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Super Mario Throwing Challenge Lesson Plan

Lesson – Overhand Throwing and Catching

Outcome/ Objective - S.1.2.B.1 Use basic movement skills (overhand throw) and concepts in
cooperative and/or low cooperative games with partners or in small
groups (playing catch with a partner)

Grade Level – 3

Equipment – Gator Skin Balls (3.25”, 5”, 7”and 8.5”)

Special Items (Rubber Chickens, Frisbees, Yarn Balls, Fox Tails, Foam Dice, etc.)

Scoops and Whiffle Balls

Warm-up – Students will complete the Fitness Letters exercises for one of the following words
Mario, Peach, Yoshi, Luigi (Picture of poster included)

Students will then meet on the white circle for a student led stretch

Activity – Super Mario Throwing Challenge!

Students will first review the proper mechanics of an overhand throw and catching skills via
demonstrations from students.

Students must then choose a character to play during the game; Mario, Peach or Luigi.

This is a 4 level activity where students will participate in throwing and catching levels to
increase their skill proficiency while having fun playing a gamified Super Mario themed game.

Level 1 – The students must find a partner and choose a ball. The task for level 1 is to complete
15 successful passes back and forth with your partner. If the ball is dropped, students must start
counting over again. Partners will stand between 7-10 meters apart from each other, with
accommodations made for those who may need them.

When the partners have completed level one they are rewarded the Mushroom Power and
must move their Plicker Magnet onto the level 2 section. Students are also rewarded with the
ability to choose a “Special Item” to use for level 2. This item could be a; rubber chicken, foam
dice, football, Frisbee, Fox tail etc.

Level 2 – Level 2 is similar to level 1 except that partners will be using their Special Item.
Partners still need to successfully complete 15 passes before advancing to level 3.
When the partners have completed level 2 they are rewarded the Fire Flower Power and
must move their Plicker Magnet onto the level 3 section. Students are also rewarded the ability
to have one redo to use if they drop a ball in the following levels.

Level 3 – Students must put away their special item and pick up a scoop and whiffle ball. In
level 3, partners must successfully complete 12 passes using the scoops and balls.
Accommodations can be made for students needing to move closer or throw underhand.

When the partners have completed level 3 they are rewarded the Star Power and must
move their Plicker Magnet onto the level 4 section. Students are also rewarded the ability to
change the song on our playlist. This ability can carry over into the following class.

Level 4 – The Final Level! - Partners are tasked with a very difficult challenge for level 4.
Using any of the previous equipment, partners must create their own trick pass. Once the trick
pass has been created and mastered, the partners then must show and teach the pass to 3 different
students in a show and tell setting.

If the partners successfully complete level 4 they are rewarded Yoshi , the top prize for the
Super Mario Throwing Challenge!

Cool Down/ Reflection – Before leaving the gym, students will meet at the Plicker Board and
review their progress. We will have a short discussion on how they did with their throwing and
catching skills as well as what they feel they need to work on next time.

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