Week 1 - Ultimate Frisbee
Skill focus: Handling a frisbee, static passing and catching
Session equipment:
Frisbees
Bases (or cones)
Marker cones
Download Ultimate Frisbee - Week 1 activity card to support teaching before and during the sport session.
Fast start - Alarm
Equipment: 8 markers (to set out playing area), 1 braid or similar for each tagger.
How to play:
Students stand at one end of the playing area. Students are numbered 1,2,3 or 4. The three taggers stand in the centre of the playing area.
The taggers call out 'Number 1 alarm', signaling the students numbered 1 to skip to the opposite end of the playing area.
The taggers attempt to tag the students skipping. If tagged, these students join the taggers. Taggers call out another number for example, Number 4 alarm’.
The last three students who are not tagged, become the next taggers.
CHANGE IT!
Vary the size of the playing area.
Tagged players can perform movements to return to play. (for example, jumping jacks, tuck jumps, high knees running in place).
Skill development
Choosing teams
In a sport education approach, affiliation is promoted by students being a member of the same team over a period of time. It is intended that students remain in these teams for the duration of each sport program for the skill development and the modified small-sided games, so that they can develop and learn together.
Place students in equal teams, 4 teams is optimal, at the beginning of the skill development session. Strategies for forming groups can be found in the Game-based learning in sport and physical activity e-learning course.
To further promote affiliation students can decide on a team name.
Once the teams are determined you can add the team and student names to the Ultimate Frisbee draw template.
Activity 1- Pairs Passing
Equipment: 1 x frisbee per pair
How to play: Players form pairs and, on your signal, pass to each other for 30 seconds. At the end of 30 seconds, the player without the frisbee moves to form a new pair. Passing starts again.
Use frisbees and experiment with different types of throws.
Progress through the following throws: backhand, forehand, hammer.
When catching, players should choose the pancake or crocodile catch.
Activity 2 - Shuttle Ball
Equipment: 1 x frisbee per group
How to play: A frisbee is thrown to a catcher. The thrower runs to take the place of the catcher and the catcher, in turn, runs to join the players at the thrower’s line. (Play in teams of 3.)
See how many passes can be made in a row without a drop.
Introduce basic grips.
Activity 3 - How many beanbags?
Equipment: 10-15 frisbees
How to play: One player from each team runs to a central area, collects 1 frisbee at a time, throws it to the other team-mates at their base and tags the next player. The game continues until time is called. The aim is to collect the most frisbees. (Play in teams of 2 or 3.)
Form 4 groups of 2 or 3.
Teams collect as many frisbees as possible in the allotted time, e.g. 60 seconds.
When all the frisbees have been removed from the centre, the coach calls ‘STOP!’
Activity 4 - Koolchee
Equipment: 1 x frisbee per pair
How to play: Koolchees (frisbees) are thrown to knock over a skittle. (Play in pairs.)
Players score a point if they are the first to make contact with the target at the opposite end.
Players receive a bonus point if the skittle is knocked over on its side.
Modified small-sided games
It's time for competition!
Teams compete against each other in the game outlined below. You can use the 'Ultimate frisbee Draw' as a guide to organise the competition, across the 4 sessions try to ensure each team has a fair number of games.
Allocate 3 points for a win, 2 points for a draw and 1 point for a loss for each game played. Record results and points in the School sport program results spreadsheet.
Remember, to give students an update of the leader board each week.
Game - Mini Tee-Ball
Equipment: 1 x frisbee per game, 4 bases, cones
How to play: Play with a batting team, a fielding team and 4 bases. Each batter throws a frisbee into the field, then tries to run around the bases while the fielders gather the frisbee. (Play in teams of 5.)
The first ‘batter’ throws the frisbee into the playing area and tries to run around the bases.
Players may not tag other players to get them out.
Play stops after the ball is fielded and thrown to a base (the player does not have to catch the ball properly).
The ‘3 out, all out’ rule does not apply.
Each team will 'bat' for 10 minutes, then swap over.
Scoring:
Batting teams score 1 point for each base touched.
Fielding teams score 1 point for each person they get out.
Reflection
2 stars and a wish
Ask students - what are 2 things you feel you did well today?
What are you going to try and improve on next week?
Students can answer reflection questions as a whole class, small group or in pairs.