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Dodgeball in Top Gym

PE • 50 • 30 students • Created with AI following Aligned with New Zealand Curriculum

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PE
50
30 students
11 June 2026

Teaching Instructions

Practical session in the Top Gym focussing on Dodgeball. (the top gym is a small approx 20x20 space).

Set up 2 benches directly behind the basketball hoops. Two teams , 8 dodge balls. Each team has a half that they throw in

Hit below shoulder height on the full and ball hit the ground you are out. If your throw is caught on the full you are out. When out go stand on the bench at the opposite end

To get back in everytime your team hits the backboard one player comes back into play in the order they got out. Ball goes through the hoop everyone on the bench at that time comes back

Once one team is eliminated the game is over

Overview

Today’s class uses a modified dodgeball game in a small court to practise accurate, controlled throwing under pressure. Students will also make quick decisions about when to feint, aim, and pass options to outplay opponents.

Learning intentions

  • WALT perform safe, accurate throws (below shoulder height) to hit targets and avoid being eliminated.
  • WALT use movement skills (feints, changes of direction, shielding) to create passing/throwing opportunities.
  • WALT follow rules, monitor safety, and show respect by managing “out” and “back in” fairly.
  • WALT identify how ball control and selection of options supports team strategy.

Success criteria

  • I can throw so the ball hits below shoulder height (or the ground) and I understand when I’m out.
  • I can stay aware of pressure and use a feint/change of direction to improve my chance of success.
  • I can follow the elimination/re-entry rules and act safely when on the bench.
  • I can explain (briefly) which passing/throw option helped my team and why.

Curriculum links

  • Physical Education / Movement skills (Net and wall and kī o rahi): applies movement skills and ball control in game contexts where accuracy and decision-making matter.
  • Te Mātaiaho Health and PE (Physical Education / Movement skills): ball control includes executing passes under pressure, using feints, and selecting passing options aligned with team strategy and zone objectives.
  • Key competencies: Thinking (decision-making during play), Managing self (safety and rule-following), Participating and contributing (team roles and communication).

Lesson structure (50 minutes)

  1. 0–5 min · Warm-up + safety check. Teacher briefs game boundaries in the 20x20 space and checks throwing lanes, ball retrieval, and “out” behaviour; students do dynamic warm-up (arm circles, light jog, then short side-steps).

  2. 5–12 min · Skill stations: throw accuracy + feints. Teacher sets two mini lines facing a wall/target area for low-accuracy practice and demonstrates “feint then throw” (pretend low throw, quickly change, then release); students practise 3–4 throws each: aim for a marked low zone and practise a change of direction to create space.

  3. 12–15 min · Group set-up and rule walkthrough. Teacher explains the exact rules: hit below shoulder height on the full or if the ball hits the ground you’re out; if your throw is caught on the full you’re out; “out” players go to the bench at the opposite end. Students repeat the rules back to a partner, using a simple call-and-response.

  4. 15–35 min · Main game: full modified dodgeball (2 x 10 min). Teacher runs the game with clear start/stop and counts eliminations; students play in two teams with 8 dodge balls (each team throws from its own half).

  • Court set-up: two benches directly behind the basketball hoops at each end.
  • Scoring/ending: game continues until one team is eliminated.
  • Re-entry rule teacher ensures fairness: when a player’s throw hits the backboard, that team receives one return each time—“one player comes back into play in the order they got out.”
  • Full bench return mechanic: if the ball goes through the hoop, everyone on that bench at that time comes back into play.
  • During play teacher focuses on safety, low-throw height, and quick decision-making (feint, aim, then move).
  1. 35–40 min · Reset + quick tactical pause. Teacher pauses the game and asks: “What did your team do when under pressure—did you feint, change direction, or choose a safer throw option?” Students share 1 idea per team, then prepare for a short second round.

  2. 40–48 min · Main game: second round (8 min) with a challenge. Teacher adds a challenge: each team must attempt at least 2 backboard-target throws before they can score a re-entry through hoop (or equivalent class-based target call); students apply feints, shielding, and safe low throws while managing who is “out.”

  3. 48–50 min · Cool-down + exit check. Teacher leads static stretching and collects a quick exit ticket orally or on paper: “Name one decision you made under pressure and one rule you followed to stay safe.”

Resources

  • 8 dodge balls
  • 2 benches positioned behind the basketball hoops
  • Cones/markers to define halves and the low-throw target zone if needed
  • Whistle/timer or phone stopwatch
  • Stop-start signal cards for teacher
  • Optional: clipboard or simple checklist for teacher observation
  • Water bottles for students
  • Space reminder signs (where balls can be collected safely)

Assessment

  • Teacher observation during the game: correct throw height and rule understanding (out/caught/ground contact).
  • Formative checks at the tactical pause: students can describe a strategy choice (feint, change of direction, aiming option).
  • Exit ticket: one example of a pressure decision plus one safety/rules statement.

Differentiation

  • Support: provide sentence starters for the tactical pause (e.g., “When we were under pressure, we…”, “We threw low because…”, “A feint helped us by…”).
  • Support: allow a smaller starting distance or slower ball size/throw speed if students repeatedly break the “below shoulder height” rule.
  • Extension: ask higher-capability students to identify and try two different aiming options (direct hit vs backboard target) and explain which one created the best re-entry chance.
  • SEN/EAL: use demonstration and paired rule practice; reduce language load by using short rule cards at each bench and on the sideline.

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