
Middle School Lesson Plan
Ultimate Frisbee – Team Sports & Sportsmanship
Chris Dolezalek –
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Department |
Physical Education |
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Course Title |
Ultimate Frisbee – Team
Sports and Sportsmanship - SDAIE |
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Grade Level |
5 |
ELD Level |
0-4 |
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Lesson Plan |
Ultimate Frisbee – Team
Sports & Sportsmanship |
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Duration |
Outdoors: One hour three
times a week for three weeks |
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In the words of one of the
“participating teachers” from
Parameters:
Introduction: I chose this sport in part for its unique qualities
as described below, but also out of my passion for the sport of Ultimate
Frisbee. It is important to recognize
the value of engaging students in activities that we as teachers have a passion
about. Granted, there may be some
downsides to keep an eye on in imposing our choices and preferences upon the
students, but there are also advantages.
I played and coached Ultimate Frisbee for 20 years, I am a former
national champion and have played in numerous national and world championships
as well as having played in over a dozen countries. I have literally taught hundreds of people to
play Ultimate Frisbee and feel motivated and qualified to introduce the sport
to students.
Multicultural Concerns
& Student Background: One place
that we often forget to consider the issues for the English Language Learner
(ELL) and the student from another culture is the playing field. Although athletic expression utilizes is less
focused on language and culture there still is a great deal of vocabulary and
culture associated with sports and games.
If, for example, we look at Baseball, Basketball, or Football in the
Background and Relevance
to Democracy and Character Education: Ultimate
Frisbee is a sport that was invented in 1968 at
Goals/Objectives: Students are to experience and guide themselves through
an activity which should be new to all of them.
They are to experience and appreciate the values of fair play,
sportsmanship and teamwork.
Multiple Intelligences:
Verbal
Linguistic – write about their
perception of Ultimate Frisbee, Team Sports and the need for referees.
Logical/Mathematical – (Optional) explain how defensive zone work and how
offensive flows and sequences are used to get around/past the zone defenses.
Visual/Spatial – Draw a playing field on the board and let two
student groups mark out with X’s and O’s where they would place their offensive
and then where the other group would place its defense and vice versa.
Body/Kinesthetic – help the children learn how to throw and catch a
Frisbee and then move to playing a few games of Ultimate Frisbee.
Interpersonal
– allow the students to sort through and resolve any issues that come up during
a game.
Intrapersonal – ask the students to reflect in the journals how
they would feel about calling themselves in or out of the end-zone on the potentially
game winning catch in the finals of a world championship. Was their foot in the end-zone before or
after they made the catch?
More SDAIE:
Integrated Curriculum:
Let the students understand that they are learning about expressing themselves
through writing, while physically engaging in a sport, learning about values
and communicating with others through resolving on-field conflicts
Hands-On: Let the
students experience what it means to throw and catch a Frisbee. Explain some of the aerodynamics and let them
try to throw a Frisbee with and without spin to see two the resulting throws
differ.
Word-Bank: Keep a growing
list of words related to the lesson (conflict, resolution, referee,
self-officiated, etc.)
Scaffolding: Ask the
students what they know about other sports that seem relevant to what they are
learning about playing Ultimate Frisbee.
Ask them how they might apply what they have learned to other sports.
Authentic Assessment: Base
your assessment of what knowledge the students have acquired on their journal
entries about Ultimate Frisbee, Sportsmanship and the Need for Referees.
Heterogeneous Grouping: In
grouping the students to perform group tasks of to form teams, use a count-off
system to ensure random selection (odds and evens or 1, 2, 3, 4, 1, 2, 3, 4, 1,
etc.)
Musical/Rhythmic: It is
traditional to create a cheer for the other teams after each Ultimate
game. These cheers are not the simple
hip-hip-hooray type; Usually it consists of taking a
song that everybody knows and making up lyrics to commemorate the fun you had
playing with your opponents. Recounting the game's highlights is nice. It's just another extension of Spirit.
Community Involvement:
Invite local players/teams in to visit and go on a field trip to a tournament
or suggest students go to one on their own or with their family (see below).
Bilingual Education:
Allow the students to read the rules etc. of Ultimate in their native
language. This will address some of the
issues surrounding affective filters of motivation, self-confidence and
anxiety. Getting a common understanding
of the sport in the own language supports the Common Underlying Proficiency
Principle of building a foundation of knowledge in the native language which
will serve the students in English interactions with other students.
Context Embedded:
Ultimate Frisbee is one way to engage students in discussions leveraging Basic
Interchange Communication Skills (BICS).
The students will discuss how to play the game and resolve any on-field
conflicts themselves.
Materials & Resources:
The
Ultimate Players Association has a very comprehensive web site at http://www.upa.org Here you will find the rules
of the game, skills and drills, information on equipment etc. The only equipment you will really need is a
playing field (about the size of a soccer/football field will do), and a
Frisbee. Note, that there are very
significant differences in Frisbees and the students may quickly get frustrated
with Frisbees that are not very aerodynamic.
In order for the students to practice throwing and catching, you should
have about a dozen Frisbees / Flying Discs.
The UPA web site also has information on the history of the game and on
the concept of “Spirit of the Game.”
There are also videos of the sport or tournaments such as national
championships which could be used to inspire the students and show them just
how competitive this self-officiated sport can be. You may also find various pictures that may
help make the sport more interesting. To
distinguish between two teams, it would be useful to have jerseys, pennies or
dark & light shirts.
Contacts, Community and
Field Trips: If you do not feel
familiar enough with the sport to engage with your students, the UPA websites
also has contact information for local leagues, clubs and teams throughout the
Vocabulary: Frisbee, Flying Disc, Ultimate, Team, Spirit of the
Game, Rules, Referee, Self-Officiated, Offense, Defense, Pivot, Sportsmanship,
Fair Play, Policing, Supervision, Conflict Resolution, etc (have the students
add to the list as you go, and add to the list yourself as it becomes clear
that a term was new to someone).
See also http://www.ultilingo.com/ Note, there are many terms related to
Ultimate Frisbee which will be unfamiliar even to those students whose are
native English speakers. This
terminology also sort of levels the playing field in terms of having everyone
start from the same place and having the native English speakers possibly gain
some empathy for being confronted with unfamiliar words and terminology.
See also The Complete
Dictionary of Ultimate Lingo (http://www.ultilingo.com/) and
Glossary of Ultimate
Terminology (http://www.whatisultimate.com/what_3.cfm)
BACKHAND
To
throw the disc from the left side of the body for right handed players (or from
the right for left handed players). The motion is similar in some respects to
the backhand in tennis. (Like the 'standard' throw that non-Ultimate players
may be used to).
BREAK (side, pass or cut)
The
side to which the marker is trying to prevent the throw (or a pass/cut to this
side).
CLEARING
To
get out of the area where the thrower wants to pass the disc. Absolutely
necessary after making an unsuccessful cut or after throwing the pass. The
importance of this is often underplayed to beginners.
CUT
An
attempt to get free to receive the pass. Usually starting with a body fake
and/or a sudden change in direction or speed.
DEFENCE
The
team attempting to prevent a score.
DUMP
Player
who stands behind the thrower in order to help out (must get free for an easy
pass) when the offence gets in trouble.
FLOW
A
series of quick passes to well timed cuts - should result in an easy score.
FORCE (or mark)
To
make it as difficult as possible for the thrower to throw the disc in one
direction (usually one side of the field) in an attempt to make (force) him/her
to make a pass to the other side. See the relevant section for how and why this
is done.
FOREHAND (or FLICK)
To
throw the disc from the right side of the body for right handed players (or
from the left for left handed players). The motion is similar in some respects
to the forehand in tennis.
FREE (or OPEN)
To
be available to receive the pass. The "free player" may be unmarked
or have managed to get away from his/her defender.
HAMMER
High
overhead throw; the disc flies upside down in a parabolic type path. The grip,
release etc is similar to the forehand.
HAND BLOCK
This
is when the defender stops the disc directly after it is released by the
thrower.
HUCK
A
long pass; often nearly the full length of the pitch and high to a tall player
in the endzone.
LAYOUT
When
the player dives the catch or intercept the disc. Also referred to as
"going ho" (from going horizontal).
MAN-ON-MAN
The
most common type of defence. Each person on defense marks an offence player and
attempts to stay as close as possible with the intention of getting an
interception or forcing a mistake.
OPEN (side, pass or cut)
(i)
The side to which the thrower is being forced (or a pass/cut to this side).
(ii)
Sometimes used to describe being free to receive a pass.
PIVOT
When
you plant your foot (left for right handers and right for left handers) and
step to the side (allowing you the throw around the marker).
POACH
When
a defender moves away from their marker to try and make an interception on a
pass to another player.
PULL
The
throw at the start of each point that initiates play.
SWING
A
lateral pass across the pitch - usually does not result in any upfield
movement. This is useful to gain a better position or to reset the stall count.
SWITCH
This
is when two defenders exchange the offensive players that they are marking.
TURNOVER or change of
possession
When
the disc has been dropped or intercepted and the offense becomes the defense.
ENDZONE
Area
at the either end of the pitch within which a point is scored.
FLYING DISC
Many
people call it a "Frisbee." Ultimate players call it a disc.
("Frisbee" is the trademarked name for one particular brand of flying
disc.) The disc is part of what makes Ultimate so unique - depending on the
skill of the thrower, it can be made to fly straight or in a curve, hover in
mid-air or drop like a stone.
OFFENCE
The
team with possession of the disc.
POINT (or score)
When
the disc is caught in the endzone by a player on the offence.
STALLING (or Stall Count)
The
player holding the disc has just ten seconds to pass it to a team-mate - the
defender marking the player with the disc counts to ten out loud, and if the
disc has not been released on "ten" the defender takes possession.
Forcing the thrower to make a less-than-ideal pass as the "stall
count" nears ten is the idea behind most defensive strategies.
Start of a point
Each
point begins with the two teams standing on opposite endzone lines. The team
with the disc throws it as far down the pitch as they can, and the other team
then takes possession where it lands.
After a point
After
a team has scored a point, they keep hold of the disc and wait while the
opposition walks back to the other end of the pitch. The team that scored then
throws off to start the next point. This way, the teams change ends after every
point.
Lessons/Activities:
Into (KWL): Create a KWL list on the board based on input from
the students:
K
- What they already know:
W
- What they want to know:
L
- What will they have learned:
Inform
the students that the class will be keeping a list of things they have learned
about:
Take time to explain the
sport to the students given some of the background information provided above
and at www.upa.org. Explain the notion of
Spirit of the Game and sportsmanship to the students. Ask the students to consider what it is like
when they get together to play basketball, football, baseball or soccer on the
playground without adult supervision.
Help them understand that they have indeed experienced being able to
self-officiate games. Ask them about
experiences where players played unfairly or not by the rules and how they
worked things out. Ask them how they
chose teams and positions. In general,
help them understand how they themselves are capable of running such a student
centered activity. Ask them to consider
the possibility of extending self-officiated play to higher levels of
competition.
Spend a couple of days
helping the students learn how to throw and catch a Frisbee. Pair the students up into pairs with mixed
levels of proficiency in sports and encourage them to help each other learn to
throw and catch. Remember that there are
many kinds of Frisbees/flying discs with differing aerodynamic qualities. Discs made by Whamo or Discraft are usually
pretty reliable. The official disc for
Ultimate Frisbee weighs 175 grams, but you may find this a little too big for
some students at first. A 141 gram
Frisbee also flys quite well and has less of an impact when caught. See the skills and drills section of www.upa.org for more information. Invite in a player from a local team for some
help with teaching throwing and catching.
Engage the students in some
scrimmages and try to extract yourself as much as possible to allow them to
learn how to play by themselves. Note,
although the rules call for seven players on the field for each team at one
time, this can become a bit chaotic at first.
Playing four-on-ofur or five-on-five at first usually is a little more
productive.
Invite a local team in to
have a lunch-time scrimmage at your school (players may be able to take off
from work during lunch). Check in with
you administration about having outside adults come to play at your school and
see if you need to have them sign a release waiver as injuries can occur (note,
that Ultimate players do not tend not to be the litigious type, but your school
may have something to say about this).
Find out about a local
practice or tournament that you could go to as a field trip. Note, that club level teams are typically
made of players with jobs and therefore practices tend to be in the evening and
tournaments on weekends. Local college/university
and high-school teams may have practices during the week and during the day.
Assessments & Beyond:
Have
the students make up teams through random selection (7 players each) and have
them arrange a competition. If other
classes engage in this activity, it may be possible to have the students
organize their own little school tournament which takes place over a series of
recess/lunch breaks. Let them be the
ones to organize the tournament/games, and remind them it will be up to them to
resolve any conflicts that might arise on the field.
Writing
Prompts:
Ask
the students along the way to make journal entries about:
§
Ultimate
Frisbee and what they have learned about the sport and what like/dislike about
it.
§
How
could they apply what they have learned to other sports? How could they apply what they have learned
to situations outside of sports? What
might those situations be?
§
What
it might look like if the NBA championships were played without referees. You can also have them write about the
objectives of the sport and/or about the Spirit of the Game.
§
Ask
the students to write why they think we have referees, policemen and
judges? What roles do they perform? Are their other people in our lives that
perform those roles (teachers, parents, etc.)?
What would it be like without them?
Would they pay any attention to the “rules” if there were no one to
enforce them? Do we behave differently
when no one is watching (e.g. the ref is looking the other way)? If so why?
§
Divide
the class into groups of four and have them brainstorm and then list how what
they learned about “conflict resolution” (starting with their definition of the
term). How did it work/not work on the
playing field? How might the idea be put
into action inside the classroom? After
20 minutes, have each group present to the classroom what they came up with and
then have an open discussion about what might be done differently in the
classroom given what they had discovered.
Ultimate in
Ten Simple Rules:
References:
The Ultimate
Players Association - http://www.upa.org
What is Ultimate -
http://www.whatisultimate.com/
Youth Education Program -
http://www.buda.org/yp/
The
Ultimate Handbook -
http://www.ultimatehandbook.com/
George Ferguson's
Ultimate Page - http://www.cs.rochester.edu/u/ferguson/ultimate/
Ultimate Videos/Teaching
Resources - http://www.playulty.com/products/videos/
Ultimate Locator Worldwide - http://www.wrightlife.com/upa.php
UPA Ultimate Educational Kit - http://www.wrightlife.com/upa.php
Note: Frisbee is a registered trademark of Whamo; the
generic name is “Flying Disc.” 1. ¿DÓNDE SE JUEGA? 3. ¿QUIÉN GANA? Lo que más difícil
resulta explicar a la gente que no conoce el Ultimate es cómo puede ser que en
este deporte todos respeten las reglas sin peleas ni trampas, hasta sin tener
árbitro. Esta es la
característica que hace del Ultimate un deporte tan especial y único. No hay
ningún árbitro, …porque no hace falta. En un deporte sin
contacto físico como el Ultimate, cada jugador se compromete a respetar las
reglas y a no violarlas voluntariamente, jugando con una honestidad inusual en
el resto de los deportes. En este sentido cada jugador resulta ser árbitro, él
es el único responsable de su propia conducta en el campo, "cantando"
hasta sus propias infracciones. Ej1. Paco comete falta
contra Juan. Paco cantará su propia falta. Este voto a respetar
reglas y adversarios se conoce como "Spirit of the Game", algo
imprescindible para jugar a Ultimate. Así dicta una regla oficial WFDF:
"El Ultimate incita a la honestidad deportiva y al "fair play".
Se busca la máxima competitividad, pero nunca si eso requiere perder el respeto
entre los jugadores, el cumplimiento de las reglas y el placer de jugar". Y aunque pueda parecer
extraño, esto funciona en el Ultimate desde que se creó (hace más de 20 años),
competiciones internacionales y copa del mundo incluidas lo demuestran. 5. ¿CÓMO EMPEZAR? 6. ¿CÓMO SE ATACA? 9. ¿CUÁNDO SE CAMBIA DE
CAMPO? La idea es defender el
área que cada vez se conquista. 10. ¿CUÁNDO HAY UNA
FALTA? Es por esto que para
jugar a Ultimate es imprescindible respetar las reglas y tener un alto nivel de
honestidad deportiva. Por ejemplo, no se puede
arrancar el disco de las manos del adversario, así como no se le puede
obstaculizar al correr, al saltar o al tirar el disco y no se puede doblar el
marcaje al jugador con el disco.( No puede haber dos jugadores marcando al que
tiene el disco). Pero si el contacto
físico no afecta el éxito de la acción, entonces es desestimado.(Se aplica la
ley de la ventaja) 12. ¿CÓMO FUCIONAN LAS
SUSTITUCIONES? Si alguien se hace daño
durante el desarrollo de un punto y no puede seguir jugando sí se permite el
cambio, pero el equipo contrario también puede aprovechar y cambiar a un
jugador. Acoplamientos http://www2.ull.es/servicios/deportes/actividades/actividades_con_monitor/ultimate2.HTM http://www2.ull.es/servicios/deportes/actividades/actividades_con_monitor/ultimate.htm http://www.lacoctelera.com/ultipato/post/2007/05/12/todo-sobre-ultimate http://www.paginafacil.com/losquijotes/index.htm http://www.costaricaultimate.com/ http://www.freewebs.com/eliteuf/quehaydenuevoeventos.htm http://www.monteverde-online.com/cms/front_content.php?idart=594 http://www.geocities.com/ultimate_slp/framenglish.htm http://minutesfrommexico.blogspot.com/2007/09/ultimate-frisbee.html http://www.ultimatevenezuela.com/ http://frisbeevenezolano.blogspot.com/2007/10/1er-panamericano-de-ultimate-de-playa.html Le but du jeu L’ultimate se
joue avec deux équipes de sept joueurs chacune et un disque (frisbee). Le
terrain a une surface de 100 m par 37 m. En salle, il se joue sur
un terrain de handball avec cinq joueurs par équipe. A chaque extrémité du
terrain il y a une zone d’en-but de 18 m (extérieur) ou 6 m (en salle). L'engagement Au début du jeu et après chaque point marqué
les équipes se tiennent sur leur ligne de but. L’équipe qui a marqué le dernier
point lance le disque. L’autre équipe prend possession du disque là où il
atterrit et devient alors l’équipe attaquante. Score Un point est
marqué quand l’équipe offensive attrape le disque dans la zone d’en-but de
l’équipe adverse. Le point n’est valable que si c’est un joueur de l’équipe
offensive qui a lancé le disque. En jeu et hors limites Un disque est en
jeu quand il est attrapé dans le terrain. Les lignes de touche et de fond sont
hors limites. Pour marquer un point, un
joueur attaquant doit donc attraper le disque dans la zone d'en-but, sans
toucher une des lignes. Jouer le disque Un joueur en possession du disque peut le
jouer dans n’importe quelle direction. Il doit le faire dans les dix secondes ;
un défenseur se tient devant lui et compte jusqu'à dix. Le joueur en possession
du disque ne doit pas marcher, mais peut établir un pied pivot. Changement de possession du disque L'équipe qui
défend prend possession du disque quand le lancer d'un joueur de l'attaque est
intercepté. Par exemple le disque a touché le sol, est intercepté ou attrapé en
dehors du terrain. L'équipe qui défendait devient maintenant l'équipe
attaquante. Remplacement des joueurs Après chaque
point les équipes peuvent remplacer autant de joueurs qu'elles le souhaitent. Sport sans contacts L'ultimate est un sport sans contacts. Les
contacts physiques ne sont pas autorisés. Fautes Quand une faute est constatée un des joueurs
appelle "FAUTE". Tous les joueurs s'arrêtent immédiatement et le jeu
est stoppé (gelé!). Le but est de reprendre le jeu comme si la faute n'avait pas eu lieu. Quand
les joueurs ne peuvent se mettre d'accord le disque retourne au dernier lanceur
et le jeu reprend de là. Pas d'arbitre Le fair play est
un aspect important de tous les sports de disque. Comme les autres sports,
l’ultimate se joue sans arbitre. Les joueurs sont eux-mêmes responsables du bon
déroulement du jeu. Texte: Peter
Cornelissen, Mike Ocon. Traduction :
José Pires, Christophe Brolles F.F.D.F. • 1, avenue François Mauriac • 94000
CRETEIL • FRANCE • Tel. 01.48.28.33.98 • http://ffdf.free.fr
ULTIMATE EN 12 PREGUNTAS
Dos
equipos, siete contra siete (en indoor y playa 5 contra 5), se enfrentan en un
campo rectangular de 110m x 37m, con dos áreas de meta, de 23m. de profundidad,
sin porterías algunas (proporcionalmente menor en indoor y playa).
Normalmente en 1 campo de fútbol caben 2 de Ultimate (una cancha de baloncesto
es parecidoa un campo de Ultimate Indoor o de Beach Ultimate).
2. ¿CÓMO SE JUEGA?
Hay que avanzar pasándose el disco reglamentario (Discraft 175 grs. o de
165 grs para Indoor), hasta conseguir pasar a un compañero en el área de meta,
marcando así un punto.
No podemos desplazarnos o correr con el disco en la mano, ni puede haber
contacto físico entre jugadores.
Ganará
el partido el equipo que marque primero 19 puntos (Antes 21, modificado por
WFDF en Abril del 2.000), siempre sacando una diferencia de dos.
4. POR QUÉ NO HAY ÁRBITROS?
La pregunta es al contrario: ¿por qué hay árbitro en los deportes?
Ej2. Paco comete falta contra Juan, Paco no canta falta, Juan sí. Paco la
admite.
Ej3. Paco comete falta contra Juan, Paco no canta falta, Juan si. Paco lo
niega. No se pierde más tiempo en charlas, y el disco vuelve a quien lo tenía
antes del desacuerdo.
Por esto que no sólo no existe árbitro sino que tampoco existen
"castigos", porque no hay jugador de Ultimate que se pase de las
reglas. Lo que hay es un método eficaz para solucionar las discrepancias, sin
largas paradas para discutir, para que el juego resulte continuo como si las
infracciones no se hubiesen producido.
Los dos
equipo se disponen cada uno en su línea de meta. El disco está en posesión del
equipo que defiende, que debe entregarlo al equipo atacante. El equipo que
defiende levantará el disco para preguntar "¿listo?" y cuando el
equipo en ataque responda "si" levantando un brazo, la defensa
lanzará el disco lo más lejos posible. Entonces un jugador del equipo atacante
recogerá el disco para empezar el juego.
No se
puede correr con el disco en las manos, sólo se puede utilizar el pie de pivote
(como en el baloncesto). No pudiendo retener el disco más de 10 segundos (8 en
Indoor), hay que avanzar con buenos pases, sin dejar caer el disco a tierra,
para llegar al área que el otro equipo defiende.
7. ¿CÓMO SE DEFIENDE?
Se defiende hombre a hombre, o también en "zona". Al jugador que
posee el disco se le cuenta en voz alta hasta diez, por parte de la defensa,
intentando que el equipo atacante no llegue a marcar el punto en la área que se
defiende, por ejemplo, interceptando o anticipándose al pase.
8. ¿CUÁNDO SE PIERDE LA POSESION DEL DISCO?
Cuando el equipo atacante deja caer el disco a tierra por un mal pase o una
mala recepción; cuando no consiga pasar el disco antes de diez segundos; cuando
la recepción sea fuera del campo de juego; cuando la defensa consiga
interceptar o coger el disco, entonces habrá un cambio de posesión (tournover).
Por tanto, y sin interrupciones, el equipo que atacaba tiene que defender su
propia área y el que defendía tiene que atacar.
Si el
atacante consigue hacer un pase a un compañero en el área, marca un punto, y le
tocará defender a su vez el área recién conquistada. Así que a cada punto habrá
un cambio de campo y se empieza de nuevo (ver: ¿cómo empezar?).
Como no
hay contacto físico entre jugadores, con o sin el disco, cada contacto puede
constituir una falta, pero no existiendo árbitros, cada jugador tiene que ser
responsables de su propia conducta.
11. ¿QUÉ SE HACE DESPUÉS DE UNA "LLAMADA"?
Si alguien "canta falta" o hace una llamada (por ejemplo una lesión,...
o un perro en el campo), todos tienen que parar y quedarse quietos en la misma
posición hasta que se solucione el problema, entonces el que tiene el disco
puede empezar el juego otra vez.
Se
pueden efectuar todas las sustituciones que se desee, pero nunca durante el
juego, hay que esperan al término del punto.
