes a ball with long-handled implement Developmentally appropriate/emerging outcomes appear in Grade 3.
S4.E6.2b- Works safely with physical education equipment.

CASEL STANDARDS
Responsible Decision-Making: Evaluating

ASSESSMENT RUBRIC

 

Objective: Dribble while jogging in a zigzag pattern

Hockey Unit | Level 10

TECHNIQUE
Today we are going to learn how to dribble while jogging in a zigzag pattern.

IMPORTANCE
Dribbling while jogging in a zigzag pattern is important because it is a more advanced form of dribbling and requires you to move your body and hockey stick in relation to the placement of the ball.

VOCABULARY
Zigzag:
moving from right and left alternately.

When dribbling while jogging in a zigzag pattern, it is important to:

1. Bend your knees and lean forward.

2. Keep the ball close to your body.

3. Keep your hands in front of your body.

 

4. Use both sides of the hockey stick to control the ball.

 

PRACTICE

  1. Set up four courses of zigzag cones. I will divide the class into four groups. Line up single file behind your group's marker cone. When I say, "GO!" the first person in line will jog to each cone in the zigzag pattern. The next person in line can go after the first person reaches the first cone. When you get to the end, pick up your ball and return to the end of your line.
  2. Repeat as many times as needed.

CARS II

cars.png

TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
20 short cones (10 red, 10 green)
1 Wiffle Ball per student
1 hockey stick per student

STORYLINE
Today we are playing Cars II. In this game, you are all cars driving down the zigzag highway. Your goal is to dribble while jogging in a zigzag pattern without losing control of the Wiffle ball.

INSTRUCTIONS

  • I will divide the class into three teams.
  • Before the game begins, line up single file behind your team’s lane with your hockey stick and ball.
  • When I say, "GO!" the first person in line will drive while jogging in a zigzag pattern through the lane.
  • Once you have made it to the end of your lane, choose a different lane to drive back in.
  • If you run into another car, you have crashed and must go to the mechanic shop (move the ball right to left, ten times while standing still on the sidelines).
  • When I say, "Red Light!" all cars must stop and move their ball right to left while standing still.
  • When I say, "Fender Bender!" every student must lie down on the ground.
  • When I say, "Doughnuts!" every student must do three circles around the cone nearest to them.
 

Game 1: Play as indicated above.
Game 2: If a ball goes outside the lane, the student must head to the back of the line.
Game 3: Time students. All students must complete the course in under the allotted time.
Exit Ticket: Students dribble while jogging in a zigzag pattern as they go to put their equipment 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: 
    • When dribbling, where should the ball be relative to you?
    • What was challenging about dribbling while jogging in a zigzag pattern?

ZIGZAG RACES II

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
22 short cones (5 red, 5 yellow, 5 green, 5 blue, 2 orange)
1 Wiffle Ball per student
1 hockey stick per student
Optional: 2 hula-hoops

STORYLINE
Today we are playing Zigzag Races II. Your goal is to dribble while jogging in a zigzag pattern and then shoot on goal.

INSTRUCTIONS

  • I will divide the class into four teams.
  • Before the game begins, line up single file behind your team’s marker cone.
  • When I say, "GO!" the first person in line will dribble in zigzag pattern and then shoot on goal.
  • I will be the goalie.
  • Once you have shot on goal, retrieve your ball and get back in line.  
  • We will begin a new game once everyone has had a shot on goal.
 

Game 1: Play as indicated above. Start with one cone in the zigzag pattern.
Game 2: Each round, add an additional cone in the zigzag pattern students must dribble to.
Variation: Add two hula-hoops towards the goal. Select two students to be defenders. Defenders must stay inside the hula-hoop at all times.
Exit Ticket: Students dribble while jogging in a zigzag pattern as they go to put their equipment away.

 

TEACHING TIPS

  • Approach:
    • If students cannot dribble long distances, give them the option to pick up their ball and walk closer to the goal.
    • Consider having no goalie during the first rounds of the game.
  • 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: 
    • When dribbling, where should the ball be relative to you?
    • What was challenging about dribbling while jogging in a zigzag pattern?

FLY FISHING II

Screen Shot 2017-02-10 at 8.17.56 AM.png

TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
11 short cones
24 fuzzy balls
1 Wiffle Ball per student
1 hockey stick per student
Optional: 3 hula-hoops

STORYLINE
Today we are playing Fly Fishing II. In this game, you are sailors, trying to get your boat (hockey stick and Wiffle Ball) across the ocean. Your goal is to dribble while jogging in a zigzag pattern and avoid being eaten (tagged) by the shark (tagger) or caught by a pirate (hit by a fuzzy ball).

INSTRUCTIONS

  • I will select one person to be the shark and one person to be the pirate.
  • Before the game begins, sailors will line up shoulder-to-shoulder on the baseline with their boat.
  • Sailors must also choose a current (zigzag pattern) to stay in.
  • When I say, "Anchors Away!" the sailors have to reach the end line without getting eaten by the shark or caught by a pirate.
  • If you are eaten, caught or go out-of-bounds, you become a pirate.
  • Pirates stand on the side of the field and cast their cannon balls out (throw fuzzy balls).
  • If you make it to the end line without being eaten or caught, you are safe.
 

Game 1: Play as indicated above with just one pirate.
Variation: Consider using a few hula-hoops in different places on the field as safe islands for sailors.
Exit Ticket: Students dribble while jogging in a zigzag pattern as they go to put their equipment away.

 

TEACHING TIPS

  • Approach:
    • If students get upset when tagged, consider giving sailors three lives or chances.
  • 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: 
    • When dribbling, where should the ball be relative to you?
    • What was challenging about dribbling while jogging in a zigzag pattern?