SHAPE STANDARDS
S1.E22.4- Volleys underhand using a mature pattern in a dynamic environment.
S4.E2.4- Reflects on personal social behavior in physical activity.

CASEL STANDARDS
Self-Management: Goal Setting

ASSESSMENT RUBRIC

 

Objective: Bump a low tossed ball to a partner

Volleyball Unit | Level 20

TECHNIQUE
Today we are going to learn how to bump a low tossed ball to a partner.

IMPORTANCE
Bumping a low tossed ball to a partner is important because you will need to be able to receive the ball from different angles while playing a game.

VOCABULARY
Bump:
a passing move in volleyball (typically the first touch when the ball comes over).

When bumping a low tossed ball to a partner, it is important to:

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1. Get in the ready position (feet shoulder width apart, knees bent, slight forward lean).

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2. Position yourself under the ball.

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3. Create a platform with your arms (place one hand on top of the other and bring your thumbs together).

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4. Keep your elbows locked.

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5. Make contact with the ball on your forearms (not hands).

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6. Use your legs to provide power, not your arms.

PRACTICE

  1. I will divide the class into teams of two. Ro Sham Bo to decide who will go first. Spread out onto the field and stand 3 – 5 feet away from your teammate. When I say, "GO!" one teammate will toss the ball and the other will bump it back. After you have made five bumps, switch roles.
  2. Repeat as many times as needed.

GET LOW

TIME
15-25 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
1 hula-hoop per 2 students
1 volley ball per 2 students
1 short cone per 2 students
Optional: 1 tall cone per two students

STORYLINE
Today we are playing Get Low. In this game, your goal is to bump a low tossed ball to a teammate before it lands into the hula-hoop.

INSTRUCTIONS

  • I will divide the class into teams of two.
  • Before the game begins, Ro Sham Bo to decide who will begin as the thrower.
  • The bumpers will stand directly in front of the hula-hoop, five feet away from the thrower.
  • When I say, "GO!" throwers will toss a low ball to the server.
  • Throwers can earn one point if the ball makes it into the hula-hoop.
  • Bumpers can earn one point if they bump the ball back to the throwers.
  • Switch roles after five throws.
  • When I say, “ROTATE” the throwers will move one hula-hoop to their right. The bumpers will stay where they are.
 

Game 1: Play as indicated above.
Variation: Add a tall cone inside the hula-hoop. If a thrower knocks down the cone it is worth five points.
Exit Ticket: Teacher tosses the ball low for students to bump and catch before putting their equipment away.

 

TEACHING TIPS

  • Approach:
    • Increase or decrease the distance between bumpers and throwers depending on the class’ ability level.
  • 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:
    • Describe what a platform with your arms looks like.
    • How might you encourage your partner if they are struggling to bump a tossed ball?

FIGURE 8

TIME
10-20 minutes

NUMBER OF STUDENTS
8-24 students per game

EQUIPMENT
1 volleyball per 2 teams
2 short cones
Optional: 1 net

STORYLINE
Today we are playing Figure 8. Your goal is to bump a low tossed ball to the tossers.   

INSTRUCTIONS

  • I will divide the class into teams of two – tossers and bumpers.
  • Before the game begins, stand in a single file line behind your team’s marker cone.
  • When I say, "GO!" the first tosser in line will low toss the ball to the first bumper.
  • The bumper must bump back the ball and the next tosser has to catch the ball.
  • As soon as a tosser has tossed the ball, he/she will go to the back of the bumper line.
  • As soon as the bumper has bumped a tossed ball, he/she will go to the back of the tosser line.
  • When everyone has had a chance to bump, we will begin a new game.
 

Game 1: Play as indicated above.
Game 2: Increase the distance between bumpers and tossers.
Game 3: Elimination round – if a tosser does not catch a ball or a bumper lets a ball hit the ground, he/she is out.
Variation: Play with a net in between both teams.
Exit Ticket: Teacher tosses the ball low for students to bump and catch before putting their equipment away.

 

TEACHING TIPS

  • Approach:
    • Increase the number of groups based on class size. Divide students into competitive and non-competitive groups.
  • 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:
    • Describe what a platform with your arms looks like.
    • How might you encourage your partner if they are struggling to bump a tossed ball?

OCEAN OF PEARLS II

TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
1 volley ball per student
4 hula-hoops
10 short cones
Optional: 10 beach balls

STORYLINE
Today we are playing Ocean of Pearls II. In this game, you are fishermen diving for pearls (volleyballs). Your goal is to bump a low tossed pearl to the catchers to collect as many as possible while avoiding the pirates (taggers).   

INSTRUCTIONS

  • I will select two pirates and four catchers in charge of putting the pearls into the ship (hula-hoops).
  • The rest of you will be fishermen (runners).
  • When I say, “GO!” the fishermen must:
    • Run across the ocean
    • Grab a pearl
    • Run back and low toss the pearl to any catcher
  • The catcher must bump the ball then place it in the ship.
  • Once fishermen are past the cones, they are safe and cannot be tagged.
  • If a fisherman is tagged by a pirate, he/she must go back and get a high-five from a catcher to get back in the game. If a fisherman is in possession of a pearl, he/she must return it.
  • Fishermen must toss pearls outside of the boundary cones.
  • Pirates cannot cross either side of the boundary cones.
  • We will begin a new game when all the pearls are collected. At the beginning of each game, new pirates and catchers will be selected.
 

Game 1: Play as indicated above.
Game 2: Increase the number of pirates or increase the amount of times catchers have to bump a pearl.
Variation: Add beach balls as different colored pearls.
Exit Ticket: Teacher tosses the ball low for students to bump and catch before putting 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:
    • Describe what a platform with your arms looks like.
    • How might you encourage your partner if they are struggling to bump a tossed ball?