

The area in between both Spaceships will be Outer Space. Each Spaceship will be given an equal amount of Energy Balls. Each team will be given a base area which will be known as their Spaceship. In this build, the teacher will assign three teams to one half of the gym and three teams to the other half. At the end of the round, the class comes together to discuss what they have learned so far in regards to throwing a ball underhand with power and accuracy. Teams attempt to clear as many Power Stations as possible before the end of the round (which is determined by a time limit set by the teacher). Having the having meteors of different weights and sizes provides challenge to the students as they are required to use different amounts of force than they did when attempting to knock over the pins. Play resumes just as it did before, except that now players are attempting to clear the meteors out of the Power Station pad. In this build, the teacher will replace all of the pins with balls of different weights and sizes, which will serve as Power Stations. The build continues until each team has worked at each base and the teacher has been able to provide individual feedback to each student. Once they have, teams go set them all back up and then rotate to a new Space Base. Play goes on until all of the Space Tower have been knocked over. At the Space Base where the teacher is set up, the teacher works with each individual thrower by giving them specific feedback on their performance and helping them set goals for their throw. Once the throwing player has received feedback, they go retrieve their ball and – if the throw connected – the pin they knocked over.

If the Mini-Coaches saw the critical element from their space base being demonstrated, they give a thumbs up. Right after their throw, the throwing player looks to their team who acting as Mini-Coaches. If they don’t they simply retrieve their ball. If they knock a pin over, they get to bring the pin back to their Space Base (along with their Energy Ball). On the teacher’s signal, the first player of each team moves to a space near the centre line of the gym and, using an underhand throw, attempts to knock over a Space Tower. Teams take a minute to look over and discuss their Skill Key Card. The teacher then assigns a Skill Key Card to five of the teams and then sets up at the sixth space base. The teacher sets up several Space Towers (hoop, ring, thin pin) on the other half of the gym. Each team has a Space Base (all bases are on one half of the gym and each team is given an Energy Ball (gator ball).
