
PE • 60 • 30 students • Created with AI following Aligned with New Zealand Curriculum
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This is lesson 3 of 9 in the unit "Target Games Mastery". Lesson Title: Understanding Target Zones Lesson Description: Identify and create target zones for different games. Analyze the impact of distance and angle on accuracy through group activities.
In this lesson (3 of 9) in “Target Games Mastery”, students learn how to design target zones for different activities and how distance and angle affect accuracy. They work in groups to test, adjust, and explain what changes improve hitting or landing in the target areas.
0–5 min · Warm-up: Target focus. Teacher sets up a quick “accuracy ladder” with 3 small targets at one height and short range; students practise controlled sending/aiming and freeze when the teacher calls “check your aim.” Students complete two controlled rounds, then one challenge: “What helps you land closer?”
5–12 min · Hook: Distance & angle demo. Teacher demonstrates two conditions with the same object and the same person: (a) nearer target, (b) farther target; then a diagonal approach (angle). Students observe and record a quick vote: “Which condition was harder and why?”
12–20 min · Direct teach: Target zones. Teacher shows examples of target zoning (zones scored from high to low; or wide middle worth more) and explains that zones can be shaped to match game goals and skill level. Students, in pairs, discuss and write one design rule for a “beginner zone” and one for an “advanced zone” (e.g., bigger/smaller, closer/farther, wider/narrower).
20–32 min · Group activity 1: Build & test zones. Teacher assigns groups of 4–5 and gives each group materials: cones/bibs/tape to mark zones, scoring cards, and one type of throwing/sending object (e.g., beanbags, soft balls). Students create a target zone layout for their chosen game scenario (teacher-selected):
52–58 min · Skill review: Quick refine. Teacher runs a short “apply what you learned” round: students return to their group’s best zone setup and do 5 controlled attempts, applying their chosen strategy (e.g., adjust aim, step/stance, release timing, follow-through). Students focus on consistency, not maximum power.
58–60 min · Exit ticket: One decision. Teacher collects a quick check: students circle one statement and add one short reason:
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