Week 4 - Ultimate Frisbee
Skill focus: Movement, attacking and defending
Session equipment:
Markers or cones
Frisbees
Download Ultimate Frisbee - Week 4 activity card to support teaching before and during the sport session.
Fast start - Defensive Demons
Equipment: 8 markers to set up 25m x 25m playing area
How to play:
Students work in pairs, while one is the designated attacker and the other is the defender.
Both students start one metre apart and facing each other.
When a nominated player says ‘go’ (players take turns), the attacker must attempt to get past the defender without being tagged to score a point.
Allow 30 seconds, then players swap roles.
CHANGE IT!
Vary the starting distance between pairs.
Vary the locomotor movements.
Attackers wear a tag/braid that defenders must collect/steal.
Skill development games
Activity 1 - Pass and Run
Equipment: 12 marker cones to define the playing area, 1 frisbee per pair
How to play: Runners run in parallel down opposite sides of a court, passing the frisbee to each other. Interceptors try to intercept the frisbee but are restricted in their movements. Interceptors can only run up and down their designated line. (Play in groups of 6 or more.)
Use different types of throws.
If the frisbee is intercepted, players swap roles
Activity 2 - Keep the Ball
Equipment: 1 x frisbee per group
How to play: Two teams of 3 players are distributed over the court. The team with the frisbee aims to make 5 passes between team-mates without the frisbee being intercepted.
The team with the frisbee try to make 5 passes between team-mates – then change possession.
Travelling with the frisbee is limited to 2 steps.
If the defenders prevent 5 passes being made, they score one point and become the attacking team.
Activity 3 - Throw, throw, throw
Equipment: 1 frisbee per player
How to play: Two groups of equal size face each other. Each player has a frisbee. On a signal, players throw their frisbee over a line in the direction of the opposing team. After a set period, frisbees are counted to see who has the fewest.
Players use backhand or forehand throws.
Activity 4 - Names
Equipment: 1 x frisbee per group
How to play: Players in a circle throw a frisbee to other players in the circle. An interceptor inside the circle tries to intercept. Only the interceptor can move. (Play in groups of 6.)
Players on the circles can’t move.
The player throwing the frisbee calls out a name (the receiver) and passes the frisbee to that player.
If the frisbee is intercepted, the thrower changes places with the interceptor, or change after 4 throws.
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 - Youth Ultimate Frisbee
Equipment: 1 x frisbee per game, cones
How to play: A team attempts to pass a frisbee among themselves up the field without dropping it, until it is caught by a team member in the end zone, which scores a point. (Play in teams of 7 or less.)
The defensive team starts by throwing the frisbee to the opposing team.
The opposing team become the attackers and try to pass the frisbee down the field towards their end zone.
Players cannot run with the frisbee.
Players may hold the frisbee for up to 10 seconds before passing.
Possession changes when:
– the attacking team does not complete a pass (the pass does not reach the catcher on the full or the catcher drops the frisbee).
– the defending team intercepts or knocks the frisbee to the ground. – the frisbee goes over the sideline.
Play for a set period of time. The winning team is the one with the most points.
Scoring:
To score a point, the attacking team must receive the frisbee on the full in the opposition’s end zone.
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.