TERRITORIAL

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ZONE HOCKEY

Game: Zone Hockey
Type: Territorial
Cycle: II, III
Activity Level: Moderate
Tactics: Defend a zone, passing and communication, shooting at a target.
QEP: Comp I, II: Roles, methods of communication, cooperation-opposition, manipulation.

Description:

Layer 1: The Gym is divided into 6 zones where 4 players will be placed with a hockey stick for each player. Each row of players must pass along their own row while staying in their given zones. The stick must not pass knee level during a pass or shot.

Layer 2: Players in each zone are now given a specific job. The two zones furthest from each other (1 and 6) are designated for goalies/ defenders. There job is to defend targets that are set up behind the zone. The next two furthest zones (2 and 5) are shooters. Their job is to shoot at the targets and knock them down while defenders in zones 1 and 6 are blocking the shooting lanes. The last two zones (3 and 4) are passers. Their job is to receive a pass from the goal keeper and pass it up to the shooters. Players in zones 1,3, and 5 are one team and zones 2,4 and 6 are another. 

Layer 3: Zones 3 and for are now combined allowing passers from both teams to move around in the same zone. Other zones may not cross their zones to steal the ball only with their stick.

Modification:
  • Targets can be set further back.
  • Zones can be made smaller or larger.
  • More balls can be added into play

Safety:
  • Players must be aware of zones, passed balls and other players.
  • Goggles are mandatory - no goggles no play.
  • Stick must always stay under knee level during shot or pass.
  • Pinnies are handed to each team for recognition. 
zone_hockey.doc
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ULTIMATE

Game: Ultimate
Type: Territorial
Cycle: II, III
Activity Level: High
Tactics: Passing, defending, use of playing space, communication and teamwork.
QEP: Comp. I, II: Types of grips, methods of communication, passing the object to teammates.

Description:

Layer 1: Students are placed into teams of 3 and each team is given a ball. Students must form a triangle within their team and practice different ways to pass the ball to each other without moving around (nonlocomotion). 

Layer 2: Students must now make passes to each other while moving forward in a specific direction.

Layer 3: Two teams are put together in a designated playing area to play against each other (3 vs. 3). Each team has their own end zone. The objective of the game is for the a team to get the ball across the opposing team’s end zone. Players must pass the ball 5 times before they can make a pass to someone in the end zone. When a player has the ball they are not allowed to locomote but they can pivot. When the ball is passed and dropped or by mistake thrown out of bounds last touch possession is applied. Defenders play warm defense and may intercept the pass. Once a team scores the ball goes to the other team to start the game again.  

Modification:
  • Different balls may be used including a Frisbee.
  • Playing space can be bigger or smaller.
  • Teams can be made bigger: 4 vs. 4 or more 

Safety:
  • Defenders cannot slap the ball out of a players hand (no physical contact).
  • Make sure there is eye contact between passer and receiver before ball is thrown.
  • Pinnies are handed to each team for recognition. 
ultimate.doc
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TCHOUCKBALL

Game: Tchouckball
Type: Territorial
Cycle: III
Activity Level: Moderate - High
Tactics: Defending different areas of playing space, teamwork and communication, awareness of open players.
QEP: Comp. I, II: Methods of communication, throwing an object, passing the object to teammates.

Description:

Layer 1: Class is divided into two teams each with a Tchouckball net at each end of the gym. Players will practice throwing the ball off the net outside of the Tchouckball zone, and catching the rebound. The players must pass the ball 3 times before a shot it taken. There is no locomotion when a player has the ball, only pivoting is allowed.

Layer 2: Teams are now made. Each team has 6 players. The game is played in half court between two teams. Offensive team’s objective is to shoot the ball off the net in a way that the opposing team cannot catch the rebound. The Offensive team must make a minimum of 1 pass and a maximum of 3 passes before a shot it taken. The defensive team is not allowed to interfere with the offensive attack. Once the defense catches the rebound they are now offense. If a ball is passed and not caught last touch possession comes into play, if the rebound is not caught it is a point for the offensive team. The ball must bounce outside of the Tchouckball zone to count as a point. If the offensive team misses the Tchouckball net the ball is turned over. If the ball bounces of the wall it is still a live ball and maybe be caught by the defenders.

Layer 3: Full court game. Now there is one Tchouckball net on each side of the gym facing each other and only two teams of 6 are allowed at a time. There is no longer last touch possession, if the ball is dropped on a pass the ball is turned over. If the ball hits the wall on a pass it is also turned over. Teams may now score on either net. Three steps are now allowed for the player with the ball.      

Modification:
  • Three teams may play on the same playing field if a rebound order is established (Layer 2)
  • The Tchouckball zone can be made either bigger or smaller.

Safety:
  • Pay attention to the ball after the shot, rebound can go anywhere.
  • Pinnies are handed to each team for recognition. 
tchouckball.doc
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TARGETS

Game: Targets
Type: Territorial
Cycle: II, III
Activity Level: High
Tactics: Defense, offense, communication, teamwork, passing.
QEP: Comp. I, II: Roles, cooperative-opposition, attacking the other team’s target.

Description:

Layer 1: Students are set into teams of 3 and then each team is placed in one half of a badminton court with a ball. Players must form a triangle and pass the ball to each other in different ways without locomoting. 

Layer 2: Players are now allowed to locomote in different directions while staying in the boundaries of the half court. The student passing the ball is not allowed to locomote.

Layer 3: The whole court is now used and a 3 vs. 3 game is established. Each team has an end zone with 10 targets placed behind the boundary line. The objective of the game is to knock down all of the opposing team’s targets while defending your own. On offense at least 2 passes must be made before a shot is taken at the opposing team’s targets. Defense can play warm defense, which means they can block the passer, intercept the ball on a pass and block a shot from hitting a target.  

Modification:
  • More players can be added, 4 vs. 4, 6 vs. 6, and even the whole class can play one game by dividing them into two teams, adding more targets, and using 3 or more balls in play. 

Safety:
  • Make sure eye contact is made with between passer and receiver.
  • Soft ball is used incase of injuries.
  • No physical contact between players.
  • Pinnies may be used when teams get bigger for recognition.
  • Players must be aware of others around them. 
targets.doc
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SPEED BALL

Game: Speed ball
Type: Territorial
Cycle: III
Activity Level: High
Tactics: Communication, Avoiding others, Scoring methods.
QEP: Comp. I, II: Passing the object to teammates, methods of communication, attacking the other team’s goal.

Description:

Layer 1: Two teams are made. One team scores on one end of the gym on two benches against the walls and the other team does the same attacking the other side of the gym. They must only use their feet. They must pass the ball to each other in order to get to the benches. Defense may intercept only during passing and dribbling of a ball. If the ball is trapped defense can’t steal the ball away. The ball must hit the bench for 1 point.  

Layer 2: Once the ball is lifted of the ground using their feet or the ball is bounce off the wall players may now grab the ball with their hands. When a player has the ball they can not locomote. They may proceed by either passing the ball with their hands to each other or put it back on the ground and pass it with their feet. If the ball falls out of their hand they must continue using their feet. They may also now score in the opposing handball nets only using their hands which is worth 2 points.

Layer 3: They may now score in the basket ball net but only in the key area. A basket is worth 3 points.  

Modification: 
  • Handball nets maybe be set up closer to the wall.
  • 3 steps may be taken when they have the ball in their hands.
  • Shots at the basket may only be taken outside of the key.

Safety:
  • Make sure they are aware of the walls, benches, nets and players.  
  • Use a soft or semi deflated ball.
  • A two step distance must be given to the player who has tapped the ball.
  • Pinnies are handed to each team for recognition. 
speed_ball.doc
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POSSESSION

Game: Possession 
Type: Territorial
Cycle: II, III
Activity Level: High
Tactics: Communication, moving around in a playing space, teamwork, defense.
QEP: Comp. I, II: Roles, throwing an object, receiving an object, methods of communication.

Description:

Layer 1: Students are set into teams of 3 and then each team is placed in one half of a badminton court with a ball. Players must form a triangle and pass the ball to each other in different ways without locomoting. 

Layer 2: Players are now allowed to locomote in different directions while staying in the boundaries of the half court. The student passing the ball is not allowed to locomote.

Layer 3: The whole court is now being used and the teams play against each other (3 vs. 3). The objective of the game is to pass the ball 5 times to your teammates in order to get 50 points. The defensive team will be playing warm defense, meaning they can block the passing lanes and intercept the ball during a pass. 

Modification:
  • More players can be added to the teams which means amount of passes would increase to score points.
  • Ball may be changed.
  • Points can he higher or lower.

Safety:
  • There is no contact when blocking a player and no slapping the ball out of a passer’s hands.
  • When ball leaves the playing space, player must wait till it is given back or they must walk around other courts to get the ball.
  • Pinnies are handed to each team for recognition. 
possession.doc
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PRAIRIE DOG PICK OFF

Game: Prairie Dog Pick Off 
Type: Territorial
Cycle: II, III
Activity Level: Moderate - High
Tactics: Defensed a base, awareness, decision making, offense (throwing)  
QEP: Comp. I, II: Offense, defense, protecting the goal, attacking the other team’s target. 

Description:

Layer 1: Each student is given a hoop and a small foam noodle (target). Students must spread out all over the gym away from others while staying inside the given boundaries. They must place the hoop on the ground and place the target in the center of the hoop straight up. Objective of the game is for students to knock other students targets down by throwing a ball. At the same time they must protect their own target. As a defender the student must stay on the outside of the hoop. An attacker may leave his or her hoop at anytime but must be  cautious because their target is left open. If a students target is knocked down they must take their hoop and target and move to a new location. Two balls will be set in play.    

Layer 2: Once a student’s target is knocked down they must take their hoop and target and join the student who hit their target. Now there are multiple targets to defend and the students can decided who can attack and who will stay and defend.

Layer 3: When a student’s target is hit down only their hoop is brought to the other students base. There is now only one target to protect.

Modification:
  • Bigger targets. 
  • More or less balls.

Safety:
  • Foam balls.
  • Low shots only.
  • Moderate force for throw.
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prairie_dog_pick_off.doc
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CROSSOVER

Game: Crossover 
Type: Territorial
Cycle: III
Activity Level: High
Tactics: Moving across a defended zone, defending a zone
QEP: Comp. I, II: Concepts of time, speed and distance, using space available, recovering the object.

Description:

Layer 1: Class is divided into two teams. Teams are given a zone (a half of the gym or field area). One team must walk across the other teams zone and once everyone has made it across they must yell “Wooowhoooo!” and then walk back to their own zone. The other team does the same when everyone from the first team gets back to their zone.

Layer 2: Both teams may now cross zones at anytime. The objective is to get your whole team to the opposing teams end zone. While a player is in their own zone they are considered safe. Once they cross the dividing line they are now vulnerable because players on the opposing team can touch them. If touched the player is frozen and must put their hands in the air and yell “HELP!!”. To save a frozen player, someone who has already crossed the opposing teams end zone may come back and carry (holding their hand) them back into their safe zone, but now both must make it back across. When a player is saving someone they are considered on base and cannot be touched. In order to win your whole team must make it across to the end line and yell “Wooowhooo!” before the other team.

Layer 3: Objects are placed at each end zone for opposing team to collect. Objective is now to get as many objects back to your safe zone. The team with most objects wins. Players can only take back one object at a time and if they are touched they are frozen and they must give the ball back to the opposing team. Objects may be stole back my opposing team. At the end of 10 minutes objects are counted and winning team is determined.    

Modification:
  • There can be 4 teams made if there is enough playing space (2 games at once).
  • Different objects can be used.
  • Team names can be made in order to yell once a team has made it across to the end zone.

Safety:
  • Students must be aware of other students.
  • When touching other players, its a touch, not a slap or punch, and it must be above waist line and bellow neck.
  • Pinnies are handed to each team for recognition. 
crossover.doc
File Size: 47 kb
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BLINDFOLD SOCCER

Game: Blindfold Soccer
Type: Territorial
Cycle: II, III
Activity Level: Moderate
Tactics: Giving and receiving instructions in order to move around a playing space.   Teamwork and cooperation. 
QEP: Comp. I, II: Methods of communication, cooperation, concepts of space, reference points, direction.

Description:

Layer1: Two teams are made on each side of the gym. When teams are made pairs are made within each team. One person of the pair must be blindfolded while the other guides them around the playing space. They then switch roles on teachers cue.

Layer2: The objective of the game is for the two teams to score in the opponents nets on the opposite side of the gym. The player not blindfolded must guide the blindfolded player to a ball and then position them facing the opponents nets. Then they tell the blindfolded player to kick the ball. When the ball is kicked in the net only the teacher can   remove the ball. The player not blindfolded may never touch the ball under and circumstances. The teacher signals for the players to switch rolls 

Modification:
  • The game can be played with one net instead of two.
  • There can be more balls in play.
  • There maybe be two players guiding one blindfolded player (in case of uneven teams)

Safety:
  • Soft, large, and light balls are used.
  • Blindfolded player must keep hands up.
  • Guiding player must be aware of others, nets and walls for blindfolded player.
blindfold_soccer.doc
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4 PERSON CORNER

Game: 4 Person Corner
Type: Territorial
Cycle: I, II, III
Activity Level: Low - Moderate
Tactics: Getting open, passing, faking, catching, defending.
QEP: Comp. I, II: Methods of communication, passing the object to teammates, recovering the object.

Description:

Layer 1: Four students are placed in one box of a badminton court with one ball. Three student are place each at their own corner and one is left in the middle to intercept the pass. One corner is left open to give the students the opportunity to move from corner to corner and get open for the pass. Students placed on the corners may only receive the ball at a corner and they must move along the box lines. If the defender intercepts the pass, the player who passed the ball is now in the middle and the defender takes their spot. After 30 seconds if the ball is not intercepted the defender switches with someone who has not yet been in the middle.   

Modification:
  • Use variety of balls
  • Bigger or smaller space

Safety:

  • Appropriate equipment.
  • No throwing over the defender’s head. 
4_person_corner.doc
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