SHAPE STANDARDS
S1.E25.4- Strikes an object with a long-handled implement while demonstrating 3 of the 5 critical elements of a mature pattern for the implement (grip, stance, body orientation, swing plane and follow-through).
S4.E6.4- Works safely with peers and equipment in physical activity settings.

CASEL STANDARDS
Responsible Decision-Making: Evaluating

ASSESSMENT RUBRIC

 

Objective: Dribble while jogging and avoiding objects

Hockey Unit | Level 17

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

IMPORTANCE
Dribbling while jogging and avoiding objects is important because it improves your ability to dribble in tight areas and improves your ability to dribble past defenders.

VOCABULARY
Jog:
 to run at a steady gentle pace.

When dribbling while jogging and avoiding objects, it is important to:

1. Bend your knees and lean forward.

2. Keep your hands in front of your body.

3. Keep the ball close to your body.

 

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

 

PRACTICE

  1. Place 20 short cones out in the field. Line up shoulder-to-shoulder on the baseline with your hockey stick and ball. When I say, "GO!" jog anywhere inside the boundary cones while avoiding the short cones. After three minutes we will stop.

MOVING DOTS V

moving dots.png

TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
1 hockey stick per student
1 Wiffle Ball per student
20 dots
Music player

STORYLINE
Today we are playing Moving Dots V. In this game, there is a mischievous elf that keeps moving the dots each time he/she hears music. Your goal is to dribble while jogging and avoiding objects while the music is playing and when the music stops, get to a dot as fast as you can when the music stops. 

INSTRUCTIONS

  • Before the game begins, line up shoulder-to-shoulder on the baseline with your hockey stick and ball.
  • When I say, "GO!" start dribbling while jogging on the field and around the dots.  
  • When the music stops, find any dot in the field to stand on.
  • If you do not find a dot, you are the mischievous elf and get to help move the dots for the next round.
 

Game 1: Play as indicated above. Teacher is the mischievous elf.
Game 2: Remove more than one dot from the field.
Game 3: The mischievous elf can call out a specific color dot for students to find.
Game 4: After the music stops, students must do 10 dizzy bats with their hockey stick (have everyone count aloud) before finding a dot in the field.
Exit Ticket: Teacher lays out cones for students to avoid as they dribble while jogging to go put their equipment away.

 

TEACHING TIPS

  • Approach:
    • Change the layout of the dots each time students are dribbling around the field.
  • 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: 
    • Where should you keep the ball when dribbling?
    • While dribbling, what was the most difficult part about avoiding the objects?

WEAVING 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 Weaving Races II. Your goal is to dribble while jogging and avoiding objects 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 around the cones 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 shot on goal.
 

Game 1: Play as indicated above. Start with one cone to dribble around.
Game 2: Each round, add an additional cone students must dribble around.
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: Teacher lays out cones for students to avoid as they dribble while jogging to go 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: 
    • Where should you keep the ball when dribbling?
    • While dribbling, what was the most difficult part about avoiding the objects?

MIND READER V

Screen Shot 2017-02-10 at 8.35.10 AM.png

TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
1 hockey stick per student
1 Wiffle Ball per student
1 blindfold
14 short cones
1 hula-hoop

STORYLINE
Today we are playing Mind Reader V. Your goal is to dribble while jogging and avoiding objects back and forth to trick the minder reader.  

INSTRUCTIONS

  • I will select a mind reader to stand in the center hula-hoop with a blindfold on.
  • Everyone else will begin on the baseline with their hockey stick and ball.
  • When I say, "GO!" the mind reader will spin around in a circle, counting down from "45".
  • Everyone will jog and dribble their ball back and forth from the baseline to the midline while avoiding the short cones.
  • When the mind reader reaches "0" everyone must freeze. The mind reader will have five seconds to guess how many people are on the baseline.
  • If the mind reader guesses correctly, everyone must run a lap around the boundary cones.
  • If the mind reader guesses incorrectly, he/she must run a lap around the boundary cones.
  • The teacher will pick a different mind reader each game.
 

Game 1: Play as indicated above.
Game 2: Create a different challenge if the mind reader guesses wrong (10 jumping jacks, push-ups, sit-ups, lunges, wall-sits, etc.)
Game 3: Increase or decrease the amount of time students have to go back and forth from the baseline to the midline.
Exit Ticket: Teacher lays out cones for students to avoid as they dribble while jogging to go 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: 
    • Where should you keep the ball when dribbling?
    • While dribbling, what was the most difficult part about avoiding the objects?