SHAPE STANDARDS
S1.E16.5b- Catches with accuracy, both partners moving.
S4.E3.5- Gives corrective feedback respectfully to peers.

CASEL STANDARDS
Responsible Decision-Making: Identifying Problems.

ASSESSMENT RUBRIC

 

Objective: Catch a ball while moving

Throwing/Catching Unit | Level 24

TECHNIQUE
Today we are going to learn how to catch a ball while moving.

IMPORTANCE
Catching a ball while moving is important because it is a necessary skill used to play many different sports such as baseball, football, basketball, etc. Catching also improves with hand-eye coordination, timing, sequencing and attention span.

VOCABULARY
Cushion the ball:
moving the hands in the same direction as the ball to decelerate the ball slowly.
Baseline: the line marking each end of the court.

When catching a ball while moving, it is important to:

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1. Extend your arms outward as the ball approaches.

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2. Keep your eyes on the ball.

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3. Cushion the ball as the catch is made.

PRACTICE

  1. I will divide you into teams of two. Stand five feet away from each other parallel to the baseline. When I say, "GO!" jog from the baseline to the end line while throwing and catching the ball to one another. If you drop the ball, quickly recover it and keep going.
  2. Repeat as many times as needed.

PASS OFF

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
2 fuzzy balls
1 dot per student

STORYLINE
Today we are playing Pass Off. Your goal is to catch a ball while moving to avoid being tagged.  

INSTRUCTIONS

  • I will select three taggers. Taggers will wear flags to tell who they are.
  • I will select three people to start off with a ball.
  • Before the game begins, spread out onto the court.
  • When I say, “GO!” taggers will try and tag any student that has a ball.
  • Taggers can only tag students that have a ball.
  • If you have a ball, you have 30 seconds to pass it to any other student on the court.
  • If you are tagged, you must switch places with the tagger
  • There are no “tag-backs”.
  • You cannot tag anyone unless you are wearing the flag.
 

Game 1: Play as indicated above.
Game 2: Increase or decrease the number of taggers and/or balls.
Exit Ticket: In partners, students take turns standing on the baseline and jogging to the midline to catch the ball before putting the equipment away.

 

TEACHING TIPS

  • Approach:
    • Play on a half-court – depending on class size increase the space.  
  • 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: 
    • Why should you cushion a ball when catching it while moving?
    • How can you keep yourself motivated if you are struggling catching a ball while moving?

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. In this game, your goal is to catch a ball while moving from one of your teammates to escape out of prison.  

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: In partners, students take turns standing on the baseline and jogging to the midline to catch the ball before putting the equipment 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: 
    • Why should you cushion a ball when catching it while moving?
    • How can you keep yourself motivated if you are struggling catching a ball while moving?

ULTIMATE FOOTBALL

TIME
20-30 minutes

NUMBER OF STUDENTS
10-20 students per game

EQUIPMENT
1 football
10 short cones
1 flag per 2 students

STORYLINE
Today we are playing Ultimate Football. In this game, your goal is to catch a ball while moving and work together to get the ball into your opponent’s end zone. 

INSTRUCTIONS

  • I will divide the class into two teams (using flags) and select one team to begin with the ball in their end zone.
  • If you have the football:
    • You can pass the football to anyone on your team, except the person that passed it to you.
    • You must keep one foot planted on the ground (pivot foot).
    • You cannot run.
  • If you do not have the football, you can move around the field to get open or play defense.
  • The defensive team is trying to knock down or intercept the football, but must stand three feet away from the student that is passing the football.
  • If the pass is incomplete (hits the ground) or goes out-of-bounds, the defensive team gets possession of the football where it landed (even if the defensive team hit it last).
  • We will begin a new round when one team scores.
 

Game 1: Teams must pass the ball at least five times before scoring (do not keep score).
Game 2: Give students a 10-second time limit (the defender counts out loud) to pass the ball to a teammate.
Game 3: Try keeping score.  The first team that scores 11 points (must win by two points more) wins the game.
Exit Ticket: In partners, students take turns standing on the baseline and jogging to the midline to catch the ball before putting the equipment away.

 

TEACHING TIPS

  • Approach:
    • If students are not involving everyone on their team, consider a variation where everyone on a team needs to touch the ball before scoring.
  • 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: 
    • Why should you cushion a ball when catching it while moving?
    • How can you keep yourself motivated if you are struggling catching a ball while moving?