PE004 – TEAM SPORTS: Ultimate Frisbee
PHYSICAL EDUCATION 4
Course Code: PE004
Course Title: Team Sports
Course Description: PE 4 promotes and institutionalizes team sports as a means
for physical fitness and recreation, social training and personal discipline for all willing
students on the development of potential athletes who are physically gifted and inclined
to specialize in athletics. The activities are organized, and which are governed by rules
and regulations to provide the best possible demonstration of the skill to be learned and
to continually assist the student in the practice using the techniques to assume
improvement.
PRELIMINARY
WEEK 1 WEEK 2 WEEK 3 WEEK 4 WEEK 5 WEEK 6
Orientation Basic skills in Ultimate Frisbee: Combination Written
of Basic Skills Examination
MIDTERM
WEEK 7 WEEK 8 WEEK 9 WEEK 10 WEEK 11 WEEK 12
The Ultimate Warm-up and Conditioning Ultimate Skill-related drills
exercises Practical Test for Basic Written
Footwork and Drills
Practical Test for Ultimate Warm-up and Examination
Conditioning exercises
Ultimate Basic Footwork
FINALS
WEEK 13 WEEK 14 WEEK 15 WEEK 16 WEEK 17 WEEK 18
Ultimate Ultimate Game Play PE day: Inter-classes
GAME Ultimate Frisbee competition Written
Rules and Students Completion Examination
Regulations
Classroom Policies:
Aside from academic deficiency, other grounds for a failing grade are:
Grave Misconduct and or cheating during examinations.
Failure to comply with the requirements of the course will mark 5.0
A failing academic standing and failure to take the term examinations.
Failure to attend Fitness and Wellness Day (PE004)
Grading System:
Components Grading Percentage
Performance Output/Project 40%
Term Exam 30%
Recitation 15%
Quizzes 15%
Total 100%
Institute of Human Kinetics – Southern Luzon State University
PE004 – TEAM SPORTS: Ultimate Frisbee
Ultimate is a non-contact, self-refereed team sport played with a flying disc frisbee.
Ultimate Frisbee is now known in many countries simply as the less-catchy “Ultimate”
since Frisbee is a registered trademark. It is a fast-paced sport with similarities to
basketball, netball, football (soccer) and American Football.
Walter Morrison - invented a plastic version with improved aero-dynamics, and then
followed the Pluto Platter.
In 1968, Joel Silver introduced his idea of Ultimate Frisbee to the Columbia High School
student council in Maplewood New Jersey, USA. The next year, the first game was
played between two groups of students.
Object of the Game
The object of Ultimate is to pass the flying disc to a player in the endzone of the pitch
and in so doing a goal is scored. As in rugby and American Football the ends the last
18m in this case of the pitch are the scoring zones. The winner is usually decided by
whichever team is first to score a specified number of goals or whichever team scores
the most goals in each timeframe.
Rules of Ultimate Frisbee
- The match is started by a “pull”, where one side throws-off to the other.
- A player cannot run with the disc and must stop as soon as they receive it,
although they may pivot on one leg (a la netball).
- If a pass hits the floor, is intercepted or is caught out of bounds possession goes
to the other side.
- A player in possession has 10 seconds in which to pass the disc or they cede
possession to the opposition.
- The defender (marker) makes the count (stall count).
- Ultimate is a non-contact sport and defenders may only stand within three meters
of the disc-holder.
- Substitutions are only allowed after a goal has been scored (and before the
throw-off), to replace an injured player or after periods of play and not during a
timeout.
- Ultimate is self-officiating and, indicative of its origins and free-spirited reputation,
the Spirit of the Game (SOTG) is highly respected. Only a fouled player may call
or appeal for a foul and there is a strong spirit of respect and sportsmanship
demanded. Many other sports could do well to take heed.
Fouls
1. Fouls are the result of physical contact between opposing players. A foul can
only be called by the player who has been fouled and must be announced by
calling out the word "Foul!" loudly immediately after the foul has occurred.
2. The player initiating contact is guilty of a foul.
Institute of Human Kinetics – Southern Luzon State University
PE004 – TEAM SPORTS: Ultimate Frisbee
3. Throwing Fouls:
1. A throwing foul may be called when there is contact between the thrower
and the marker.
2. Contact occurring during the follow through (after the disc has been
released) is not sufficient grounds for a foul but should still be avoided
whenever possible.
3. When a foul is committed by a thrower or the marker, play stops and
possession reverts to the thrower after a check.
4. If the thrower is fouled in the act of throwing the pass is completed, the
foul is automatically declined, and play continues without interruption.
5. If the marker is fouled in the act of throwing and the pass is not completed,
play continues without interruption.
4. Catching Fouls
1. A catching foul may be called when there is contact between opposing
players in the process of attempting a catch, interception, or knock down.
A certain amount of incidental contact during or immediately after the
catching attempt is often unavoidable and is not a foul.
2. If a player contacts an opponent before the disc arrives and thereby
interferes with that opponent's attempt to make a play on the disc, that
player has committed a foul.
3. If a player's attempt to make a play on the disc causes significant impact
with a legitimately positioned stationary opponent, before or after the disc
arrives, that player has committed a foul.
4. Dangerous, aggressive behavior or reckless disregard for the safety of
fellow players is always a foul.
5. If a catching foul occurs and is uncontested, the player fouled gains
possession at the point of the infraction. If the call is disputed, the disc
goes back to the thrower.
Violations
1. A violation occurs when a player violates the rules in a manner which does not
result in physical contact ( e.g. throwing a pass during an approach to the goal
line; illegal guarding position by the marker; not establishing a pivot foot after
carrying the disc in from out-of-bounds, etc.)
2. A violation may be called by any player who recognizes that a violation has
occurred. the player must immediately call "violation" or the name of the specific
violation loudly.
3. Traveling:
1. The thrower must keep all or part of the pivot foot in contact with a single
spot on the field. Should the thrower lose contact with that spot, the
thrower has traveled.
2. If the receiver obviously takes more steps than are required to stop after
catching a pass, that player has traveled.
3. If a receiver, after receiving a pass on the run, releases a pass after the
third ground contact and before coming to a complete stop, that receiver
has traveled.
4. Strip:
1. No defensive player may touch the disc while it is in the hands of the
thrower. If a defensive player does so, causing the thrower to drop the
disc, the thrower calls, "Strip."
2. The thrower then picks up the disc and play continue unhalted from the
point where the thrower regained possession.
3. If a count was in progress as the disc was stripped, the count is
temporarily halted until the thrower regains possession.
5. Double Team
1. Only one marker is permitted to guard the thrower.
Institute of Human Kinetics – Southern Luzon State University
PE004 – TEAM SPORTS: Ultimate Frisbee
2. No other defensive player may establish a position within three(3) meters
of the pivot foot of the thrower, unless s/he is guarding another offensive
player in that area.
3. Should the thrower recognize a double team situation, s/he first calls
"Double Teaming" as a warning. If the defensive team continues to double
team", the thrower calls "Double Teaming" again, and it is a violation.
Time-Outs
1. TIME-OUT
1. Each team is permitted three (3) time-outs per half, and one (1) per
overtime.
2. Each time-out lasts up to two (2) minutes.
3. The layer calling the time-out must form a "T" with his/her hands and call
"time-out" loudly.
4. A time-out may be called by either team after a goal and before the
ensuing accepted throw-off.
5. During play, only the person with possession of the disc can call a time-
out.
6. When play resumes after a time-out:
1. The player who had possession puts the disc into play.
2. The disc is put into play at the location where the disc was when
the time-out was called.
3. Play is resumed using a check and all other players may set up in
any position on the field.
2. INJURY TIME-OUT
1. Injury time-out can be called by any member of the injured player's team.
The time-out call is in effect at the time of the injury. In other words, the
call is retroactive to the time that the injury occurred.
2. Injury time-out results in a team time-out if the injured player does not
leave the game. A "spirit of the have" exception is made when the injury is
caused by an opposing player.
3. When play resumes after an injury time-out:
1. The player who had possession of the disc when the injury
occurred puts the disc into play. If that player leaves the field due to
injury, the player replacing him/her puts the disc into play.
2. If the disc was in the air at the time of the injury, play continues until
possession is gained and that player puts the disc into play.
3. The disc is put into play at the location where the disc was when
the injury occurred.
4. The play is resumed using a check and all players must assume
their respective positions on the field when the time-out was called.
Equipment
1. Any flying disc may be used if it is acceptable to both team captains. If the
captains cannot agree, the currently accepted disc of the Ultimate Players
Association (165 - 175g) shall be used.
2. Individual players may wear any soft protective clothing if it does not endanger
the safety of any other player.
3. Cleats which have any metal exposed are not allowed.
4. Each player must wear a uniform or other clothing that distinguishes him/her from
the players on the other team.
Institute of Human Kinetics – Southern Luzon State University
PE004 – TEAM SPORTS: Ultimate Frisbee
ULTIMATE FRISBEE RUBRICS
CRITERIA 1 PT 2 PTS 3 PTS 4 PTS 5 PTS
The student The student Student consistently Student consistently
Movement Student stands in the rarely moves sometimes moves to open moves to open
in The game and does not move to help the moves to open spaces on offence, spaces on offence,
Game to help the team team. spaces on and generally and consistently
offence, but does moves to cover moves to cover their
little on defense their mark on mark on defense.
defense.
Student is Student is usually Student is Student is
Student is not able to rarely able to able to accurately consistently able to consistently able to
accurately throw the accurately throw the frisbee. accurately throw the accurately throw the
frisbee. They have no throw the They have good frisbee. They have frisbee. They have
Throwing technique or control. frisbee. They technique and very good excellent technique
lack technique control. technique and and control.
and control. Holds frisbee control. Holds frisbee
correctly. Holds frisbee correctly.
Power of pass. correctly. Power of pass.
Aims the pass. Power of pass. Aims the pass.
Aims the pass. Height of pass.
Height of pass. Type of pass.
Student is not able to Student is Student is Student is Student is
catch the frisbee. occasionally generally able to consistently able to consistently able to
Student is afraid of the able to catch catch the frisbee catch the frisbee catch the frisbee with
frisbee. the frisbee but with two hands with two hands and one or two hands.
Catching shows little or and shows no occasionally with Student consistently
no fear and a fear. one. moves towards the
genuine Student frisbee while it is in
attempt to occasionally moves flight.
catch it. towards the frisbee
while it is in flight.
Consistently Often uses the Student generally Student rarely uses Student consistently
uses the same same uses the same the same uses the whole team.
teammates. teammates teammates but teammates and Often communicates
Teamwork occasionally uses often uses the with the team.
the whole team. whole team.
Rarely Sometimes
communicates communicates with
with the team. the team.
Student displays little or Student Student displays Student displays a Student displays an
no fair play. Rarely displays lack a good sense of very good sense of excellent sense of
follows the rules and is of fair play. fair play. Usually fair play. Student fair play. Student
Rules and often seen arguing with Sometimes follows the rules almost always always follows the
Fair play other students. follows rules and occasionally follows the rules rules and never
and argues argues with other and rarely argues argues with the other
with other students, but with other students. students.
students. overall, their
progress is
satisfactory.
Institute of Human Kinetics – Southern Luzon State University