SHAPE STANDARDS
S1.E14.3- Throws overhand, demonstrating 3 of the 5 critical elements of a mature pattern, in non-dynamic environments (closed skills), for distance and/or force.
S4.E3.3- Accepts and implements specific corrective feedback from the teacher.

CASEL STANDARDS
Responsible Decision-Making: Identifying Problems.

ASSESSMENT RUBRIC

 

Objective: Throw overhand for distance

Throwing/Catching Unit | Level 15

TECHNIQUE
Today we are going to learn how to throw overhand for distance.

IMPORTANCE
Overhand throwing is important because it improves your muscular strength and endurance. Learning how to throw overhand is necessary to play many different sports such as football, baseball, softball, basketball, Frisbee, etc. 

VOCABULARY
Overhand:
a throw made with the arm or hand above shoulder level.
Baseline: the line marking each end of the court.

When throwing overhand for distance, it is important to:

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1. Stand sideways to your target.

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2. Make an “L” with your throwing arm.

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3. Step and point your toe towards your target as you throw.

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4. Rotate your hips as you are throwing.

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5. Follow through with your throwing arm towards your target and across your body.

 

PRACTICE

  1. Line up on the baseline shoulder-to-shoulder with your fuzzy ball. When I say, “GO!” throw your ball overhand inside the boundary cones. When everyone has thrown, retrieve your ball and bring it back to the baseline.
  2. Repeat as many times as needed. Try and throw farther each time. 

RUSHING RIVER

TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
2 long jump ropes
1 playground ball per 2 students
5 short cones

STORYLINE
Today we are playing Rushing River. Your goal is to catch and throw overhand for distance as many times as possible while the river grows larger and larger. 

INSTRUCTIONS

  • I will divide the class into partners.  
  • Ro Sham Bo to decide who will begin with the ball.
  • When I say, “GO!” you must make a certain number of complete overhand throws and catches with your partner. This number will increase each round.
  • Once you have made the required number of throws and catches, sit down so I know you are ready to move onto the next game.
  • If your ball falls into the river, quickly retrieve it before an alligator eats it.
  • The river will widen at the beginning of each game.
  • You must stay behind the river boundary when making a throw or catch.
 

Game 1: Play as indicated above. Students have to make three complete passes before widening the river.
Game 2: Students have to make five complete passes before widening the river.
Game 3: Elimination round. If your ball drops in the swampy river, then an alligator has eaten it. You may practice throwing and catching the ball with your partner somewhere in the field.
Exit Ticket: Students throw a ball overhand for distance to the teacher to put away.

 

TEACHING TIPS

  • Approach:
    • Let students catch the ball at least three times before widening the river.
  • Safety:
    • Remind defending students to use the ready position when catching the ball.
  • 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 should you stand relative to your target when throwing?
    • How could you encourage a classmate who is struggling throwing the ball for distance?

HIGH STAKES

TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
4 fuzzy balls
5 short cones

STORYLINE
Today we are playing High Stakes. Your goal is to throw overhand for distance and call out how many points the ball is worth.   

INSTRUCTIONS

  • I will divide the field into two sections – competitive and non-competitive.
  • I will select the first two throwers.
  • Before the game begins, spread out onto the field so that you are not touching anyone else.
  • When I say, “GO!” the thrower will throw the fuzzy ball overhand into the field.
  • After the ball is thrown, the thrower has three seconds to call out how many points the ball is worth.
  • Points must be either: 100, 200, 300, 400 or 500.
  • If a student catches the ball, he/she gets the allotted number of points.
  • If a thrower yells, “Bankrupt!” and a student catches the ball, he/she starts back at 0. 
  • Students cannot push, shove or take the ball out of another student’s hands.
  • Each student must keep track of his/her points.
  • The first student to get to 500 becomes the thrower.
 

Game 1: Play as indicated above.
Game 2: Throwers can throw two balls (one quickly after the other, not at the same time).
Exit Ticket: Students throw a ball overhand for distance to the teacher to put away.

 

TEACHING TIPS

  • Approach:
    • For larger classes, split the field into four rectangles so four different games can be played at the same time.
    • If students are not getting a chance to throw, rotate throwers each round.
  • 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 should you stand relative to your target when throwing?
    • How could you encourage a classmate who is struggling throwing the ball for distance?

JAILBREAK

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TIME
15-25 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
24 fuzzy balls
15 short cones
Optional: 10 tennis balls
Optional: 2 Frisbees

STORYLINE
Today we are playing Jailbreak. Your goal is to help your teammates escape prison by having them catch a fuzzy ball that was thrown overhand for distance.  

INSTRUCTIONS

  • I will divide the class into two teams.  
  • Select two people from your team to be the escapees.
  • When I say, “GO!” the escapees will throw fuzzy balls to their teammates still in prison.
  • Escapees may block the other team’s throws with a fuzzy ball.
  • If you catch a ball in prison, you may give it to another prisoner or you may free yourself. 
  • Once you are free, you may join the escapees and continue to throw with them.
  • You may not cross the boundary cones to throw or catch a ball.
  • We will begin a new game when all of the prisoners have escaped from either prison.
 

Game 1: Play as indicated above.
Game 2: Increase or decrease the number of escapees based on the class’ skill ability.
Variation: Add tennis balls along with fuzzy balls. Add Frisbees as shields escapees can use to block throws.
Exit Ticket: Students throw a ball overhand for distance to the teacher to put away.

 

TEACHING TIPS

  • Approach:
    • Start with two capable escapees on each team.
    • Divide teams equally based on athletic ability.
  • Safety:
    • Remind students to be aware of one another when catching the ball.
  • 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 should you stand relative to your target when throwing?
    • How could you encourage a classmate who is struggling throwing the ball for distance?