Professional Documents
Culture Documents
THGS
2011
Target Games
Shared Objective:
To propel an object to towards a target so that it might land /settle as near to (or in) the target as
possible or knock target over.
Unopposed: As above relies heavily on individual technique, skill, kinaesthetic awareness and
muscle memory
Opposed: Introduces elements of tactical decision making. Offensive play in the form of, get as near
to target as possible. Defensive play in the form of, knocking an opponent away or blocking an
opponents line to the target.
Game Examples:
Golf, Bowls, darts, coits, archery, bocce, shuffleboard, throwing at object (stationary, moving) e.g.
cricket stumps, clay pigeon shooting. Throw / catch (softball mitts e.g. throwing to a base - links to
striking fielding)
Unit of Work:
3 / 4 lessons should be enough to introduce a good understanding of target game concepts. This unit
can also incorporate Fundamentals of Movement such as underarm throwing, overarm throwing
and catching if pupils are weak in this area.
Concepts to teach:
Accuracy
trajectory, speed (weighting of throw), distance
Gross / fine motor skills
Subroutines of underarm throwing and overarm throwing, body positioning, muscle memory /
kinaesthetic awareness. (Benevolent curiosity How can I get better? why is it not going where I
want? What mistakes am I making?)
Game Intelligence
which style of throw gives me the best outcome? When should I go for the harder shot or easier
shot? How can I stop my opponent from scoring? How can I ensure my opponent doesnt stop me
from scoring? Can I dictate my opponents strategy?
Primary and Secondary Rules:
Primary rules define the game and objective of the game. Any change in primary rules would most
likely constitute a new game. Secondary rules are those which allow for modification within the
game so certain skills, tactics or scenarios can be explored. They can also increase or decrease the
challenge of the game.
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2011
Lesson Ideas
Super Shootout
(N.B. This lesson is the most basic of target game lessons. The most basic tactical problems are
addressed; however the activities included are heavily reliant on individual ability which will dictate
how the lesson progresses. It should also be noted that this lesson starts with a moving target game
then moves to static and back to moving. This has been done (a) to increase engagement at start of
lesson (b) so questioning and reflection can occur between the two movement target portions of the
lesson ).
Objective: To hit a target as many times as possible.
Progression: Targets should start stationary where distances and heights can be modified. When
appropriate moving targets can be introduced.
Modifications: Change distances, sizes and heights of targets (stationary or moving) to suit pupils
needs. Change projectile equipment e.g. balls (different sizes), vortex, Frisbee, bean bags, coits,
turbo javs etc.
Game Intelligence concepts: Static targets what type of throw gives me the greatest success?
When should I change my throwing style (take risks)? How do obstacles change my strategy?
Moving targets Can I predict the movement of the target? How do I adjust my throw to give me
more success?
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2011
Lesson Plan Skeet shoot 1 Lesson (50 mins) Equipment needs will dependant on your pupils
ability and your schools available equipment. Activities here will be generic so for any equipment use
Activity
Explanation
Poison Ball
(5-10 mins)
Questioning / progressions
Qs
- What do you have to consider to
be accurate?
Static Target
Shoot
(10 - 25 mins
depending on
number of
stations and pupil
interest)
Qs
Using any static target set up (see below) -what type of throw is most
players project object to hit target.
successful?
Maybe best to have different stations and - How do you change you throw
work around them.
according to where the target is?
(e.g. high / low, near / far) type of
Sample Ideas:
target? (Big / small)
coconut shy place soccer balls on cones
knock them off.
Progressions
Balloon Burst tie balloons to agility
- Introduce a scoring system
poles and throw object to hit / pop them - Have players compete
Equipment
Cones (at least
4 per square)
Multiple balls
Dependent on
set up
Moving target
shoot
(10 -20 mins
Depending on
number of
stations and
interest)
Qs
- How have you had to adjust your
technique? How? Why?
Dependent on
set up
Progressions
- Introduce scoring system
- Have players compete
- students design own game
If playing space invaders progress
to steal the flag type game. Have
flag near thrower (s) and players
have to make way up from start
line (in distance) - have obstacles
for advancing players to hide
behind e.g. wheely bins, cricket
stumps, gym equipment etc
If playing
space invaders
softer balls are
advised.
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THGS
2011
Hoop Ball
Objective: throw ball to bounce in hoop. Have hoops different distances away for different points.
(Primary Rule)
Progression: partner to catch off bounce (different points for number of bounces e.g. 1 bounce ten
points, 2 bounce 5 points etc).
Modifications: Change secondary rules e.g. must throw overarm, must throw left handed, must
catch one handed / specific hand, time limit for throw, blind fold allow students to come up with
new secondary rules (maybe primary) this will help them challenge themselves.
Change equipment size of ball, number of balls thrown, type of ball?? Equipment to catch with e.g.
softball mitt, lacrosse stick, cap, shirt etc
Further Progression: Team Play have pairs play against another pair. Teams take it in turns to
throw (alternating thrower / catcher each time). Could play to certain number of points or have
certain number of throws.
Game Intelligence concepts choosing when to throw for hard option when to throw for easy based
on your own and opponents strengths and weaknesses. What trajectory of throw allows my partner
a better chance of cactching? Where should I stand to best allow me to catch the ball?
Communication between partners knowing which hoop they are aiming for and positioning
accordingly. Have students change secondary rules to adjust the challenge of the game (for
differentiation one team could have to throw and catch with their non-throwing hand)
10
15
20
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THGS
2011
Explanation
Individual
challenge
(5-10 mins)
0
0
(hoops)
(10 - 15 mins)
0
0
(hoops)
Equipment
Progressions
- throw with no writing hand
- only throw overarm
- change hoop distances / points
value
- type of ball (larger / smaller)
Hoops
Medium size
and small size
balls
depending on
group ability
Partner Challenge
Questioning / progressions
Qs
- What type of throw gives you the
most accuracy?
- Which hoops are better to aim for
to gain best overall points after 10
throws? Why?
0 B
Qs
- How can you give your partner
the best chance of catching the ball
off one bounce?
- Where should you stand in
relation to the hoops when
catching?
- What communication needs to
happen between you and your
partner?
Progressions
- time limit on throw
- 1 handed catch only
- catcher has to wait behind final
hoop until ball is thrown before
they can move to catch
- must land throw in hoop to
progress to next one
Team Play
(2o 25 mins)
Play multiple
teams e.g. 4 min
game
Introduce ladder
system
Qs
- What factors will determine your
game strategy? (e.g. own strengths
and weaknesses, opponents
strengths and weaknesses)
- When is it necessary to take risks?
Or stay safe?
Progressions
- Dominant team plays with no
writing hand
- Students choose secondary rules
to set challenge level.
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THGS
2011
Shuffleboard with hockey stick and coits / sliding bean bags by hand
Objective: Slide coit down court with stick to land in scoring area / Slide bean bag along floor to land
in scoring area (individually or in teams)
Basic Game play: 1 Player stands behind a designated line and slides object to other end of court
where there is a scoring zone (basic example in fig 1. Could be set out by cones on sideline). Players
take it in turns to play until all pucks are used. Games can be finished after a certain number of
goes (i.e. ends as in lawn bowls) or when a certain score is reached.
Fig 1
Other modifications (secondary rule changes): Change length of court. Change scoring zone totals
(see below) introduce 10 off zones (i.e. land in this zone and get minus points). Handicapped
scoring (stronger players get lower scoring numbers in same zone). Throwing rather than sliding coit
or beanbag.
Game intelligence concepts: As this is a target game played against opposition the following tactical
problem needs to be addressed how can I out point my opponent?.
Offensive and defensive strategies can be looked at e.g. Risk taking - when to go for high or low
points and the best way to do it (offensive). How can I make it harder for my opponent to score e.g.
setting up blocks and when to do this, knocking an opponents puck out of a scoring zone (defensive)
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2011
Lesson Plan Shuffle board 1 Lesson (50 mins) Equipment needs will dependant on your pupils
ability and your schools available equipment. Activities here will be generic so for any equipment use
Activity
Explanation
Individual
challenge
(10-15 mins)
Team Play
(35-40 mins)
Play multiple
teams e.g. 4 min
game
Introduce ladder
system
Questioning / progressions
Qs
Tactical Problem How can I out
point my opponent?
- Which sort of technique works
best for my point scoring?
(offensive play concept introduced)
- How can I stop my opponent from
scoring? (defensive play concept
introduced)
Equipment
Progressions
- slide with non-writing hand
- change scoring system
- change court length
- change equipment
Pushing
Implements
Conclusion
Link strategies used in this game to other
games e.g. reading play, using strategy,
communicating strategies with team
mates, recognising how the opposition is
playing etc
Progressions
- Changes to scoring system e.g
introduction of 10 off zones
Suggestions:
Pucks
Bean bags
Coits
Frisbees
Hockey Puck
Hockey Sticks
Broom
Agility pole
Ruler
----------------Alternative:
Scooter board
Pupils kneel
on scooter
board and
push
themselves
into scoring
zone. (They
cannot stop
the scooter, it
must stop of
its own
accord).
A cone can be
placed where
you land to
place an
obstacle for
your opponent
to play around
(or pupils
could sit on
floor where
they land).
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2011
Explanation
Teaching Strategies
The Process
Game Design
Phase
Equipment
Boundary
Equipment.
Ropes
Tape
Cones
Sticks
Hoops
Projectiles
Tennis Balls
Other balls
Bean Bags
Turbo Javs
Coits
Frisbees
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2011
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THGS
2011
Assessment
Using a system modified from TSAP format (Team Sport Assessment Procedure)
This assessment is designed to be used in the shuffle board lesson and is in the form of peer
assessment in 1v1 play.
Accuracy
Observer marks off each throw over the course of a game in a tally system and then performs the
calculation to work out final score.
Very Near to target or in higher
scoring zone (or successfully
attempts to block or knock
opponent)
Value = 3 points
ll
lllll
lll
2x3=6
5x1=5
3x2=6
Calculation
(VN + N) NN
(6+5) 6 = 5
Value= 2 points
Total Score = 5
** Observer can utilise following questions to ascertain where on the continuum they should place
the observed
Q What were you trying to achieve with your last throw? (possible answers trying to get in higher
scoring zone / trying to block out my opponent / trying to knock my opponent out of way)
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TGfU - Target Games by James Muir is licensed under aCreative Commons Attribution-ShareAlike
3.0 Unported License.
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2011
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