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Lets play games

Stage 1

This unit aims to explicitly teach the fundamental movement skills of the hop, the side gallop, the skip and the overarm throw and provide opportunity for students to
practise these skills in fun, varied and increasingly complex situations. Students should demonstrate proficiency of the introductory components of these skills
during Stage 1. This unit provides students with developmentally appropriate activities and equipment, visual demonstration of skills, instruction and feedback.
Each week contains examples of huff and puff activities, skill development and student questioning and finishing off games or activities. Choose a combination of
activities which suit the space available and the student needs in your class. Some sessions may be used more than once to revise and build on previous skill
development and game concept learning.
Weeks

Equipment needed

1 and 2

3 and 4

- Hoops one for each student

5 and 6

Six hoops
Braids

Skip

Overarm throw

Beanbags
Variety of soft objects e.g. braids, balloons,
paper
Skipping ropes
Targets

One ball
8 beanbags
Chalk
Throwing objects e.g. vortex, beanbags, balls
Braids

Hop
Side gallop
Skip
Overarm throw

7 and 8

9 and 10

Focus

20 hoops
Tags
Laminated cards

Hop

Side gallop

Syllabus Content
Locomotor skills - walking, running, jumping, hopping
Games - spatial awareness; minor games: imaginative
games, running, cooperation games
Playing the game - safety in play; fair play; cooperation;
effort and practice
Locomotor skills - walking, running, side galloping
Games - spatial awareness; minor games: imaginative
games, cooperation games
Playing the game - safety in play; fair play; cooperation;
effort and practice
Locomotor skills - skipping
Games - minor games: cooperation
Playing the game - safety in play; cooperation; effort and
practice
Locomotor skills - running, jogging
Manipulative skills - throwing: overarm
Games - minor games: cooperation, simple ball games
Playing the game - safety in play; fair play; cooperation;
effort and practice
Non-locomotor skills - stretching, bending, twisting;
balancing
Locomotor skills - running, hopping, skipping, side
galloping
Manipulative skills - throwing: overarm; catching: two hands
Games - minor games: cooperation, simple ball games
Playing the game - safety in play; fair play; cooperation;
effort and practice

State of New South Wales through the NSW Department of Education and Communities, 2012. All rights reserved.
http://www.curriculumsupport.nsw.edu.au/

Page 1 of 16

Outcomes and indicators

Learning experience

Planned assessment and


teaching notes

Weeks 1 and 2 Hop (4-5 sessions)


GSS1.8 Performs fundamental movement
skills with equipment in minor games

participates in activities that


assist skill development
ALS1.6 Participates in physical activity,
recognising that it can be both enjoyable
and important for health

engages in a range of planned


activities and movement
exploration
MOS1.4 Demonstrates maturing
performance of basic movement and
compositional skills in a variety of
predictable situations

hops on preferred and nonpreferred foot

Getting started Huff and Puff


Captains coming. The teacher calls out commands and the students respond with the following
actions.
- Bow students run to the front of the area
- Stern run to the back
- Port run to the left
- Starboard run to the right
- Climb the rigging action of climbing the rigging
- Scrub the deck down on one knee and scrub the floor
- Captains coming stand to attention and salute.
Use other locomotor skills e.g. hopping, skipping, jumping.
1,2,3. Allocate a playing area and use markers to show a safety zone at each end of the area.
Select three taggers) to stand in the middle of the playing area. All of the other players stand at
one end of the playing area. When the taggers call, 1, 2, 3 the other students try to run to the
safety zone at the opposite end before they are tagged. Any tagged players join the taggers in
the middle of the playing area. Students may only change ends when 1, 2, 3 is called. Continue
in this way until only one three players are left. They become the taggers for the next game.
Hospital tag. Mark out a grass area and select five students who are taggers. The other
students spread out in the area and on a whistle they run around in the space. Students can be
tagged three times before they join the other students who are taggers. On the first tag students
run around with their hand on their shoulder, the second tag they move their hand to their knee,
the third tag they hop and the fourth tag they become a tagger with the other students.
Star jumps in the mud. Mark out a grass area and select three students who are It. On Go
students run around in the space. If students are tagged they become stuck in the mud and
they do star jumps until another student runs around them twice to unstick them. Change
students who are It so that all students get a turn at each role. The game ends when all
students are stuck or time is up.
Heads and hips tag. Mark out a playing area. Half the students are heads and the other half of
the students are hips. The heads must run with one hand on their head and the hips must run
with one hand on their hips throughout the game. Both the heads and the hips must attempt to
tag each other. When a hip is tagged by a head, it becomes a head, and when a head is tagged

State of New South Wales through the NSW Department of Education and Communities, 2012. All rights reserved.
http://www.curriculumsupport.nsw.edu.au/

Hopping is a continuous
rhythmical locomotor skill,
characterised by taking off
and landing on the same foot.
It is used in many dance
forms, in athletics in the triple
jump and in many playground
games, such as hopscotch.

Children are ready to develop


the introductory components
of the hop by the end of Year
1.
Hopping is very fatiguing, so
ensure that opportunities for
practice are short and
intermixed with other
activities.
This gives the students a
chance to recover adequately
between practice sessions.
The focus in Stage 1 should
be on the introductory
components of the hop.
3. Non-support leg bent and
swings in rhythm with the
support leg.
4. Head stable, eyes
focused forward
throughout the jump.
By the end of Stage 1
students should demonstrate
proficiency in these
components.

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Outcomes and indicators

Learning experience
by a hip, it becomes a hip. The game is finished when everyone is either a head or a hip, or
when the time is up.
Skill development - Introducing the hop
Use the Get Skilled: Get Active hop video to demonstrate the hop to the students and outline the
following key components.
1. Support leg bends on landing, then straightens to push off.
2. Lands and pushes off on the ball of the foot.
3. Non-support leg bent and swings in rhythm with the support leg.
4. Head stable, eyes focused forward throughout the jump.
5. Arms bent and swing forward as support leg pushes off.
(Introductory components marked in bold)
Students try hopping with their free leg:
- straight and to the side
- bent and held high to the side
- bent and in front of them
- bent, with the foot behind the support leg and not swinging.
Students try hopping:
- with their eyes closed
- looking down to the ground
- watching a partner who is hopping beside them
- straight ahead
- swinging their arms up high
- swinging arms alternately, as in the skip
- keeping arms to the side
- holding arms directly in front of the body.

Planned assessment and


teaching notes
Refer to Get skilled: Get
active for specific information
about the hop.

Assessment strategy
The teacher:

observes students
performing the hop
Assessment criteria
The student:

bends their nonsupport leg and


swings it in rhythm
with the support leg

keeps head stable


and eyes focused
These criteria relate to
outcome GSS1.8

Ask students questions like:


Which leg position made it easier to hop?
Was it easier to hop with your eyes open or closed?
Was it easier to hop looking straight ahead or somewhere else?
How did your arms help you to hop?

State of New South Wales through the NSW Department of Education and Communities, 2012. All rights reserved.
http://www.curriculumsupport.nsw.edu.au/

Page 3 of 16

Outcomes and indicators

Learning experience

Planned assessment and


teaching notes

Skill development - Practising the hop


Students hop on the spot, using a chair, the wall or partner for support.
Students hop on one foot and then the other using sequences e.g. L-L,R-R,L-L,R-R, L-LL,R-R-R,L-L-R-L-L-etc on the spot and then travel
Students make hopping patterns by combining left and right foot for support and hopping
forwards, backwards and sideways.
Students practise hopping from one place to another.
When students are practising the hop, use the following teaching cues:
Bend your leg to push off.
Land on the ball of your foot.
Find your rhythm.
Look ahead, with head and eyes level.
Use your arms for balance.
Students spread out in a designated area with equipment to hop over and explore ways to hop.
They hop:
on the spot, forwards/backwards/sideways
and turn in the air
as quietly/noisily/quickly/slowly as they can
alternating hard and soft landings
over a rope, into a hoop, around the cones
as high as they can, with little low hops, at a medium height
as far as they can for distance
without using their arms, using only one arm, using their opposite hopping foot.
As a class, discuss how students use their arms for hopping? How does this change when
hopping for distance?
Finishing off
Hoop hop. Place 20 hoops randomly in a designated area. Students hop, within the boundaries
between the hoops waiting for the teacher to call a number. When the teacher calls a number the
students hop to a hoop and, in the hoop, form a group of the size called by the teacher.
Variation: use different forms of locomotion e.g. walking, running, skipping, galloping.
Hopping patterns. Make laminated cards with hopping patterns using footprint pictures. Students
have their own hoop where they perform the hopping pattern. On a whistle students skip
between the hoops until another whistle is blown. Students swap laminated cards with the

State of New South Wales through the NSW Department of Education and Communities, 2012. All rights reserved.
http://www.curriculumsupport.nsw.edu.au/

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Outcomes and indicators

Learning experience

Planned assessment and


teaching notes

closest student and then go to a hoop and perform the pattern on the card. Some suggestions
for the hopping patterns on the cards are:
two feet to two feet landings
right foot to right foot or left foot to left foot
right foot to both feet landing or left foot to
both feet landing
both feet to right foot landing or both feet to
left foot landing

both feet take-off, right, and land on both


feet or both feet take-off, left foot, and
then land on both feet
right foot take-off, both feet to right foot
landing or left foot take-off to both feet
and land on left foot

Hopping tag. Students form groups of approximately ten which includes two to three taggers
(each wearing a braid) per group. Taggers hop to tag other students who are also hopping within
the designated area. When a student is tagged, the tagger gives their band to that person and
they swap roles. Students should think about how they could work with other taggers to tag the
hoppers and what strategies they could use as a hopper to evade the taggers.
Weeks 3 and 4 Side gallop (4-5 sessions)
GSS1.8 Performs fundamental movement
skills with equipment in minor games

participates in a range of
practices that assist skill
development
ALS1.6 Participates in physical activity,
recognising that it can be both enjoyable
and important for health

engages in a range of planned


activities that develop
fundamental movement skills
MOS1.4 Demonstrates maturing
performance of basic movement and
compositional skills in a variety of
predictable situations

repeats movements to form a


side galloping sequence

Getting started Huff and Puff


Car drivers. Students each collect a hoop and then hold the hoop horizontally around their
waists. Students begin in a random position within a designated space. The teacher gives the
following directions. On go, students start up their car and run in the general space, trying not to
bump into other drivers. On drive on roads, students side gallop their cars along the streets
(lines on the floor). When students come to an intersection, where two streets cross they must
give way to cars on their right. On home the students return to their starting position.
Bee stings. Students spread out randomly in a marked area. They move within the space by
hopping. Four students are selected as the bee. The bee chases other students by hopping and
stings the other players by touching their backs. If students are stung they swap roles with the
bee.
Freeze. Allocate a playing area. Students run around the playing area until freeze is called.
When freeze is called students stop and balance using the description given, for example, one
foot. Change the way the students balance each time freeze is called.
Giants treasure. Mark out a playing area with two end lines. One student is the giant and stands
at one end of the playing field. All other students are at the other end. The giants back is

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http://www.curriculumsupport.nsw.edu.au/

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Outcomes and indicators

Learning experience

Planned assessment and


teaching notes

towards the group and the treasure (ball) lies between the giant and the other students. Once the
group starts sneaking up, the giant can turn at any time. When this happens everyone must
freeze. Anyone who the giant sees moving must move back 5 giant paces. The treasure is
considered captured if one student gets the treasure and runs back to the start without being
caught.
Skill development - Introducing the side gallop
Use the Get Skilled: Get Active side gallop video to
demonstrate the side gallop to the students outlining the
following key components.
1. Smooth rhythmical movement.
2. Brief period where both feet are off the ground.
3. Weight on the balls of the feet.
4. Hips and shoulders point to the front.
5. Head stable, eyes focused forward or in the direction of travel.
(Introductory components marked in bold)
Students try side galloping:
- beginning with short steps, then increase the length of each side step
- working with a partner, holding hands and side galloping
- using different distances between steps
- keeping feet low
- springing to gain height
- using different trunk and arm positions
- side galloping with stiff legs.
Ask students questions like:
What body positions made it easier for you to side gallop?
What sports can you think of that use the side gallop? (defending in basketball, netball,
soccer, rugby league etc)
Why is it important to keep your steps the same distance apart?
Why should you keep your head still and your eyes focused forward?
What happens when you cross your feet when side galloping?
Skill development - Practising the side gallop
Use existing playground markings as tracks for side galloping. Students move along tracks or
lines moving in the direction of the track or looking in the same direction as their hips and body.

State of New South Wales through the NSW Department of Education and Communities, 2012. All rights reserved.
http://www.curriculumsupport.nsw.edu.au/

The side gallop is a unique


locomotor movement skill in
that the individual is moving
sidewards while the body and
sometimes eyes are facing
forwards. It is a basic
locomotor pattern used in
many sports and games,
such as softball, basketball,
touch and racquet sports. It is
also used extensively in
dance.

The focus in Stage 1 should


be on the introductory
components of the side
gallop.
3. Weight on the balls of
the feet.
4. Hips and shoulders point
to the front.
5. Head stable, eyes
focused forward or in the
direction of travel.
By the end of Stage 1
students should demonstrate
proficiency in these
components.

Refer to Get skilled: Get


active for specific information
about the side gallop.

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Outcomes and indicators

Learning experience
Students stand side on. Using a cue such as Step together, step together, ask students to:
side gallop increasing the length of their step and changing the direction they are facing
explore a range of trunk and arm positions, focusing on the correct placement of feet and
hips
work with a partner to evaluate the flight and rhythm of the side gallop
explore the side gallop with stiff legs.
Students side gallop in different directions, using the left and right foot to lead.
Students mirror a partner to develop the idea of using a side gallop to defend a player.
When students are practising the side gallop, use the following teaching cues:
Use light springing steps.
Take off and land on the front of your foot.
Make your body face to the front.
Keep eyes straight ahead (or look over your shoulder.)
Step, close, step, close.......or step, together, steps, together.
Finishing off
Patterns. Students develop side gallop patterns, changing direction, using a half turn, or stopping
and using a different leg to lead. Individual students can then demonstrate to the class with other
students copying their routine.

Planned assessment and


teaching notes
Assessment strategy
The teacher:

observes students
performing the side
gallop
Assessment criteria
The student:

has their weight on


the balls of their feet

faces hips and


shoulders to the
front

keeps head stable


and eyes focused
forward or in the
direction of travel
These criteria relate to
outcome GSS1.8

Alphabets. Students move around a designated playing area using the side gallop. When a letter
of the alphabet is called, three students form a group and make the shape of that letter. To make
the game more difficult after the students have formed a letter, ask them to side gallop to other
letters to make a word.
Mirror, mirror. Students develop side gallop patterns that include changes in direction, using
turns and using a different leg to lead. Students work in pairs and take it in turns to mirror their
partner. Students use the side gallop to defend a player, and develop an understanding of
defensive play used in basketball, netball and soccer. Students should also practise getting past
an opponent using the side gallop.
Side gallop challenge. In a designated area scatter hoops randomly. Students side gallop within
the area between the hoops waiting to hear a number called out. When a number is called,
students side gallop to and jump in that number of hoops. Once they have completed the jumps
they must side gallop around the outside of the designated area until the next number is called.

State of New South Wales through the NSW Department of Education and Communities, 2012. All rights reserved.
http://www.curriculumsupport.nsw.edu.au/

Page 7 of 16

Outcomes and indicators

Learning experience

Planned assessment and


teaching notes

Weeks 5 and 6 Skip (4-5 sessions)


GSS1.8 Performs fundamental movement
skills with equipment in minor games

participates in a range of
activities that assist skill
development
ALS1.6 Participates in physical activity,
recognising that it can be both enjoyable
and important for health

engages in a range of planned


movement activities that develop
the skip
MOS1.4 Demonstrates maturing
performance of basic movement and
compositional skills in a variety of
predictable situations

absorbs force and lands on the


balls of feet when skipping

Getting started Huff and Puff


Shark attack. Scatter several hoops throughout a defined playing area. Choose three students to
be sharks who each hold a beanbag. The other students, fish, move around the area by
skipping. Sharks try to tag the fish with their beanbags. Fish can jump into a hoop to be safe
(only one student per hoop). Fish can only stay in a hoop for three seconds. The fish that are
caught must skip in place. After a certain time, count all the fish that the sharks have caught.
Someone says. Choose a student to lead the action. Each time the direction begins with
students name says and the other students carry out the direction. If the student does not say
students name says students are not expected to carry out the direction. Do not eliminate
students who are caught out and change the leader multiple times.
Running around. Students run in a defined area avoiding contact with other students. They
should begin slowly and gradually experimenting with changing direction and changing speed.
When a whistle is blown, students form a circle of a given number and balance on one foot while
linking hands or arms. Students without a group perform a static balance. Once the balances are
held, continue the game.
Shark alert. Students move randomly in a pre-determined way for example running, hopping,
skipping or side galloping. Three students are nominated as sharks. When Shark alert! is
called, students move into a hoop before being tagged by the sharks. If students are tagged,
they become sharks.
Odd one out. Before starting the game, students spread out enough markers in a large playing
area for every student except one. To start the game each student has a marker to stand next to
except one student who will be It. When a whistle is blown students swap markers. The student
who is It has to try to stand next to a marker when the others change over. After the changeover,
the person left without a marker is always It. Make sure the whistle is blown quickly for fast
changes.
Skill development - Introducing the skip
Use the Get Skilled: Get Active skip video to demonstrate the skip to the students outlining the
following key components.
1. Shows a rhythmical step-hop.
2. Lands on ball of the foot.
3. Knee of support leg bends to prepare for hop.
4. Head and trunk stable, eyes focused forward.

State of New South Wales through the NSW Department of Education and Communities, 2012. All rights reserved.
http://www.curriculumsupport.nsw.edu.au/

Children are ready to


demonstrate proficiently the
introductory components of
the skip by the end of Year 1
and the fine-tuning
components by the end of
Year 4. The skip is a more
difficult skill to learn,
compared with the side
gallop. Children should be
able to hop and side gallop
before learning to skip.
The skip should be taught as
a rhythmical movement, with
the focus on developing the
step-hop rhythm, rather than
performing the movement
with speed.

Refer to Get skilled: Get


active for specific information
about the skip.

Assessment strategy
The teacher:

observes students
performing the skip
Assessment criteria
The student:

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Outcomes and indicators

Learning experience
5. Arms relaxed and swing in opposition to legs.
(Introductory components marked in bold)
Provide a rhythm for the students to follow, using a verbal cue such as step, hop, step, hop.
Students:
Skip in a stationary position, using the back of a chair or a partner for balance.
Perform a step then a hop on the same leg. Students then perform it on the other leg.
Skip holding their hands in front of them. Ask students to try to touch their hand with their
knee with each hop.
Try four different ways of moving their arms when they skip.
Use different distances between steps.
Keep feet low.
Spring to gain height.

Planned assessment and


teaching notes

shows a rhythmical
step hop

has their eyes


focused forward with
head and trunk
stable

arms are relaxed


and swing in
opposition to legs
These criteria relate to
outcome GSS1.8

Ask students questions like:


- What arm movement feels best when you skip?
- Which is the best method to gain flight while keeping the rhythm of
the skip?
Skill development - Practising the skip
Students skip with exaggerated arm and knee actions. Then skip and clap hands in front of
them.
Students use existing playground markings as tracks for skipping. Encourage students to move
along these tracks, looking in the direction of the track.
Students develop skipping patterns, changing direction, length of step and height of hop.
Students can demonstrate their skipping patterns to the class.
When students are practising the skip, use the following teaching cues:
Use light springing steps.
Keep eyes straight ahead.
Step, hop, step, hop.
Take off and land on the front of your foot.
Make sure your body faces to the front.
Revise the components of the skip. Students explore the components of the skip by:
skipping around the area using big steps, little steps and in-between steps

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Outcomes and indicators

Learning experience

Planned assessment and


teaching notes

finding out what two movements they make with their legs when they skip
investigating what they do with their arms when they skip
watching their partner to see whether their arms swing with the same arm and leg
leading alternately or with the opposite arm and leg leading alternately.
Ask students to report back what they found out about the skip.
Revise the components of the skip. Students explore the components of the skip by:
skipping forwards, backwards or in a circle
skipping four steps beginning with the right foot, then four steps beginning with the left
foot
combining skips with other movements( run, skip or walk)
asking students to skip swinging their arms and lifting their knees high
placing a beanbag on their head and skipping towards a partner keeping the head and
trunk upright and as stable as possible
Finishing off
Here, there, where, everywhere. Students skip around a designated area. On the signal of here
students skip towards teacher. On the signal of where they skip on the spot. On the signal of
there they skip in the direction the teacher points and on the call of everywhere they skip in
any direction.
Shark tag. Scatter several hoops throughout a defined playing area. Three students are sharks
who each hold a beanbag. The other students are fish who move around the playing area by
skipping. The sharks try to tag the fish with their beanbags. The fish can jump into a hoop to be
safe. Only one fish can be in hoop at one time and after a three second count the fish must leave
the hoop. Fish that are caught must skip around the perimeter of the play area and then re-join
the game. After a certain time count all the fish caught by the sharks. Choose new sharks and
play again.
Skipping under the bridge. Students skip around the designated playing area in pairs. Two
students are nominated as taggers. When pairs of students are tagged, they skip on the spot,
face each other and form a bridge by joining hands and holding them above their heads. To
release these students, a free pair of students must skip under the bridge.
Sharks and survivors. Mark out a designated playing area. Students begin standing on islands
(hoops). Three students, who are the sharks, wear braids. On the signal "Sailors swim", the
sailors (other students) skip to a new island. If caught by a shark, the sailor must put a braid on
and become a shark in order to help capture the remaining sailors. Begin a new game when
there are only a few students left.

State of New South Wales through the NSW Department of Education and Communities, 2012. All rights reserved.
http://www.curriculumsupport.nsw.edu.au/

Page 10 of 16

Outcomes and indicators

Learning experience

Planned assessment and


teaching notes

Weeks 7 and 8 Overarm throw (4-5 sessions)


GSS1.8 Performs fundamental movement
skills with equipment in minor games

throws a small ball or beanbag


overarm to a wall, target and
partner
ALS1.6 Participates in physical activity,
recognising that it can be both enjoyable
and important for health

engages in a range of planned


activities that develop throwing
skills

Getting started Huff and Puff


Stuck in the mud. Select several students as taggers. When students are tagged they become
stuck in the mud and cannot move until another student crawls between their legs to unstick
them.
Freeze. Allocate a playing area. Students run around the playing area until freeze is called.
When freeze is called students stop and balance using the description given, for example, one
foot. Change the way the students balance each time freeze is called.
Hoop island. Mark out a playing area and scatter hoops randomly around the area. All students
start in a hoop except three students who are nominated as taggers. The taggers chase the
students as they move from hoop to hoop. Students can only stay in a hoop for a short time (e.g.
3 seconds) before moving on. Any student who is tagged becomes a tagger.
Skill development - Introducing the overarm throw
Demonstrate the overarm throw outlining the following components focusing on the introductory
components.
1. Eyes focused on target area throughout the throw.
2. Stands side-on to target area.
3. Throwing arm moves in a downward and backward arc.
4. Steps towards target area with foot opposite throwing arm.
5. Hips then shoulders rotate forward.
6. Throwing arm follows through,
down and across the body.
(Introductory components marked in
bold)

Give each student a beanbag. Ask students to:


Work with a partner and experiment with different hip, shoulder and feet movements as
they throw.
Stand facing the target, keeping their hips and feet still.

State of New South Wales through the NSW Department of Education and Communities, 2012. All rights reserved.
http://www.curriculumsupport.nsw.edu.au/

The overarm throw is a


manipulative skill frequently
used in many sports, such as
cricket, softball and baseball.
The action is also used in
athletics with the javelin, with
the overhead serve and
smash in tennis, volleyball
and badminton and passes in
netball and basketball.

Children are ready to


demonstrate proficiently the
introductory components of
the overarm throw by the end
of
Year 1 and the fine-tuning
components by the end of
Year 4.
Objects need to be thrown
with force, so that
components 3, 5 and 6 will
develop. For this reason, it is
not recommended to teach
throwing and catching
together, especially if
students are working with
partners. Immature
techniques can be seen in
students who have not had
the opportunity to throw
frequently and hard when
learning the skill. To minimise
the danger of objects thrown
with force, use bean bags,

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Outcomes and indicators

Learning experience

Stand side on.


Take a small step as they throw to transfer their body weight.
Have students practise throwing from a sitting, kneeling and standing position.

Ask the students questions like:


- What difference did you notice in the distance of the throw from each of the positions?
- What different body parts did you use?
- Which position was the best for accuracy?
- Which position was the best for distance?
Skill development - Practising the overarm throw
Revise the components of the overarm throw. Students form pairs with a tennis ball. Ask
students to:
experiment with different hip, shoulder and feet movements as they throw
stand facing side-on to the target, keeping their hips and feet still
stand facing side-on and rotate their shoulders but not their hips
stand facing side-on and rotate hips and shoulders
take a small step as they throw to transfer their body weight
provide feedback for their partner about each of the different positions.
Students identify which position is the most efficient for distance and speed.
Take aim. Provide a large range of targets e.g. brightly coloured playground markings on the
ground and walls, hoops or skipping ropes laid out in different shapes. Make sure the targets are
a substantial distance from the students to encourage them to use force in their throwing action.
Partner work. Students work with a partner, standing about five metres away from their partner.
Students stand side on with their non-throwing arm pointing towards their partner. A variety of
soft objects should be used e.g. rolled up braids, small balloons, scrunched up paper. Focus
needs to be maintained on the throw, rather than the catch.

Planned assessment and


teaching notes
scrunched up paper, soft
foam balls or scarves.

Refer to Get skilled: Get


active for specific information
about the overarm throw.

Assessment strategy
The teacher:

observes students
performing the
overarm throw
Assessment criteria
The student:

focuses their eyes


on the target
throughout the throw

stands side on to the


target

steps towards target


area with foot
opposite throwing
arm

follows through with


throwing arm, down
and across the
body.
These criteria relate to
outcomes GSS1.8 and
ALS1.6

When the students are practising the overarm throw, use the following teaching cues:
Look at your target.
Point to the target (with your non-throwing arm).
Stand side-on.
Step forward and throw.
Follow through, down and across your body with your throwing arm.
Swing your arm down and back as you prepare to throw.
Step, throw and follow-through down and across your body.

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Outcomes and indicators

Learning experience

Planned assessment and


teaching notes

Wet throw. Revise the components of the overarm throw. Students form pairs with a tennis ball.
They dip the tennis ball into a container of water. The first student throws the ball at the wall
which leaves a wet mark. The second student aims to hit the mark. Students continue to build up
marks on the wall aiming for a tight grouping. Have students practice the throw from a sitting,
kneeling and standing position.
Variation: Students use chalk to draw targets on the wall to aim at.
Finishing off
Throwing golf. Allocate a playing area. Spread hoops around the area like a golf course.
Students move around the area with a partner starting at hole one. Allocate a certain number of
throws that students should perform to get their beanbag into the hoop. All throws must be
performed overarm.
Line up ball. Divide the class into two teams. The throwing team throws the ball out in a forward
direction and tries to run around two markers as many times as possible. Markers can be placed
along a base line or to the front. The fielding team has to get to the ball and line up behind the
person that fields the ball. The ball is passed back person to person until it gets to the last
person in line who calls stop. The thrower stops and the runs are tallied.
Team trio. Mark out a square area in a grid formation so that multiple games can be played.
Students form teams of three and two teams stand in a square to play against each other. Each
game needs one ball. The object of the game is to throw the ball between team members and
keep it from the opposition. Students pass the ball between the team only holding it for moments
before it gets passed. The opposing team attempts to intercept the ball to gain possession.
When a whistle is blown every few minutes the student holding the ball is awarded one point for
their team and gives it to the other team.
Copy cat. Students find a partner and move to a free space. Ask the students to decide who will
lead and who will follow. On a whistle, the leader moves around the area performing different
movements for the other student to follow. The student following should stay as close to the
leader as possible performing identical movements. On the next whistle students switch roles
with their partner. Some examples of movements that students could perform include running,
leaping, dodging, hopping, jumping, side galloping and skipping.
Rob the nest. Divide the class into eight teams. Mark out two square playing areas with four
teams at each playing area. Each team lines up on a side of the square. Place a large number of
balls in the centre. On the signal the first player in each team runs to the centre, collects and
throws the ball to player two in their team. Player two puts the ball in the team hoop. Player two

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Page 13 of 16

Outcomes and indicators

Learning experience

Planned assessment and


teaching notes

repeats the previous step, throwing to player three. Player three repeats throwing to player four.
Teams continue until there are no balls left in the centre. The aim is to collect the most balls
before they run out.
Weeks 9 and 10 (4-5 sessions)
GSS1.8 Performs fundamental movement
skills with equipment in minor games

participates in a range of minor


games and practices that assist
skill development

throws a beanbag to a target


ALS1.6 Participates in physical activity,
recognising that it can be both enjoyable
and important for health

engages in a range of planned


activities e.g. fundamental
movement skills, favourite simple
games, movement exploration
MOS1.4 Demonstrates maturing
performance of basic movement and
compositional skills in a variety of
predictable situations

repeats movements to form a


sequence

Getting started Huff and Puff


Silent ball. Students stand within a designated area. A ball is passed from student to student. If
the ball is dropped, or a student speaks or makes a noise, they are out and sit where they are.
As the students skill increases more than one ball can be introduced, and other rules e.g. the ball
cannot be passed to the person next to you can be introduced.
Throwing tag. Mark out a large rectangular playing area. All students get a soft ball that they
place somewhere on the perimeter of the playing area. Four students are nominated as taggers
and the other students spread out in the playing area. On a whistle the students run around in
the space whilst the taggers attempt to catch the other students by overarm throwing the ball to
tag them below the waist. If students are tagged they become a tagger.
Knots. Use markers to set out a playing area. Students move around in the set area using a
fundamental movement skill e.g. running, skipping, hopping, galloping or leaping. The teacher
blows a whistle and calls out a number. Students make a group of that number. When a group is
complete, students do star jumps to indicate that their group is complete. When all groups are
complete the game begins again.
Defensive demons. Students work in pairs to practise shadowing an opponent. One student is
the attacker and other student is the defender. The students move around freely in an
allocated space. Each time the attacker breaks free of the defender they score a point. Students
should compete for 20 seconds and then swap roles.
Helicopters and Planes. Students work in pairs. Planes are formed by pairs joining hands and
moving freely within a predetermined playing area. Three or four players become helicopters.
The helicopters goal is to attempt to tag the planes. Once a plane is tagged they stand still
making an archway with their hands held high overhead. Planes can be freed to re-join the game
by another plane flying through the archway.
Skill development - Practising the skills
Divide class into groups of 5-6. The groups will rotate through four different stations. Allow five
minutes for each station.

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Outcomes and indicators

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Planned assessment and


teaching notes

Station 1
Hopscotch. Mark out a hopscotch court with chalk. The first student stands behind the starting
line to toss her or his marker in square 1. Hop over square 1 to square 2 and then continue
hopping to square 8, turn around, and hop back again. Pause in square 2 to pick up the marker,
hop in square 1, and out. Then continue by tossing the marker in square 2. Students hop in the
single squares and jump with a foot in each of the double squares. A player must always hop
over any square where a maker has been placed.
Station 2
Making movement sequences. Students work with a partner to invent their own movement
sequence using the locomotion movements they have learned e.g. side gallop, hop, skip.
Demonstrate some sequences for the students to copy and then have students make up their
own. Provide opportunity for students to perform their sequence to each other.
Station 3
Target ball. Mark out a target on a wall. Students throw a beanbag at the target using an
overarm throw. Remind students of the introductory components of the overarm throw.
- eyes focused on target area throughout the throw
- stands side-on to target area
- steps towards target area with foot opposite throwing arm
- throwing arm follows through, down and across the body.
Station 4
Distance throw. Use objects other than balls to throw e.g. vortex, catch tail, bean bag students
see how far they can throw. Students work with a partner who retrieves the object and then
throws it back. Ensure students are using the correct technique for the overarm throw.
Star jumps in the mud. Mark out a grass area and select three students who are It. On Go,
students side gallop around in the space. If students are tagged they become stuck in the mud
and they do star jumps until another student side gallops around them twice to unstick them.
Change students who are It so that all students get a turn at each role. The game ends when all
students are stuck or time is up.
Hopping fun. Set up four different hopping stations. Divide students into four groups. Explain
each station. Students rotate to the following stations on a given signal:
Scatter hoops on the ground. Students pretend to be frogs jumping at a low level. They
have to get across the pond while only hopping on the lily pads.
Set up dome cones to jump over at a medium level. Students are kangaroos that have to
jump across the desert by jumping over the rocks.

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Outcomes and indicators

Learning experience

Planned assessment and


teaching notes

Set up markers in a hopping relay using a zigzag pattern. Students are rabbits who have
to weave in and out of the bushes hopping at a low level.
Set up skipping ropes to look like rivers. Students are horses who gallop up to the river
and then jump over it.

Finishing off
Partner balances. In pairs, students perform a balance using only:
- two feet touching the ground
- two hands and two feet touching the ground
- two hands and two knees touching the ground.
Students set other partner balance problems for the class. Encourage different ways of achieving
the balance.
Hunt the beanbag. Mark out a playing area. Students spread out in the area. Nominate three
students as taggers and half of the remaining students start with a beanbag. The taggers aim to
tag any student who has a beanbag, if tagged that player becomes a tagger. Students with
beanbags can avoid being tagged by overarm throwing the beanbag to a student not in
possession of a beanbag.
Hopping tag. Students form groups of approximately ten which includes two to three taggers
(each wearing a braid) per group. Taggers hop to tag other students who are also hopping within
the designated area. When a student is tagged, the tagger gives their band to that person and
they swap roles. Students should think about how they could work with other taggers to tag the
hoppers and what strategies they could use as a hopper to evade the taggers.
Hopping mad. In a designated area scatter hoops randomly. Students hop within the area
between the hoops waiting to hear a number called out. When a number is called, students must
hop to, and jump in, that number of hoops. Once they have completed the hopping they run
around the outside of the designated area until the next number is called.
Bin throw. Students form groups of five with a tennis ball each. Each group forms a ten metre
circle around a bin/ ball or marker. On a whistle each group member continually overarm throws
the ball at the bin. Each group aims to hit the bin as many times as they can within the time
given. Students should complete the activity using both arms.

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