Activity 1
Throw yourself free
Instructional video
Organization
- One player begins as the ticker. The remaining players spread out across the playing field.
- The frisbee area is 3 meters outside the playing field and is clearly marked. This is where the Frisbees are waiting.
Points of interest
- Make sure the frisbee area is clearly visible and that players throw the frisbee in a controlled manner without hitting other players.
- The Frisbee must be thrown and caught with precision.
- Players must communicate well to successfully catch the Frisbee and help each other.
Exercise
The game begins as a normal tapping game, with the tapping player trying to tap players inside the playing field. If a player is tapped, that player runs to the frisbee area outside the playing field.
In the frisbee area, the tapped player must throw the frisbee to a fellow player in the playing area to “free” play:
If successful, the player may return to the playing field after putting the Frisbee back. If it fails, then another try may be made. The ticker may not enter the frisbee area and must focus on the other players in the playing field. The game ends when all players have been tapped, or after an agreed time.
Plan
General (by organization)
- Participants – min. 6 / max. 12
- Dimension – 15 meters by 15 meters playing field, with a separate frisbee area 3 meters away from the playing field.
Material
- Frisbee 2x
- Cap 10x
- Ribbon 1x
Activity 2
Frisbee golf
Instructional video
Organization
The children start behind their own cap
Points of interest
Frisbee throw (right-handed):
- right foot step forward
- frisbee starts at the left hip and swings in front of the body
- wave to the side you want to throw to (pointing)
For left-handers the other way around
Exercise
A pair starts by placing the hoop in a spot where they must throw to.
This is the hole.
Next, the cap is placed at a challenging distance from the hoop.
The children will now try to get the Frisbee into the hoop in as few turns as possible.
This can be done in two ways:
- together, so alternate tossing until the Frisbee is in the hole
- individually, so first one player and then the other
Plan
General (by organization)
- Participants – min. 6 / max. 12
- Dimension – free space
Material
- Frisbee 4x
- Hoop 4x
- Cap 4x
* per pair a Frisbee, cap and hoop
Activity 3
Frisbee battle
Instructional video
Organization
Groups start behind the throwing line
Points of interest
- The Frisbee must hit the hoop (that is enough)
- Throwing must be from behind the throwing line
- The thrower must retrieve the frisbee himself
- The hoops may not be moved
Exercise
From the game leader’s starting signal, the children try to throw the color code. This code is created by the game leader. For example, a color code can be yellow-red-green-blue. This order must be followed. The children in the group take turns throwing, so after each throw a new player. If the correct color is thrown, the game leader puts this color bucket over and the group goes for the next color. The team that cracks the code first wins the game.
Simpler: the order of colors need not be followed.
Expansion 1: The game leader creates a longer code of 5 to 8 colors (so double colors is possible)
Elaboration 2: The game leader keeps track of the code on a bill, but the children do not know the code.
After the throw into a hoop, they hear from the game leader whether the color thrown is good or not.
Plan
General (by organization)
- Participants – min. 6 / max. 12
- Dimension – Distance between starting line and first hoop: 7 meters
Material
- Bucket16x (4x yellow, 4x red, 4x blue, 4x green)
- Hoop 12x (3x yellow, 3x red, 3x blue, 3x green)
- Cap 8x (2x yellow, 2x red, 2x blue, 2x green)
- Frisbee 4x