Frisbee is an exciting game in which requires your waist and arms. All you need is friends, objects indicating the goals, and a frisbee. The goal of the game is to pass the frisbee to someone at your goal post to earn a point. It is not that hard and is very fun. There are many different ways to throw a frisbee such as: backhand, forehand, and peace sign.
Frisbee at RKMS is really fun since we have all the material and we have our teacher, Mr.Spaulding, to teach us the basic rules. I enjoy this sport because you have to interact with your friends and you have to know who is on your team and see if they are open. You also have to know where you are aiming so you don't make it go the opposite direction.
Frisbee at RKMS is really fun since we have all the material and we have our teacher, Mr.Spaulding, to teach us the basic rules. I enjoy this sport because you have to interact with your friends and you have to know who is on your team and see if they are open. You also have to know where you are aiming so you don't make it go the opposite direction.
Frisbee Standards
Grade Six
1.6 Throw an object accurately and with applied force, using the underhand, overhand, and sidearm Movement (throw) patterns
1.9 Combine relationships, levels, speed, direction, and pathways in complex individual and group physical activities.
1.10 Combine motor skills to play a lead-up or modified game.
2.9 Identify opportunities to pass or dribble while being guarded
3.4 Participate in moderate to vigorous physical activity a minimum of four days each week.
5.1 Participate productively in group physical activities.
5.2 Evaluate individual responsibility in group efforts.
5.3 Identify and define the role of each participant in a cooperative physical activity
5.4 Identify and agree on a common goal when participating in a cooperative physical activity.
5.5 Analyze possible solutions to a movement problem in a cooperative physical activity and come to a consensus on the best solution.
Grade Seven
1.1 Demonstrate mature techniques for the following patterns: overhand, sidearm, and underhand throwing; catching; kicking/punting; striking; trapping; dribbling (hand and foot); and volleying.
1.2 Combine manipulative, locomotor, and nonlocomotor skills into movement patterns
1.3
1.4 Demonstrate body management and object-manipulation skills needed for successful participation in individual and dual physical activities.
2.1 Identify and describe key elements in the mature performance of overhand, sidearm, and underhand throwing; catching; kicking/punting; striking; trapping; dribbling (hand and foot); and volleying.
2.2 Analyze movement patterns and correct errors.
2.3 Use principles of motor learning to establish, monitor, and meet goals for motor skill development.
2.4 Explain and demonstrate spin and rebound principles for performing manipulative skills.
2.5 Compare and contrast the effectiveness of practicing skills as a whole and practicing skills in smaller parts.
2.6 Diagram and demonstrate basic offensive and defensive strategies for individual and dual physical activities.
3.5 Participate in moderate to vigorous physical activity a minimum of four days each week.
Grade Six
1.6 Throw an object accurately and with applied force, using the underhand, overhand, and sidearm Movement (throw) patterns
1.9 Combine relationships, levels, speed, direction, and pathways in complex individual and group physical activities.
1.10 Combine motor skills to play a lead-up or modified game.
2.9 Identify opportunities to pass or dribble while being guarded
3.4 Participate in moderate to vigorous physical activity a minimum of four days each week.
5.1 Participate productively in group physical activities.
5.2 Evaluate individual responsibility in group efforts.
5.3 Identify and define the role of each participant in a cooperative physical activity
5.4 Identify and agree on a common goal when participating in a cooperative physical activity.
5.5 Analyze possible solutions to a movement problem in a cooperative physical activity and come to a consensus on the best solution.
Grade Seven
1.1 Demonstrate mature techniques for the following patterns: overhand, sidearm, and underhand throwing; catching; kicking/punting; striking; trapping; dribbling (hand and foot); and volleying.
1.2 Combine manipulative, locomotor, and nonlocomotor skills into movement patterns
1.3
1.4 Demonstrate body management and object-manipulation skills needed for successful participation in individual and dual physical activities.
2.1 Identify and describe key elements in the mature performance of overhand, sidearm, and underhand throwing; catching; kicking/punting; striking; trapping; dribbling (hand and foot); and volleying.
2.2 Analyze movement patterns and correct errors.
2.3 Use principles of motor learning to establish, monitor, and meet goals for motor skill development.
2.4 Explain and demonstrate spin and rebound principles for performing manipulative skills.
2.5 Compare and contrast the effectiveness of practicing skills as a whole and practicing skills in smaller parts.
2.6 Diagram and demonstrate basic offensive and defensive strategies for individual and dual physical activities.
3.5 Participate in moderate to vigorous physical activity a minimum of four days each week.
Ultimate in Ten Simple Rules
Steve Courlang and Neal Dambra
Copyright (c) Ultimate Players Association, 1993
1. The Field -- A rectangular shape with endzones at each end. A regulation field is 70 yards by 40 yards, with endzones 25 yards deep.
2. Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.
3. Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play is initiated after each score.
4. Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
5. Change of possession -- When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
6. Substitutions -- Players not in the game may replace players in the game after a score and during an injury timeout.
7. Non-contact -- No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
8. Fouls -- When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.
9. Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes.
10. Spirit of the Game -- Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.
The complete, official UPA Ninth Edition Rules of Ultimate with all amendments and clarifications are available by FTP from ftp.cs.wisc.edu in directory /pub/ultimate, or via the World Wide Web at URL
http://www.cs.rochester.edu/u/ferguson/ultimate/ultimate-rules.html.
HTML Version by George Ferguson, 8 Jun 1994.
Last update: 7 Jun 2001
http://www.cs.rochester.edu/u/ferguson/ultimate/ultimate-simple.html
Page 1 of 1
Steve Courlang and Neal Dambra
Copyright (c) Ultimate Players Association, 1993
1. The Field -- A rectangular shape with endzones at each end. A regulation field is 70 yards by 40 yards, with endzones 25 yards deep.
2. Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.
3. Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play is initiated after each score.
4. Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
5. Change of possession -- When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
6. Substitutions -- Players not in the game may replace players in the game after a score and during an injury timeout.
7. Non-contact -- No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
8. Fouls -- When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.
9. Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes.
10. Spirit of the Game -- Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.
The complete, official UPA Ninth Edition Rules of Ultimate with all amendments and clarifications are available by FTP from ftp.cs.wisc.edu in directory /pub/ultimate, or via the World Wide Web at URL
http://www.cs.rochester.edu/u/ferguson/ultimate/ultimate-rules.html.
HTML Version by George Ferguson, 8 Jun 1994.
Last update: 7 Jun 2001
http://www.cs.rochester.edu/u/ferguson/ultimate/ultimate-simple.html
Page 1 of 1