Activity Title: Box Ball the OSPI Health and Key Concepts: teamwork, catching/throwing, 1.1.1, 1.2.1, 1.2.2, 1.4.1 Objective(s) for Student Learning: Apply concepts of MVPA and perform set skills in a variety of game situations Collisions PER GAME: 2 boxes, 2 hula hoops, 1 nerf football (or other soft throwing object), cones for boundaries, pennies result of having your team captain catch the ball in the box. Planning Procedure/Instruction: 1. Divide into teams of 4-5 players. (Set up the number of fields to accommodate this.) 2. Each team places a captain in the designated area (see diagram below.) 3. Play starts with a jump ball (or any other method deemed appropriate.) 4. The ball can only be advanced by throwing it. Forward progress is made by players moving without the ball. 5. One arms length is required between players when playing defense. This is to eliminate fouling another player. 6. Players may intercept the ball in the air. Defense may knock the ball down to the ground. 7. It s a turnover if a player holds the ball more than 5 seconds. 8. If ball hits the ground, it is considered a turn over. (Whichever team had possession loses it no matter who touched it last.) 9. Turnovers are picked up and the ball is progressed immediately. 10. One point is awarded when the captain catches the ball in the box. The ball must land and stay inside the box without assistance. Captain area
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Activity Title: Ultimate Birdie the OSPI Health and Key Concepts: teamwork, catching/throwing, 1.1.1, 1.2.1, 1.2.2, 1.4.1 Objective(s) for Student Learning: 1. Apply concepts of MVPA and perform set skills in a variety of game situations 2. The students will apply teamwork and guarding skills that are similar to those used in basketball and soccer. Collisions; striking PER GAME: Shuttlecock, footbag birdie, beanbag, or some object that can t be hit or thrown a long way; 2 hula hoops; polyspots or cones to delineate the area result of having your team captain catch the object. Procedure/Instruction: Divide into teams of 4-5 players. Move the object by hitting it with the palm. The goal is to get it to the Ultimate Scorer through a series of passes without it being intercepted or hitting the ground. No running with a held birdie. The rules of Ultimate Frisbee apply: No running after the catch. Call your own fouls. After a mistake (or knockdown) the other team immediately picks up the birdie and heads the other way. After a score, that team rotates and has a new Scorer. The other team may not immediately score with just one pass. After a mistake, yes, but after a score, no. It s a turnover if a player holds the ball more than 5 seconds. Planning SUGGESTION: Although any object can be used, throwing it allows for too many long bombs and doesn t encourage moving to get open. Hitting a footbag birdie keeps it from traveling as far. A regular beanbag could be substituted. Ultimate Scorer
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Activity Title: Monarch Speedball the OSPI Health and Key Concepts: teamwork, catching/throwing, 1.1.1, 1.2.1, 1.2.2, 1.4.1 Objective(s) for Student Learning: Apply concepts of MVPA and perform set skills in a variety of game situations Utilize all skills from basketball, football and soccer Kicking, striking, collisions PER GAME Cones to delineate playing field & goals, Wall or basketball backboard for other goal, soft soccer ball, pennies result of having your team score points in a variety of ways. Planning Procedure/Instruction: 1. Divide into teams of 4-5 players. 2. Play starts with a jump ball (or any other method deemed appropriate.) 3. The ball can be advanced by throwing it. 4. A player may run with the ball until they are tagged. Once tagged, they stop and must pass the ball to a teammate. 5. It s a turnover if a player holds the ball more than 5 seconds. 6. IF THE BALL TOUCHES THE GROUND, it becomes a soccer game. Once a player kicks the ball up to either their own hands or a teammates hand it becomes a passing and running game again. 7. Scoring is as follows: 1 point when the ball is run through the end zone or is caught in the end zone OR 2 points if the ball is drop-kicked against the designated wall or backboard area (see shaded area in diagram). END ZONE END ZONE Closure/
Activity Title: Flickerball the OSPI Health and Key Concepts: teamwork, catching/throwing, kicking, 1.1.1, 1.2.1, 1.2.2, 1.4.1 Objective(s) for Student Learning: Apply concepts of MVPA and perform set skills in a variety of game situations Collisions PER GAME Goal of some kind for both ends of playing area (basketball hoop, hula hoop, etc.); football (or other ball of choice); pennies; cones to delineate field result of having your team pass the ball through the goal. Planning Procedure/Instruction: 1. Ball can only be advanced by throwing it forward to another player. 2. Once in possession of the ball, you can run laterally or backwards. NO FORWARD PROGRESS BY TAKING STEPS. 3. Play starts with a jump ball (or any other method deemed appropriate.) 4. One arms length is required between players when playing defense. This is to eliminate fouling another player. 5. Players may intercept the ball in the air. Defense may knock the ball down to the ground. 6. If ball hits the ground, it is considered a turn over. (Whichever team had possession loses it no matter who touched it last.) 7. It s a turnover if a player holds the ball more than 5 seconds. 8. Turnovers are picked up and the ball is progresses immediately. 9. A point is scored when the ball goes through the goal. Closure/