STANDARDS :
1.6
Throw an object accurately and 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 a 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 consesus on the best solution.
![Picture](/uploads/2/5/3/8/25389713/4654708.jpg?446)
Description:
Frisbee is a sport that is played with a plastic flying disk. Points are scored by passing the disk to a teammate in the opposing end zone, similar to American football or the in-goal area in rugby.
Frisbee is a sport that is played with a plastic flying disk. Points are scored by passing the disk to a teammate in the opposing end zone, similar to American football or the in-goal area in rugby.
MY OWN SUMMARY:
Frisbee was the first sport that we played in school. We had to form two teams that began at opposite end zones. After that, we have to advance the disk from one end zone to the opposite end zone. The disk is put on to play by one team throwing off to the other team which is called the pull. Once in play, the disk may be moved only by passing, so the player holding the disk must stay put (but may pivot on one foot). If a team successfully advances the disc into the end zone, that team scores a point, the teams swap directions, and the team that scored pulls to the other team. If a pass is incomplete, intercepted, or caught out of bounds, the opposing team immediately gains possession and tries to move the disc in the other direction. Another way to change possession is that the player holding the disc, (the thrower), has a limited time to throw the disc.
STUDY GUIDE:
1. The Field -- A rectangular shape with end zones at each end. A regulation field is 70 yards by 40 yards, with end zones 25 yards deep.
2. Initiate Play -- Each point begins with both teams lining up on the front of their respective end zone 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 five 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.
2. Initiate Play -- Each point begins with both teams lining up on the front of their respective end zone 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 five 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.
TEN SIMPLE RULES OF ULTIMATE FRISBEE :
1. START OF PLAY
To begin play the ultimate players from each team line up on their end zones and the defense team pulls (throws) the disc to the other team as a "kick-off". Pulls are long throws, and they are thrown in efforts of giving the offensive team poor field position and a chance for the defense to get down the field soon enough to stop advances. Teams consist of 7 players each.
2. MOVEMENT OF THE DISK
The disc may be moved in any direction by completing a pass to a teammate. After catching a pass, a player is required to come to a stop as quickly as possible, and then can only move their non pivot foot.
3. SCORING
A point is scored when a player catches a pass in the end zone his team is attacking.
4. CHANGE OF POSSESSION
An incomplete pass results in a change of possession. When this happens the defense immediately becomes the offense and gains possession of the disc where it comes to a stop on the field of play, or where it first traveled out of bounds. Play does not stop because of a turnover.
5. REASONS FOR TURNOVER:
6. FOULS
A foul is the result of contact between players, although incidental contact (not affecting the play) does not constitute a foul. When a foul disrupts possession, the play resumes as if the possession were retained. If the player committing the foul disagrees with the foul call, the disc is returned to the last thrower.
7. SUBSTITUTIONS
Teams are allowed to substitute players after a point is scored or for an injured player after an injury time out. In the case of an injury substitution, the opposing team is allowed to make a substitution for a non-injured player.
8. REFEREEING
Players are responsible for foul and line calls. Players resolve their own disputes. This creates a spirit of honesty and respect on the playing field. It is the duty of the player who committed the foul to speak up and admit his infraction. Occasionally, official observers are used to aid players in refereeing, known as observers.
9. STRATEGIES
Teams employ many different offensive strategies with different goals. Most basic strategies are an attempt to create open lanes on the field for the exchange of the disc between the thrower and the receiver. Organized teams assign positions to the players based on their specific strengths. Designated throwers are called handlers and designated receivers are called cutters. The amount of autonomy or overlap between these positions depends on the make-up of the team.
10. SPIRIT OF THE GAME
Ultimate is known for its "Spirit of the Game", often abbreviated SOTG. Ultimate's self-officiated nature demands a strong spirit of sportsmanship and respect.
To begin play the ultimate players from each team line up on their end zones and the defense team pulls (throws) the disc to the other team as a "kick-off". Pulls are long throws, and they are thrown in efforts of giving the offensive team poor field position and a chance for the defense to get down the field soon enough to stop advances. Teams consist of 7 players each.
2. MOVEMENT OF THE DISK
The disc may be moved in any direction by completing a pass to a teammate. After catching a pass, a player is required to come to a stop as quickly as possible, and then can only move their non pivot foot.
3. SCORING
A point is scored when a player catches a pass in the end zone his team is attacking.
4. CHANGE OF POSSESSION
An incomplete pass results in a change of possession. When this happens the defense immediately becomes the offense and gains possession of the disc where it comes to a stop on the field of play, or where it first traveled out of bounds. Play does not stop because of a turnover.
5. REASONS FOR TURNOVER:
- Throw-away — the thrower misses his target and the disc falls to the ground.
- Drop — the receiver is not able to catch the disc.
- Block — a defender deflects the disc in mid flight, causing it to hit the ground.
- Interception — a defender catches a disc thrown by the offense.
- Out of bounds — the disc lands out of bounds, hits an object out of bounds or is caught by a player who lands out of bounds or leaps from outside the playing field.
- Stall — a player on offense does not release the disc before the defender has counted out ten seconds.
6. FOULS
A foul is the result of contact between players, although incidental contact (not affecting the play) does not constitute a foul. When a foul disrupts possession, the play resumes as if the possession were retained. If the player committing the foul disagrees with the foul call, the disc is returned to the last thrower.
7. SUBSTITUTIONS
Teams are allowed to substitute players after a point is scored or for an injured player after an injury time out. In the case of an injury substitution, the opposing team is allowed to make a substitution for a non-injured player.
8. REFEREEING
Players are responsible for foul and line calls. Players resolve their own disputes. This creates a spirit of honesty and respect on the playing field. It is the duty of the player who committed the foul to speak up and admit his infraction. Occasionally, official observers are used to aid players in refereeing, known as observers.
9. STRATEGIES
Teams employ many different offensive strategies with different goals. Most basic strategies are an attempt to create open lanes on the field for the exchange of the disc between the thrower and the receiver. Organized teams assign positions to the players based on their specific strengths. Designated throwers are called handlers and designated receivers are called cutters. The amount of autonomy or overlap between these positions depends on the make-up of the team.
10. SPIRIT OF THE GAME
Ultimate is known for its "Spirit of the Game", often abbreviated SOTG. Ultimate's self-officiated nature demands a strong spirit of sportsmanship and respect.