Criterion C Turbo touch appraisal rubric i. 1-2 • • 3-4 Underpressurechooses togetridoftheball,uses apush-pass.Noaccuracy Failstocatchamajority ofpasses,cannotcatch whilerunning Noeyecontactwithother players • Canrunwiththeballbut withlittlesuccess • • Cancatchsomepassesbutloses momentum,stillunconfidentin passing/catchingwhilerunning • Littleeye-contactorcommunication withotherplayers • Runsindifferentdirectionswithball withoccasionalsuccess • Seldomcontributesto teamplay Doesnotrespondtoteam matesactions • • Doesn’tseemtoknow anyattackingor defendingstrategies (man-to-man,zone-or positiondefense) • Moderatelyagileandcanrunsomewhat quicklywithball • Seemstoknowsomeattackingor defendingstrategiesandapplieswith somesuccess • Seldomdevelops&adjustsstrategies duringthegamebasedonown(or opponents)strengthsandstrategies Isabletoapplyavarietyofaccurate passesoverdifferentdistances (underhand,flick-pass,pop-pass, spiralpass) • Cancatchatdifferentspeeds,heights, directionswithoutsubstantialerrors • Isabletouseagilitytoavoid touch/defense,showssidesteps • Communicatesifdifferentwayswith teammates(visual,verbal) • Isabletocontrolplay,usesdummypassesandattackingmovestocreate overlapsandscoringopportunities Switchesquicklyfromattacking<-> defendingrespondingquicklytowhat opponentsdo • • Contributestoplayoften,usesoccasional dummypassordraw-and-passtocreate opportunities Usuallyrespondstoteammatesandis engagedinattackinganddefense • Doesn’trecognize opponentsstrengthsor strategies • Appliesattackinganddefendingwithsome success.Movesintoopenspace,runsin support,defendsownmanwell • Isabletodefendtwoplayersandout maneuveropponentsinattack • Developsandadjustsstrategies duringthegamewithsuccess. Appliesmostoftherulesandcanrespond accordinglytothesituation.Usesaquicktap sometimesandcalls‘openend-zone’ Hasgoodviewoffieldandstartstopredict opponents’movesindefending,movesto openspace&runsinsupportofballcarrier. Hassuccessincreatingpassingandscoring opportunities.Communicateswellandshows accomplisheddefenseinend-zone,isableto stoptouchdowns • Recognizesgapsandtriestostepintothem. Considerswhattodowiththeball,has successinpassingandrunning • Appliesallrulesandgameplay,uses rulestoadvantage.Readsthegame andmakesquickdecisions;organizes aturn-over,usesaquicktap,calls ‘openend-zone’ Hasoverviewofwholefield,good defenseandpredictsopponents moves,abletointerceptpassesand defendmultipleplayers.Creates touchdowns Stepsintogaps,knowswhentoafford atouch • Developsandadjustsstrategiesduringthe gamewithsomesuccess.Usesattacking movesandrecognizesanoverlap • • Doesn’tknowtherules,is generallyconfused Doesnothaveageneral overviewofthefield. Runstotheballwithout thinkingoravoidsplay. Doesn’tcommunicate andshowsbasicdefense inend-zone • • • Neverstepsintogaps, does‘panic’passes • Contributestoteamplayoccasionally, sometimesusesorcreates opportunities Occasionallyrespondstowhatteam matesdo(movesinsupportorinto openspace) • Someeye-contactandcommunicationwith otherplayers • • • • 7-8 Isabletouseavarietyofpassesmostofthe time(underhand,flick-pass,poppass,spiral pass) Isabletocatchmostofthetimewithpace,at differentheightpassesbutsometimesloses skill/concentration • iii. Canpasssomevarietyofpasseswith okayaccuracy(pop-pass& underhand) • ii 5-6 • Hasknowledgeofthebasicrulesand handsignals,hasageneralideaofthe game Hasaviewofthefieldclosearound him/her.Communicatessometimes, defendswithoccasionalsuccess, occasionallymovestoopenspaceor isabletogetapassofftoanopen player.Basicdefenseinend-zone, focusesonballmostly Rarelystepsintogaps,occasionally runstotheballwithoutthinkingoris notintherightpositiontoreceivethe ball.Passesareunpredictable • • • • LESSON PLAN Subject Class G10 PE Unit Minor Games Topic Turbo touch Achievement Objective(s) Demonstrate willingness to accept challenges in a variety of physical activities Learning Outcome(s) and/or Learning Intentions What should the students learn? - Demonstrate interpersonal skills during team games Assessment and/or Success Criteria How do we know what we have learnt? - Students will watch a partner and complete a peer assessment form on their interpersonal skills shown this lesson Key Competency Focus How is this key competency developed in this lesson? - Relating to others – work in teams to think up strategies and outplay the opposition - Participating and contributing – Be involved physically and mentally (verbally giving ideas and encouragement) Time Activities Starter 5min Get changed 5min WARM UP – Corner ball tag See rules attached 2min Remind about peer assessment. Get them to choose a different partner to observe them today 20min Game 1: Turbo Touch See rules attached. 2 teams play at a time whilst the students in the other 2 teams observe their partner and fill in the peer assessment sheet. 20min Game 2: Backboard Dodgeball See rules attached 5min Debrief 5min Get changed Equipment 2 touch balls, 6 dodgeballs, 12 cones Resources Peer assessments * 30 Pens Questions Teacher Evaluation Student achievement – where to next? Teacher practice – what have I learnt? what will I change? Warm up = CORNER BALL TAG Ø Start with 2 people from each team as taggers in each zone. Ø They have the ball and pass it between them trying to tag members of the opposite team in the same area as them (you cannot throw the ball at the opposition – you must be holding the ball when the tag is made) Ø The boundaries is the 1/3rd lines Ø When the taggers tag a player from the other team, this player will run over to the other game and join their team as taggers. Ø The winner is the team that eliminates the other team 1st. Turbo Touch: 2 teams (different coloured bands), 1 ball, 2 scoring boxes - Tap ball to start and restart after a touch has been made - Can pass forwards, backwards, sideways, flick it on à anything goes except kicks - 2 touches then hand over - Drop ball = hand over - On defence – on tap off, must be 2m away - To score a touch-down, 2 passes must have been made to OPEN the ‘Active zone’. No entering the ‘Active zone’ until it is OPEN, or you will be offside and the ball will be handed over to the other team. - Once the ‘active zone’ is open, only one person is allowed in it – if more than one, the try will not be awarded. Active zone Active zone Backboard Dodgeball: 2 teams, one end each (best to play width ways) 6 dodgeballs – lined up in middle On ‘go’, teams run to grab dodgeballs and then attempt to eliminate the other team by hitting them below the waist. When hit, you are out, and must go stand at the side. Your team mates can get you back into the game by hitting the backboard with a Dodgeball. If you hit the rim, or it goes through the basket, 2 team mates can come back in. If you catch a dodgeball on the full, the person who threw it is out. The first team to eliminate the entire other team is deemed the winners. Internal assessment resource Physical Education 2.4B v2 for Achievement Standard 91330 PAGE FOR TEACHER USE ! NZQA Approved Internal Assessment Resource Physical Education Level 2 This resource supports assessment against: Achievement Standard 91330 Perform a physical activity in an applied setting Resource title: Turbo Touch 4 credits This resource: • Clarifies the requirements of the standard • Supports good assessment practice • Should be subjected to the school’s usual assessment quality assurance process • Should be modified to make the context relevant to students in their school environment and ensure that submitted evidence is authentic Date version published by Ministry of Education December 2012 Version 2 Quality assurance status These materials have been quality assured by NZQA. To support internal assessment from 2013 NZQA Approved number: A-A-12-2012-91330-02-5271 Authenticity of evidence Teachers must manage authenticity for any assessment from a public source, because students may have access to the assessment schedule or student exemplar material. Using this assessment resource without modification may mean that students’ work is not authentic. The teacher may need to change figures, measurements or data sources or set a different context or topic to be investigated or a different text to read or perform. This resource is copyright © Crown 2012 Page 1 of 9 Internal assessment resource Physical Education 2.4B v2 for Achievement Standard 91330 PAGE FOR TEACHER USE Internal Assessment Resource Achievement Standard Physical Education 91330: Perform a physical activity in an applied setting Resource reference: Physical Education 2.4B v2 Resource title: Turbo Touch Credits: 4 Teacher guidelines The following guidelines are designed to ensure that teachers can carry out valid and consistent assessment using this internal assessment resource. Teachers need to be very familiar with the outcome being assessed by Achievement Standard Physical Education 91330. The achievement criteria and the explanatory notes contain information, definitions, and requirements that are crucial when interpreting the standard and assessing students against it. Context/setting Turbo Touch is a fast-paced indoor game that combines elements of Touch, Netball, Basketball, and Ultimate Frisbee. For the purposes of keeping this rubric open for a variety of school settings, this resource refers to ripper tags rather than tackling. Conditions Provide students with instructions and training on observing and assessing their peers. Assign each student a peer observer or allow students to select their own peer observer. This must be the same peer observer for all assessments of the student’s performance to maintain a degree of consistency. The contribution of self- and peer assessment targets effective learning. It may also provide additional evidence to support your final judgments. Ensure that you oversee all games and record your own on-going evidence to confirm that the self- and peer assessments are fair and consistent. Final grades will be based on your observation of each student’s performance level. Final assessments by self and peers will be used as additional evidence. It is suggested that teachers use the detail outlined in the rubrics to create checklists/observation sheets to allow sufficient evidence to be gathered over time to verify the level of consistency and effectiveness of demonstration of skills. Specified dates and times in which the students’ cumulative assessments will take place against opponents of similar level. If opponents of a similar level are not available, you or the coach will need to provide suitable opposition. This resource is copyright © Crown 2012 Page 2 of 9 Internal assessment resource Physical Education 2.4B v2 for Achievement Standard 91330 PAGE FOR TEACHER USE Resource requirements Turbo Touch ball, court markings (tape can be used to mark the active zone) Resource A: Performance rubric Resource B: Validation Sheet Additional information Further information about the game of Turbo Touch can be found at Turbo Touch New Zealand http://www.turbotouch.co.nz. Teaching activities and learning to referee the game are skills that Turbo Touch New Zealand can help with. Video footage of the game can be found on YouTube. It is expected that this assessment activity will follow a programme of teaching that will include passing, defence, team tactics, and a clear outline of the game rules. This resource is copyright © Crown 2012 Page 3 of 9 Internal assessment resource Physical Education 2.4B v2 for Achievement Standard 91330 PAGE FOR STUDENT USE Internal Assessment Resource Achievement Standard Physical Education 91330: Perform a physical activity in an applied setting Resource reference: Physical Education 2.4B v2 Resource title: Turbo Touch Credits: 4 Achievement Achievement with Merit Achievement with Excellence Perform a physical activity in an applied setting. Perform a physical activity to a high level in an applied setting. Perform a physical activity to an outstanding level in an applied setting. Student instructions Introduction This assessment activity requires you to play two games of Turbo Touch. Turbo Touch is a fast-paced indoor game that combines elements of Touch, Netball, Basketball, and Ultimate Frisbee. Your teacher will observe and assess your performance in each game and you will complete a self-assessment. Also, one of your peers will complete a peer assessment using the same criteria. Your teacher will also gather evidence of your performance during the teaching and learning programme. You will be assessed on the level and consistency of the skills that you demonstrate. Teacher note: This resource uses the context of Turbo Touch. However, you can modify the context to suit the needs of your students and/or your school’s resources, for example, kayaking, te āo kori, or aquatics. If you choose an alternative context, ensure that you modify the student instructions and assessment schedule accordingly. Task Resource A is the assessment rubric (checklist). Use a new copy for each game. Use the same copy of Resource B, the verification sheet, for both games. Game 1 Participate in a game of Turbo Touch. After the game, self-assess your performance according to the criteria outlined in Resource A: Turbo Touch Performance Rubric. Indicate what level (A, M, or E) you believe your performance was at for all criteria and include the date that you took part in the game. A peer and your teacher will also need to assess your performance in this game, using the same criteria from Resource A. You should keep these assessments, as This resource is copyright © Crown 2012 Page 4 of 9 Internal assessment resource Physical Education 2.4B v2 for Achievement Standard 91330 PAGE FOR STUDENT USE your peer’s and teacher’s assessment will provide further evidence of your performance and will help you learn which skills you need to work on. Along with your peer and your teacher, complete the appropriate columns for Verification 1 in Resource B: Verification Sheet. Keep this verification sheet, as you will need to fill it in again at part 2. Game 2 Participate in a second game of Turbo Touch. At the end of your unit of work, selfassess your performance again, according to the criteria outlined in Resource A. The same peer and your teacher will also need to assess your second performance according to the criteria outlined in Resource A: Turbo Touch Rubric. Along with your peer and your teacher, complete the appropriate columns for Verification 2 in the same Resource B: Verification Sheet you used in part 1. Your self-assessment and peer assessment, along with your teacher’s judgment, will then be used to make a decision about your final grade. Your teacher will decide your final grade based on their own on-going observations of your performance. Your self and peer assessments will provide supporting evidence but will not be the final determinants of your grade. This resource is copyright © Crown 2012 Page 5 of 9 Te a m s t r at e g y s heet 2 - After t he secon d touch - After a n incorr ect tap - When th e ball g oes to g - When a round touchdow n occurs - When th ere is a t ouch and - When th pass e ball g o e s out of - When an bounds attacking player en the active ters zone bef ore it is o pen (offside) 2 2 Play is r estarted with a ta p 2 which defensive system will your team adapt? make a schematic drawing of the ppl in their positions question: when is a player offside? Attacking plays Draw/ describe 3-4 attacking plays. Add what every player does in your picture List 2 strategies that will give you advantage during a game team Captain: Strengths and limitations of each player In your group discuss the strengths and limitations of each player on your team. The player who is discussed can not add themselves; their team mates evaluate what the strengths and limitations are of the player concerned if you analyse the other teams in the tournament, what would their strengths be? How have they scored most of their points and what can you do to counter those attacks? describe some tactics below What are penalty offences? List a few below how do you do a correct tap ball? “By transferring individual skills and team strategies from other invasion sports you will be able to out play your opponent” Turbo Touch Rules at a Glance For Players and Referees TAP The TAP starts and restarts all parts of play. An incorrect TAP will result in a change of possession. To perform a TAP Ball must be placed on the ground within 2 metres of where the play stopped or in the TAP START ZONE at the centre back of the TOUCHDOWN ZONE Ball must be released from both hands Ball is tapped with either foot a distance of not more than 1 metre Ball must be picked up cleanly ATTACK On ATTACK your ACTIVE ZONE is in play and cannot be entered into or scored in until it is called OPEN by the referee After a TAP, the ball must connect with two players before the ACTIVE ZONE is called OPEN (IE 2 passes or ‘flick-ons’). You may pass the ball forwards, backwards, sideways and use any style of throwing or flicking to move the ball around. You have TWO chances to score. If the Defending team effects TWO touches on your team before you score then it is a change of possession. After a TOUCHDOWN is scored or a TOUCH made, you must restart play with a TAP. You have TWO seconds from the TAP until the defender can advance to make a TOUCH. When you hear the referee call USE IT, this indicates the TWO (or FIVE if tapping from the TAP START ZONE) seconds have passed & you can be touched. When restarting play in the TAP START ZONE after a TOUCHDOWN is scored, the TOUCHDOWN ZONE becomes a SAFEZONE for FIVE seconds where no Defending player may enter or they will be deemed to be OFFSIDE. Defenders may run through the SAFEZONE if the Attacking Team passes twice before five seconds is up therefore opening both the ACTIVE and the SAFE ZONES. If a ball is intercepted by a Defender, they are now on ATTACK and the ACTIVE ZONE is automatically OPEN therefore they may score. DEFENCE On DEFENCE you must TOUCH the attacking player carrying the ball to stop them from scoring. You cannot enter the ACTIVE ZONE until it is OPEN You cannot interfere with any ATTACKING player who does not have the ball, this includes body blocking. This will result in a PENALTY being awarded You cannot TOUCH or call a TOUCH on an ATTACKING player before they have caught the ball. The ball must be in contact with the players hands when the TOUCH is effected If a DEFENDING player knocks down a ball possession stays with the ATTACKING team and the TOUCH count goes back to ZERO POSSESSION A change of possession shall occur After the SECOND TOUCH After an incorrect TAP When the ball goes to ground When a TOUCHDOWN occurs When there is a TOUCH and PASS When the ball goes out of bounds When an ATTACKING player enters the ACTIVE ZONE before it is OPEN If an incorrect substitution is made Whenever the referee indicates and / or there is a penalty infringement against the attacking team. Play is recommenced with a TAP OFFSIDE You are deemed OFFSIDE when An ATTACKING or DEFENDING player enters the ACTIVE ZONE before it is OPEN Playing the RESTRICTED version, you enter the ACTIVE ZONE at any time before the ball is grounded for a TOUCHDOWN. A Defending player enters the SAFEZONE before the referee has called FIVE seconds or USE IT A Defending player has not retired 2 METRES (radius) from a player or given the attacker 2 Seconds (referee’s perception of 2 seconds) and tried to or effected a TOUCH SCORING To SCORE a TOUCHDOWN A Touchdown can occur when the Touchdown zone is OPEN i.e. once the ball has been passed or flicked-on two times or intercepted by the Defending team. The ball must be placed on or into the ACTIVE ZONE No TOUCHDOWN will be awarded if any body part of an attacker is inside the Touchdown zone before it is deemed OPEN FLICK-ONS A FLICK ON is when an attacking player does not attempt to catch the ball but ‘Flicks’ it (bats it on) to another player. If the attacking player is simultaneously touched by a defender, the Touch WILL NOT count and play will continue. GAME MODIFICATIONS Modifications may be made to the game to allow for player ability, age, venue, time, and game standard. All modifications need to be authorised by Turbo Touch Ltd management and the controlling organization. RULINGS AROUND THE ACTIVE ZONE The game can be played with two separate rulings around the ACTIVE ZONE. - Standard – Predominantly used for Adult grades. You may stand in the Touchdown Zone after the ACTIVE ZONE has been opened but for no more than 2 seconds or it will be deemed to be ‘CAMPING’. - Restricted – Predominantly used for Junior grades. No player is allowed to enter the ACTIVE ZONE at any time while the ball is in play. To score the ball must be placed in the ACTIVE ZONE before any part of the attacker makes contact with the ACTIVE ZONE. TOUCHES – The Touch count can be increased to allow teams with lesser balls skills the chance to learn the game with longer possession TIME – Length of game and half times. COURT/FIELD DIMENSIONS – Smaller overall dimensions can be used to meet the available playing area at the venue, however the TOUCHDOWN ZONE measurements must be in proportion to the new overall size to ensure there is still space to run around and jump over the ACTIVE ZONE without going out of the boundary lines. BOUNDARIES – Indoor facilities may have no boundaries and use of walls and nets may be used for deflections. DROPPED BALL OR BALL TO GROUND – Allowing Drop Balls to be counted as a Touch is an option for Junior, lesser skilled or beginner players Turbo Touch refereeing appraisal Grade 10 CriterionDiLevelDescriptor 0 Thestudentdoesnotreachastandard describedbyanyofthedescriptors below. • Hasnoideaofwhattodoorwhatisgoingon 1-2 i.identifiesanddemonstrates strategiestoenhanceinterpersonal skills • Hadamoderatescoreoftherulestestidentifyinghandsignalsandlawsofthegame • Canidentifysomebasicfoulswhenrefereeingagamebutdoesrarelymakesacalloruseshand signals.Missesmanyfoulsinthegame 3-4 i.outlinesanddemonstrates strategiestoenhanceinterpersonal skills • Notconfidentasreferee,playershardlynoticethatthereisareferee • Hasdonesatisfactoryonrulesandhandsignalstest • Canoutlinebasicruleswhenrefereeingagame,usessomehandsignalsandcalls.Callsplayerson somefouls,butisinconsistentornotaccurateattimes 5-6 i.describesanddemonstrates strategiestoenhanceinterpersonal skills • Lessconfidentasreferee,wouldratherbeassistantreferee • Hasdonegoodontherulesandhandsignalstest • Candescribetheruleswhenrefereeing,usinghandsignalsandcallsduringthegame.Missessome foulsbutisgenerallyconsistentmakinggoodcalls 7-8 i.explainsanddemonstrates strategiestoenhanceinterpersonal skills • Moreconfidentasreferee,playerspayattentiontotherefereeandfollowcalls • Hasdonegoodonrulesandhandsignalstest • Canexplainrulesandsituationstoplayerswhenrefereeingthegame,useshandsignalsandclear callsduringthegame.Makesgoodandfairdecisionsinmostsituations • Confidentasareferee,playersplaythewhistleandrefereeleadsthegame Turbo Touch Basic Training Session 45mins-1hour Time 2mins 40-45mins Activities Notes Introduction Goals of session - To ensure players have a sound understanding of the rules of Turbo Touch in a practical environment Verbal Introduction to the rules - S.T.O.P., 4 X 2’s & I.F. Game setup: Ensure players are all standing along the Touchdown Zone facing the trainer to picture the full playing environment. Tap start zone x x x x x Read through & have an understanding of the full lesson plan before conducting. Trainer EXPLAIN THE DEFINITION OF: S.T.O.P. Start area (Tap Start Zone) behind Touchdown zone in the middle (other defence and attacking players may assemble anywhere in the court as long as defence doesn’t move past the top of the touchdown zone where the ball is being tapped from). 4 x 2’s Tap – ball on ground, hands off, tap with foot, regather Offsides – (Around the Touchdown Zone – don’t step into the Touchdown Zone being attacked) Passing – (Forward/Back/any type of pass ok as long as its catchable) 2 (or more) Passes before you can score 2 Touches allowed (4 for kids) 2 Metres back on defence Wait 2 seconds before you can go forward unless player runs outside of the 2metre area before 2 seconds is up (Junior modifications) o 4 Touches o Dropped ball counts as a Touch PLAY 5-7 MINS Stop & bring in I.F. Intercepts – you don’t need to pass twice before scoring (open immediately) Flick-ons - used as a pass but the Touch and Pass ruling doesn’t apply if a Flick-on is used. The ball is flicked to the player rather than the player gaining possession & then passing on. PLAY 5-7 MINS Stop bring in: 10 mins 5 or 30 mins ADDITIONAL RULES : SAFE ZONE (defence waits 5 seconds not 2 before they can advance from the Tap Start Zone behind the Touchdown Zone) Bring in exception to the 2 metre ruling around the Touchdown Zone – Defender doesn’t have to retire 2m when around the Touchdown Zone but the 2 second ruling still applies. Offside – Touchdown Zone being attacked is the only zone that is offside ie: players can run through & stand in the Inactive Zone (end not being attacked) Extension - Attacking plays / Defensive plays Attacking: Triangle/Open early with 2 passes / Quick tap / Run holes Defensive: Man on man / Zone D / Tracking players / Blocking / Timing for Intercepts 12 or 60 Question Test – 12 question overleaf, 60 question available on request ©2010 Touch NZ Incorporated. Date created 1 March 2014 – Basic 1 Lesson Turbo Touch® Session SH QUESTIONNAIRE 1. What does S.T.O.P. stand for? S. …………………… T. …………………… O. …………………… P. …………………… 2. Where do you start in a Turbo Touch game. a) The middle of the court b) The end of the court (What is the name of this area : …………. ………….. ……………) 3. Can you pass the ball forwards in Turbo Touch? a) Yes b) No 4. Can you run with the ball in Turbo Touch? a) Yes b) No 5. Explain the 4 steps to performing a Tap Ball? a) ………………………………………………………………. b) ………………………………………………………………. c) ………………………………………………………………. d) ………………………………………………………………. 6. Name four rules with the number 2 in it. a) …………………………………………………………………………………………………………… b) …………………………………………………………………………………………………………… c) …………………………………………………………………………………………………………… d) …………………………………………………………………………………………………………… 7. If you intercept a ball are you allowed to score a Touchdown without passing twice providing you aren’t touched? a) Yes b) No 8. How many seconds do you need to wait before advancing as a defender when the attacking team taps off in the Tap Start Zone at commencement of a game or after a Touchdown has been awarded? a) 2 b) 5 c) 4 9. Refer question 8, what is this area called? a) Touchdown Zone b) Safe Zone c) Active Zone 10. If an attacking player taps the ball & moves 1 metre or within radius of the defender, can the defender impede the pass or attempt to touch the player. a) Yes b)No 11. What does the referee say when 2 passes have occurred? a) Use it b) Open c) Touch 2 12. What does I.F. stand for? I. …………………………………… F. ……………………………………………… Explain what these mean. ………………………………………………………………………………………………………………………………………………………………………… ©2010 Touch NZ Incorporated. Date created 1 March 2014 – Basic 1 Lesson Turbo Touch® Session SH
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