Grades 6-8
Team and Cooperative Games
Lesson 4
Equipment: Fluffilos and other objects to throw (softballs, footballs, etc.)
Focus Standard for the Day:
Throw a variety of objects demonstrating both accuracy and distance (NASPE Benchmark for Sixth Grade).
Unpack:
What is the verb: Demonstrate
What is the level of proficiency: Accuracy and distance
What is the skill or content: Throwing with accuracy and distance
Evidence of learning:
The students throw the ball demonstrating accuracy and distance.
Assessment tool/task:
Structured observation: Students will demonstrate their ability to throw the ball.
Criteria for competence:
Stand with opposite foot to your throwing arm forward and pointing in the direction of the throw. Weight is evenly distributed over both feet.
The fingers of the throwing hand grip the center of the object.
The object is shifted back past the ear and the body is rotated away from the throw.
The elbow of the throwing arm should be kept high.
The opposite arm is held out for balance.
The ball is then rotated toward the target, the forearm and wrist are thrust forward, and the wrist is dropped to allow the ball to roll off the fingers.
Follow through in the direction of the ball.
Keep your eyes on the target.
Levels of quality for a leap (5-point rubric).
5. Student demonstrates all elements of a proper throw with accuracy and distance in all game situations.
4. Student demonstrates all elements of a proper throw with accuracy and distance.
3. Student demonstrates all elements of a proper throw landing close to the target.
2. Student demonstrates a throw with accuracy or distance.
1. Student demonstrates a throw by pulling the elbow back and tossing the ball with little forearm and wrist movement.
WARM UP: GO WITH YOUR FLO!
-
Groups of 4-6 students, lined up one behind the other.
-
Play music.
-
The leaders from each group perform a traveling move to the music. Encourage silly, creative, or sporty moves using the Fluffilo.
-
On Teacher's signal, the leader goes to the back of the line, and the next person takes over as leader and changes the move.
-
Continue until every student has been the leader at least once (or twice, or thrice...).
Accuracy Throw
-
Partner up with a Fluffilo and a softball.
-
One student will start with a Fluffilo, the other will start with the softball.
-
The student who is not throwing will have his/her object at his/her feet (do not try to catch when you have something in your hands).
-
After catching, place this object on the ground, pick up your object, and throw it to your partner.
-
With each successful catch take a step back.
-
Partners will work on accuracy and throwing for distance.
Throwing Frenzy!
-
Groups of six get into a circle.
-
The object: to get through an entire "round" of objects first.
-
Team captain starts with a pile of objects (Fluffilos, footballs, softballs, etc.) at his/her feet. (front? in a bucket? You decide.)
-
Establish a different place to put the objects as they come back to the captain. (behind? out of the bucket?)
-
Establish a pattern by throwing an object in any order as long as it starts and ends with the same player.
-
Objects must continue to follow the same pattern around the group.
-
One round is completed when all of the objects (one per member of the group) have made it through the cycle of players.
-
If your teams do not have the same number of players, "handicap" the smaller groups by adding two extra Fluffilos per missing person (or have a different "extra" player help you determine the winner for each round).
-
After each round, have the teams take one giant step back, testing their ability to still throw the ball accurately, but from a distance.
Just Passing Through
-
Set up by scattering many hoops throughout a large playing area.
-
Students in pairs with a Fluffilo.
-
Designate two end lines - all players begin on one end line.
-
The goal is to cross back and forth across the field as many times as possible.
-
Players must be standing inside a hoop in order to throw or catch the Fluffilo.
-
Player one will begin with the Fluffilo behind the starting line.
-
Player two can get inside any hoop and prepare to catch the Fluffilo.
-
Once the Fluffilo is caught, player one can advance to any available hoop.
-
If a player drops a pass, the pass must be repeated with the passer remaining in the same hoop (the receiver can move to a closer hoop).
-
After crossing the opposite end line, players turn around and come back across the field.
-
Pairs get one point for each time they cross the playing field.
-
The pair with the highest score when time is called wins!
-
This game improves accuracy in throwing short, medium, and long distances and combines nonlocomotor (standing in hoops/catching Fluffilo), locomotor (running to find a hoop), and manipulative skills (throwing and catching the Fluffilo).
Doctor Octopus (a just-for-fun Super-Hero tag game!)
-
Using half of a field or court spread students out.
-
Ask for 2 or 3 volunteers to be the Octopus Head- each Octopus Head needs two yarn balls- one held in each hand. These are his/her Suction Skewers!
-
Everyone else is a Super-Hero. The goal of the Super-Hero is to NOT get caught and turned into an Octopus leg.
-
Object: To see which Doctor Octopus can capture the most Super-Heroes and become the evil world conqueror!
-
Rules:
-
Head Octopus' throw their Suction Skewers at the Super-Heroes.
-
When hit, the hit Hero must pick up the skewer and join hands/arms with the Doctor Octopus that hit them.
-
Now the new "leg" has the skewer and must try to tag another Hero so they can grow another leg.
-
The Doctor Octopus with four legs on each side first wins.
-
If there are any Heroes who didn't become Octopus legs, have them be the Doctor Octopus Head during the next round.
-
Repeat game if desired.
COOL DOWN: Knots
-
Groups of 8 in a circle.
-
Students put hands into the center of the circle, crossing arms at the wrist.
-
Grasp hands with 2 different people across from them (not beside them).
-
Now try to untangle knot without letting go of hands.
-
Race if desired.