Throwing Centers


Throwing Centers

State Standard: 1, & 2

Equipment: Listed Below.
Grade: K-2
Purpose of Event: Develop Throwing skills, focus on correct hand and opposite foot, great time to monitor progress.
Time: 10-15 minutes
Description:

Put stations around my gym in a large circle. I also have pictures (shoulder folders) on cones with colors. This is how I have students rotate from one center to the next via colors. For example, purple to yellow and so on. I also place plastic arrows on the floor letting students know where they must go (directions). I use just about anything that can be thrown!  Here are some of the things I use (I have centers alternate from underhand to overhand throwing):

Volley Birds into a Deck Ring;
Nerf balls into a basketball hoop;
Koosh balls at a bowling pin;
Koosh balls thrown in the air and catch; bean bags into a box;
Football in to a hoop (hang hoop from basketball hoop);
Bean bags into a hoop;
Speed ball (mesh equipment, with holes that balls can be thrown into);
Bounce and catch ball; Bounce reactions balls and catch;
Indoor Yard darts into hoop;
HiLi scoops (throw and catch);
throw ball through large circle mat. 

I use this as a great chance to check for biomechanics of throwing.  Great time to check perceptual motor skills. 

Concerns: Cooperation and Moving safe in space.
This idea is from: Youtube Channel.

 

Frisbee Dot Shooting


Frisbee Dot Shooting

State Standard1, 2, & 4

Equipment One Hula-Hoop, 12 cones, 12 foam Frisbee, & several poly spots Grade: 2-5
Purpose of Event: Throwing (Frisbee tossing), teamwork, adding (math skills), & honesty.
Time: 15-20 minutes
Organization: Set up 6 multi-colored cones on side of the gym with another 6 on the other side. Place a foam Frisbee behind each cone on the floor. Duct tape one hula-hoop in the middle of the gym (prevent it from moving). Scatter several (15-20) poly spots around the hula-hoop with varying distances. 

Description: 
Students will work in pairs (relay style). On the signal, a student runs with their foam Frisbee in hand to a poly spot (their choice). Once they have reached their desired poly spot they attempt to toss their Frisbee into the hula-hoop while standing on the poly spot. If the students’ Frisbee lands inside the hula-hoop that student picks up their poly spot and Frisbee and returns this to their partner (placing the obtained poly spot on the floor behind their cone). Once they have made it back to their partner they hand the Frisbee to their partner who then runs to their desired poly spot and attempts to toss the Frisbee in the hula-hoop as well! Now, if the student does NOT make it in the hula-hoop they must go retrieve their Frisbee, but NOT pick-up the poly spot and wait for their next turn. This keeps going until all the poly spots are gone. Once they are all gone the teacher has the students count to see how many poly spots were obtained from each team to see who had the most. 

Rule: Make sure students are NOT sliding the poly spots closer to the hula-hoop! It must stay were it was originally put on the floor! 

Concerns: Move safely around the gym. 
This idea is from: Amy Staples, Physical Education Teacher, Sioux Falls, SD. 

 


Germball


Germball

State Standard: 1, 2, & 4

Equipment: Cageball, Exercise (stability) Ball , Poly Spots, & gator skin balls. Grade: K-3 (4-5 possibly)
Purpose of Event: Throwing at a moving target, running, teamwork, & manipulation.
Time: 15-20 minutes
Organization:  Divide the class into two teams and have them line up on each side of the gym.  Spread out the poly spots (random colors) along the half-court line. This will act as the boundary line where the students cannot cross.

Germball: Start the game with just one cageball or stability ball and then add more as the game continues. The physical education instructor will explain to the students the cageball/stability balls are the germs and the two teams must try and throw the gator-skin balls (medicine) at the germball, forcing it across the half court line.  The two teams are trying make the germball roll over to the other teams side (across the poly spots) as they do NOT want the germballs on their side of gym.  No student is allowed to touch the cageball at any time with their hands (germs).  **Only the smaller balls (medicine) are used to force the cageball across the line.** 

Variations: For older students you could have them perform a desired exercise if they touch the ball with their hands. They have been in contact the germs!!!

Concerns: Move safely around the gym. Make sure students are NOT throwing the balls at each other!!!
This idea is from: Myself

Wild Wild West


 

Wild Wild West

State Standard: 1, 2, & 4

Equipment: 4 Mats & Several yarn balls. Grade: 2-5
Purpose of Event: Running, Throwing, & Catching
Time: 15- 20 minutes
Organization: Set-up four mats on end in the shape of a circle. Place a basket of several yarn balls in the middle of the gym. Separate the students into two teams. One group will be the throwers (cowboys/cowgirls) who will be standing inside the middle oval on the gym floor. The other group will be the runners/catchers (buffaloes) standing on the outside of the mats.

Activity: On the signal, the buffaloes begin by running around the outside of the mats in a circle (around gym) as the cowboys/cowgirls (standing in the middle) are trying to throw the yarn ball at the buffaloes. The goal is for the buffaloes to try and catch a yarnball thrown by a cowboy/cowgirls before hits the ground. The game keeps going for 4-5 minutes and then switch the groups. The cowboys/cowgirls become the buffaloes and the buffaloes become the cowboys/cowgirls.

Variations: Group the students into groups of two (partners). Have one partner begin as a buffalo and the other as runner. The goal is for the two pairs to catch a ball 5 times in a row and then switch places (can make it a higher number for older students). For younger students try using a larger ball (i.e., beachball or beanbags). Instead of running; incorporate different locomotor skills for the buffaloes (i.e., skipping & galloping). Have students practice underhand or overhand throwing as well. You can also have the students rotate when they have caught a ball so many number of times. I have my Ss usually go to 5 times and then switch.

Concerns: Move safely around the gym. Making sure students are sharing the yarn balls (not fighting)!!! Students are NOT to be throwing the ball at the runners; not dodge ball. Working on throwing and catching while moving.
This idea is from: Amy Staples, Physical Education Teacher, Sioux Falls, SD.

Snow Fort


Snow Fort
 

State Standard: 1, 2,  & 3

Equipment:  20+ Bowling Pins, 20-30 Foam Balls, 4-6 folding mats
Grade: K-2
Purpose of Event: Throwing over hand, Opposite foot forward, Using correct throwing skills
Time: 10-15 minutes
Description: 

Divide class into 2 groups; one group one each half of the gym. Each area has a snow fort (mats) and 10-15 snowmen (bowling pins) scattered in front of each fort. The object is for each team to throw “snowballs” and try to knock down the other team’s snowmen. Players may leave the fort to get a ball but must throw from back on their fort. Play until one team knocks down all of the other team’s snowmen, or 2-4 minutes.

Move forts back or forth in playing area depending on the throwing ability of the group. All snowmen should be placed in front of the forts.

Concerns: Use soft balls, keep the focus on throwing at the pins
This idea is from: WOW Workshop

 

King-Pin Handball

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King-Pin Handball 

State Standard: 1, 2, 3, 4

Equipment: 10-15 Nerf balls, 10 bowling pins, jerseys, 2 floor mats Grade: 3-8
Purpose of Event: Develop throwing and aiming, Hand eye coordination, Striking stationary targets, teamwork
Time: 15-20 minutes
Description:

Divide class into 2 teams. Center line in gym divides each team’s side.  The object of the game is to be the first team to knock the opponents pins down by throwing the balls at the pins (Pins are lined up at the opposite end of the gym, 5 on each side).  Players may run anywhere in the gym.  However, if a player crosses the center line they are at risk for being tagged.  If  tagged the player goes to the jail, (mat on the other teams side of the gym).  To get out of jail, a tagged player must catch an aerial ball from one of their team mates.  This ball must be thrown from players own side. The player must catch the thrown ball with at least one foot touching the mat.  If a player in jail catches a ball, they get free backs but must return to their starting side.  The caught ball should be left as a token on the opponents side.  If you never cross the center line, you never have to “go to jail”.  Balls are NEVER thrown at people, they are only thrown at the pins.

Variations: Players do not need to cross the line to knock over a pin, but they may if they want to take a risk.  One person at a time may guard a pin, but they must remain standing.  When players are going into and out of “jail” I have them raise their hand, so others know where they are going.  While in jail, players cannot throw balls at the pins.

Concerns: Be cautious with throw, and watch where you are going!  Have knowledge of general space. Make sure students are NOT throwing the ball at one another!!!
This idea is from: WOW Workshop

Sinkerball

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Sinkerball

State Standard: 1, 2, 3, 5
Equipment: Scooters, pins, skipping ropes, cones Grade: 2-6
Purpose: Cardiovascular Fitness, Throwing Skills, Movement in General Space, Muscular Strength, & Teamwork.
Time: 15-25 Minutes

Game Description: 2 teams face-off against each other in either a “who-can-last-the-longest” set of rounds, or point-scoring game. 1 team starts along an end of the gym as the “tugboats” pulling their cargo (a plastic pin balanced on a scooter, pulled by a skipping rope). I use cones stays on the scooter better. Each player on that team has their own cargo to pull. The other team is along the sides in a designated throwing area (use cones) – they each have a foam ball or 2 to start with.

On the “Start” signal, the tugboats try to travel back and forth from one end-line to the other end-line as many times as possible, keeping their pin alive (ie, not fallen over, either by self mistake by pulling too fast, or from a ball hitting it down). The throwers (I call them the “Sinkers”) will try to knock the pins off the scooters! When a player’s pin is knocked over, that player isn’t out – he/she can then go and block/guard one of their teammate’s pins as they continue travelling along from end-line to end-line.

Eventually, the whole team surrounds their last member’s pin/cargo trying to keep it up until it finally falls and then the 2 groups switch roles for the next round. Points can be earned every time a player makes it safely to an end.  **I play with a time limit of 3 minutes.** 

Adaptation:  I also play this during Thanksgiving time and call the game ==> Turkey Trot. Play this with K-1 students. Call the throwers (hunters). 

Concerns: Be Careful when throwing a ball! Students are not allowed to throw a ball at another student!! Making sure students are not tripping over the jump ropes that are tied to the scooters. 
PhysGames.com ==>  https://physedgames.com/sinkerball/ 

 

TurmioPallo

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TurmioPallo

State Standard: 1, 2, 3, 5
Equipment: 4 Folding Mats, Several gator balls, & jersey’s Grade: 3-6
Purpose: Cardiovascular Fitness, Throwing Skills, Movement in General Space, Muscular Strength, & Teamwork.
Time: 15-25 Minutes

Directions:

Game Description: This is a handball and target type game. The main goal of the game is for players to score as many points as they can on the opposing team goal before the round is over – either 3 minutes per round or first to 5 points! There are goalies on each side who do their best to save the shots taken. 

Rules: Students who throw a ball that is caught by the goalie (only) that student must go to a designated area and perform a desired exercise then they are allowed back in the game. This rule applies to the goalies as well; however the change is if the goal steps off the mat they to MUST go and perform a desired exercise and then are allowed back in the game. This forces the goalie to NOT step off the mat otherwise it leaves their goal unguarded. 

Concerns: Be Careful when throwing a ball! Students are not allowed to throw a ball at another student!! Making sure students are being honest when the teacher asks how many points each player earned. 
This idea is from: Mitch Begeman, Physical Education Teacher, Sioux Falls, SD. PhysGames.com ==>  https://physedgames.com/turmiopallo/

Feed Oscar

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Feed Oscar

State Standard: 1, 2, & 3
Equipment: 4 Folding Mats, several yarn balls, & cones Grade: K-2
Purpose: Check throwing skills, opposite foot forward
Time: 15-25 Minutes

Directions: Stand mats on end, Velcro them together (Oscar’s Can) and stand them up inside the red circle in the gym

Start with 2 kids inside Oscar’s Can (for little students, kindergarten, I put 3-4 in at a time, or I run out of time!):

  • All the other kids will throw balls inside the can
  • Kids may only have 2 BALLS in their hand at a time,
  • Kids May NOT go inside the red circle, No “Dunking” 
  •  I play for about one seconds, and pick two new kids to put inside.
Concerns:  Kids getting hit with balls inside “Oscar” have them duck down, and use Soft balls Yarn ball work nice.
This idea is from: Tracy Nelson, former K-5 PE Teacher, Brookings, SD. 

Container Ball

 

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Container Ball

State Standard: 1, 2, 3, 5
Equipment: 4 Folding Mats, Several gator balls, & jersey’s Grade: 3-6
Purpose: Cardiovascular Fitness, Throwing Skills, Movement in General Space, Muscular Strength, & Teamwork.
Time: 15-25 Minutes

Directions:

Game Description: Container Ball incorporates many skills – running, fleeing, dodging, throwing, catching, teamwork strategies, and shooting – all in one fun massive 2-team game! The object is to get more balls into your container than the opposing team, and to empty the opposing teams’ container. The gym is divided by the center line (also needed are the end basketball hoop on each side). “Containers” for the opposite teams are built on each side using tumbling mats placed on their ends to form a rectangle (can use some sort of clamp to hold together if needed). ‘Jails’ are placed down on each side as well by laying a mat flat down on the floor.

Game play description:

  • Players are safe when they’re on their own side.
  • Players who cross over to the other team’s side can get tagged by an opponent who is holding a ball. If tagged, the player goes to the jail on that side. Opponents cannot touch or block an opponent if they are not holding a ball. A player in jail may only possess a ball that he/she has caught in the air.
  • There are 2 ways to get out of jail (these are escapes, not a free pass back to their own side): 1) Catching a ball in the air while on the mat (the ball must be thrown by a teammate from their team’s side of the gym), or 2) The teacher calling out “Jailbreak”.
  • A player has 3 options after getting out of jail and stepping off the mat: 1) Try to make it back to your side without getting tagged 2) Try to throw the ball into the container and then try to make it back to your side, or 3) Try to make a basket.

Rules:

  • You may not throw or shoot from your jail mat.
  • If a player makes a basket then his/her team gets to empty and take possession of all balls in their opponent’s container, and the player who made the basket gets a free pass back to their side.
  • Players may puppy guard the containers, but NOT the jails. Use cones or lines to mark a “no enter zone” that the defense can’t enter into.
Concerns: Be Careful when throwing a ball! Students are not allowed to throw a ball at another student!!
This idea is from: Russ Alvarez & Bruce Bowman