Week 2 - Ultimate Frisbee
Skill focus: Passing and catching on the move
Session equipment:
Markers or cones
1 Frisbee per pair
Download Ultimate Frisbee - Week 2 activity card to support teaching before and during the sport session.
Fast start - Captain's Coming
Equipment: 8 markers to set out playing area
How to play:
Students begin by moving around the playing area in any direction.
When the teacher calls out a range of ‘ship commands’, students perform the action for 5-10 seconds.
Once complete, students resume jogging until the next command is called.
Ship commands
Bow - students run to the front of the area and perform a static balance.
Stern - run to the back and perform a static balance.
Port - run to the left and perform a static balance.
Starboard - run to the right and perform a static balance.
Climb the rigging - action of climbing the rigging.
Scrub the deck - down on one knee and scrub the floor.
Captain’s coming - stand to attention and salute.
CHANGE IT!
Define the types of static balance.
Vary the 'ship command' movements.
Replace static balance positions with movements (e.g. jumping jacks, high knees, squat jumps).
Skill development games
Activity 1 - L-o-n-g Throw
Equipment: 1 x frisbee per pair
How to play: A frisbee is thrown between 2 players. If the frisbee reaches the catcher on the full, both the catcher and the thrower step back. If it is dropped, both take a step forward. The winning pair is the one that has retreated the furthest. (Play with one or more pairs).
Experiment with different throws.
Activity 2 - Underarm Return Relay
Equipment: 1 x frisbee per group, marker cones
How to play: Player 1 runs to a point, returns and, on the way back, collects a frisbee at the pick-up point and passes it to Player 2 who is next in line. The pattern continues. (Play with 4 or more.)
Player 2 returns the frisbee to Player 1, who is still at the pick-up point.
Player 1 leaves the frisbee and returns to the end of the line.
Activity 3 - Continuous Tennis
Equipment: 1 x frisbee per game, marker cones
How to play: Players in small groups throw a frisbee over a no-go zone and run to the back of the line, making way for the next player to catch and return it. (Play in teams of 4.)
Players throw frisbees.
Players score a point for their team if their pass hits the ground.
Activity 4 - Hit the Target
Equipment: 1 x frisbee per group, variety of targets (plastic bottles with a little sand in the bottom, cricket wickets or buckets)
How to play: Targets are set up away from a throwing line. Players score points by throwing a frisbee and hitting the targets. (Play in groups of 3.)
In the first round, players each throw a frisbee to hit the 5-metre targets.
In the next round, they aim for 10-metre targets, followed by 15-metre targets.
In the final round, players try to throw the frisbee the furthest.
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
TAG
Ask students to form pairs with a student from their team.
Inform students they are going to give feedback to their partner using 'TAG'.
Tell your partner something they did well in today's session.
Ask your partner a question.
Give your partner some feedback on a skill or tactic they could focus on during next weeks session.