SHAPE STANDARDS
S1.M3.6- Catches with a mature pattern from a variety of trajectories using different objects in varying practice tasks.
S4.M3.6- Demonstrates delf-responsiblity by implementing specific corrective feedback to improve performance.

CASEL STANDARDS
Responsible Decision-Making: Identifying Problems.

ASSESSMENT RUBRIC

 

Objective: Catch a ball while avoiding a defender

Throwing/Catching Unit | Level 27

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

IMPORTANCE
Catching a ball while avoiding a defender is important to learn because it is a skill used to play many different sports such as baseball, football, basketball, etc. Catching also helps improve your hand-eye coordination, timing, sequencing and attention span.

VOCABULARY
Defense:
 the team that does not have possession of the ball.

When catching a ball while avoiding a defender, it is important to:

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1. Extend your arms outwards as the ball approaches (if you do this too early, the defender will know the ball is coming).

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2. Watch the ball all the way into your hands. 

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3. Position your body between the ball and the defender.

PRACTICE

  1. Move on to Group Game – Monkey Ball. 

HIGH STAKES

TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
4 fuzzy balls
5 short cones

OBJECTIVE
Today we are playing High Stakes. In this game, the objective is to catch a ball while avoiding a defender and be the first student to reach 500 points.  

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. 
  • A student cannot push, shove or take a 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: Teacher assigns a defender for students to avoid while the teacher throws a ball to students.

 

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.
    • Give students the option of playing with fuzzy balls, tennis balls, or footballs.
  • 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: 
    • What will happen if you extend your arms too early as the ball approaches you?
    • What can you work on to improve your ability to avoid a defender?

MONKEY BALL

TIME
10-20 minutes

NUMBER OF STUDENTS
4-30 students per game

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

OBJECTIVE
Today we are playing Monkey Ball. In this game, the objective is to catch a ball while avoiding a defender and get everyone from the opposing team into your zoo.   

INSTRUCTIONS

  • I will divide the field into two teams.
  • When I say, “GO!” try and hit the opposing team (from the shoulders and below) with a fuzzy ball.  
  • If you are hit, you must go into the opposing team’s zoo within five seconds.
  • The only way to be freed from the zoo is if someone from your team throws a ball into the zoo and you catch it.
  • Once you catch the ball, you can either give it to another teammate in the zoo or free yourself.
  • You may only have one fuzzy ball at a time in your hand.
  • You may block shots with a fuzzy ball.
 

Game 1: Play as indicated above.
Variation: Give each team five tennis balls. Tennis balls can only be used to throw to teammates in the zoo.
Exit Ticket: Teacher assigns a defender for students to avoid while the teacher throws a ball to students.

 

TEACHING TIPS

  • Approach:
    • Divide teams equally based on athletic ability.   
    • Call a ‘zoo break’ to let all teammates from a zoo escape if the game is too challenging.  
  • 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: 
    • What will happen if you extend your arms too early as the ball approaches you?
    • What can you work on to improve your ability to avoid a defender?

FLAG FOOTBALL

TIME
20-30 minutes

NUMBER OF STUDENTS
10-20 students per game

EQUIPMENT
1 football
10 short cones
1 flag per student

OBJECTIVE
Today we are playing Flag Football. In this game, the objective is to catch the football while avoiding a defender 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 to anyone on your team or run with it.
  • The offensive team gets four tries (downs) to make two completed passes.
  • If they make two completed passes, the downs start over again.
  • If they do not make two complete passes, the other team gets the ball where the last play occurred.
  • A pass is incomplete if it hits the ground or goes out-of-bounds.
  • Once an offensive student has the ball, he/she can be tagged by the defensive and the ball is dead. The next play begins where the tag occurred.
  • The defensive must wait five seconds before tagging the quarterback at the beginning of each play. 
  • Once a point has been scored the opposing team starts with the ball in their end zone.
  • Students cannot push or shove one another.
 

Game 1: Play as indicated above. One-handed tags must be used on defensive.
Game 2: Two-handed tags must be used on defensive.
Game 3: Use flags instead of tagging.
Exit Ticket: Teacher assigns a defender for students to avoid while the teacher throws a ball to students.

 

TEACHING TIPS

  • Approach:
    • If students are not involving everyone on their team, consider a variation where everyone on a team needs to catch a pass before scoring a point.
  • 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: 
    • What will happen if you extend your arms too early as the ball approaches you?
    • What can you work on to improve your ability to avoid a defender?