AFL Secondary Schools Coaching Lesson Plan

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SKILLS & DRILLS BOOKLET aflnz.co.nz/secondary-schools

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Secondary School Programmes AFL New Zealand has diversified the programmes available to Secondary Schools to ensure flexibility that suits the outcomes of your school and provides opportunities for students and staff to participate in all facets of AFL. The exciting range of programmes ensures that our professional staff can work with Secondary Schools to deliver a fun and rewarding experience for girls, boys and teachers.

AFLNZ Programmes 1. 2. 3. 4. 5. 6. 7. 8. 9.

Introduction to AFL AFL Leadership Coach the Coaches AFL House Rules: In School competition AFL Force Back AFL Cross Code Acquisition Secondary Schools AFL Combine: Fitness and Skills Testing AFL Cup: Inter School Competition Gateway: Placement opportunities

Benefits 1. 2. 3. 4. 5. 6.

A new sport providing a level playing field for all students Structured sessions plans to assist designated outcomes Transferable skill development to other sports Promoting and increasing physical activity for students Accreditation and professional development for teachers and students Links to participation and high performance pathways

Resources AFL New Zealand is aware of the time and resource constrictions faced by schools and teachers. These programmes provide learning materials, equipment, staff and volunteers and are designed to take place in the class room, gymnasium or field space of any size.

Time ABOUT

The length of time for each of these programmes can vary from 2 class sessions to 10 class sessions and are dependent on the programme and school needs. The AFL Cup has fixed dates with remaining programmes available at any time of the year.

For more detail on AFL Secondary School programmes or competitions visit our website www.aflnz.co.nz. Alternatively contact AFL New Zealand schools@aflnz.co.nz or on 09 448 03 05. 3


How this booklet works What does a lesson involve? • • • •

Fun warm up game. Learning the skill and practicing. Touching on rules of the game that involved the taught skill. Fun Game involving the skill.

Throughout the booklet you will find the different skills and games that are associated to those different skills.

Programme Outline Taster • Skills; Drop punt and hand ball • Games; Over the river (Page 14), Kicking to Space (Page 15)

Intro to AFL Session 1 • Skills; Drop Punt, Mark & Hand Ball • Game; Over the River (Page 14), Hand ball Game (Page 14)

Session 2 • Skills; Bounce • Games; Hand ball game (Page 14), progression to a full game of AFL (Read page 7) Further Sessions, Progress into a full game of AFL (Read page 7, Rules on page 16-17)

Coach the Coaches • Teach the skills as you would to a primary school (AFL KiwiKick) - www.aflkiwikick.co.nz • The students will be coaching AFL KiwiKick to a Primary school at the end of the coach the coaches programme • Also teach coaching points along the way; • • • • •

HOW IT WORKS 4

Voice & Whistle Position Break it down to a few coaching points Catchy sayings Group & time management

• Still get the students to play the fun games they will be teaching. • Always ask questions i.e • • • •

Green Light – What went wells (KEEP) Orange light – What could be improved (IMPOROVE) Red Light – Didn’t work at all and should stop. (STOP) Can anyone identify any hazards that could create an unsafe session


The students will be marked on their sessions, when they are delivering AFL KiwiKick, so make sure you are preparing them for this – BUT make the session for the students as fun as possible at the same time.

Session 1 • Show a few warmup games • Drop Punt & Mark, • Over the river & Bomb the coach

Session 2 – Handball & Bounce • Review of week 1, get students to recap coaching points • Relay games • Hand ball Game

Session 3, 4, 5, 6

HOW IT WORKS

• Get small group to re-teach warmup games, skills and skill games back to the wider group. Ask/provide feedback (looking for them to improve as coaches) • Hand ball game (Page 14), progression to a full game of AFL (Read page 7)

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Physical Literacy Physical literacy is “the motivation, confidence, physical competence, knowledge and understanding required by participants that allows them to value and take responsibility for engaging in physical activity and sport for life.

Stepped approach to playing a full game of AFL A great way to learn how to play the game of AFL after the skills have been learnt is the stepped approach. By playing small games that lead up to the full game, you can teach the rules along the way and teach game sense and style (this can be done over multiple sessions).

Give players/students the power… By allowing players to create the rules along the way, you are keeping them fully engaged and allowing them to move forward when THEY feel confident in what they are doing. This is in line with AFL New Zealand & Sport New Zealand Physical Literacy approach, with the aim to encourage all participants involved to be ACTIVE FOR LIFE. Physical Literacy – is the motivation, confidence, physical competence, knowledge and understanding required by participants that allows them to value and take responsibility for engaging in physical activity and sport for life.

Moving into a full game of AFL Start with playing the Handball game (Page 14, but with no scoring, just a possession game (i.e. how many passes can they string together). During each step, get players to create new rules that introduce new skills and AFL rules.

PHYSICAL LITERACY 6


Step 1: Procession game (ie keep the ball for as long as possible) Suggested Rules • Handball only • No running with the ball • Pass in any direction • If touched, allow xx* sec to pass the ball (* You can determine how long) • Turnover, via ball hitting ground or intercept

Step 2: Add rules that move to playing a full game (but not all rules) of the Handball game Step 3: Students makes all the rules (with the idea of moving towards a full game of AFL Step 4: Full game of AFL The Key is to add rules and skills to the game when players feel comfortable with the set of rules/skills they are playing/practicing. As the coach/teacher you can gage where they are at and ask questions, introduction new rules and skills when you feel they are ready to progress. Use your own judgment and limit the amount of new rules/skills at a time, this will allow them to practice that element before adding extra skills/rules ( If need be, be suggestive in the rules to help guide them in the right direction).

Suggested skills / rules that can be added Allowed to run with the ball Turnover if touched (this encourages not to run into a contestable area) Time given to pass the ball, after you’ve been touched Allowed to tackle Allowed to bounce Allowed one bounce only, then have to pass Carry on, if ball hits the ground How far you can run before bouncing (may need to adjust to size of field) Can only kick in from side-line or when a point has been scored Number of players per team Size of field Drop punting only after xx* hand balls (* You can determine how many) Drop punting at any stage Shepherding is allowed

PHYSICAL LITERACY

• • • • • • • • • • • • • •

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Skill: Drop Punt Kicking and kicking accuracy is the most important skill of AFL. Teams score by kicking the football through four posts erected in your scoring zone. If the ball is caught on the full from a kick that has travelled over 15 metres or more, the catcher is awarded a free kick or hand pass for your team. An opposition player is allowed to stand on the mark where the catch was taken.

Teaching points 1. Line up your body with your target. Have your head slightly bent over the ball. Hold the ball over the thigh of the kicking leg. 2. Guide the ball down with one hand. 3. Point your toes at your target – see the ball hit the foot. Follow through straight towards the target.

The grip

SKILL: DROP PUNT 8

Practice Drill In pairs, approximately 10 metres apart, kick the ball to each other alternating right and left feet. Increase the distance as you gain accuracy.

The fingers are spread evenly along each side of the ball, with thumbs extending to the lacing. The grip is the same for both left and right-foot kicks.

The release The ball is guided down and kicked on the bottom point, along the lower laces of the boot. It should spin in a backwards end-over-end fashion.


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Skill: Handball The handball is the alternate way of disposing of the ball in AFL. Any throw of the ball will result in a turnover. The handball is a skill that allows for fast transfer of the ball upfield as players run from defence to attack.

Teaching points The ball must rest on the platform hand and be hit with a clenched fist. Players should have their eyes on the ball. The punching fist is formed by placing the thumb outside, not inside the fingers. The stance is nearly side on to allow the punching arm to swing through freely. Keep knees slightly bent to maintain balance. For a right-handed handball, the left foot is forward, and vice versa for a left-handed handball. 7. Punching arm is also slightly bent. 8. After contact is made with the ball, the fist remains on the platform hand – “catch the fist”.

Practice Drill

SKILL: HANDBALL

1. 2. 3. 4. 5. 6.

Quick Fire Handball (3 players, 2 ball)

Pairs o

Players form a triangle with 5 metres between each player. Two players take turns handballing to the other player. Each time alternate hands.

In pairs other o Change pace an

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Skill: The Mark A Mark or catch is awarded by the umpire if, in the opinion of the umpire, a player catches or takes control of the football after it has been kicked by another player and travelled a distance of 15m. This entitles the catcher to a a free kick or hand pass. Remember in AFL an opposition player can stand on the mark where the mark/catch was taken.

Teaching points 1. 2. 3. 4.

Eyes must be focused on the ball all the way from the player’s boot to your hands. Position your body in line with the flight of the ball. Move forward to meet the ball; never wait for it to come to you. Skilful players should take the ball in both hands with fingers spread and thumbs close together forming a W. Beginners should use the chest mark.

Practice Drill SKILL: MARK 10

In pairs approximately 10 metres apart, kick the ball to each other practising the chest and hand mark. Progress to one person running towards their partner and marking the ball, starting about 15 metres apart. Lengthen the distance as the drill progresses and form two teams. One team runs in to take the mark then kick for the approaching player and run through to the other end.


Arm or chest mark • Keep your eyes on the ball and line up the body with the flight of the ball. • The fingers and hands are extended – palms up. • Tuck the elbows in to the side. • The ball is taken on the hands and arms and guided to the chest. • The ball is hugged tightly to the chest. This is an important marking style if the ball is wet or muddy.

Hand mark Players should practise taking the ball in the hands at all times, in preference to letting it hit the chest. This will help quick disposal. • Eyes must be on the flight of the ball. • The fingers should be outstretched, pointing towards the ball. The thumbs are positioned behind the ball. • The arms must be extended – ‘long arms’. • The ball is firmly gripped in the fingers. • Ensure your body is behind the flight of the ball.

Overhead mark • Keep your eyes on the ball. Line up your body with the flight of the ball. • Jump off one foot and swing the other knee up to gain maximum height. • Keep eyes on the ball, fingers outstretched and thumbs almost together. • The ball is met slightly in front of the head with arms extended – ‘long arms’. It should be firmly gripped in the fingers.

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Skill: Bounce Where a player is moving whilst in possession of the ball he/she must bounce the ball or touch it on the ground after every fifteen metres (about 10 or 12 steps), irrespective of whether such a player is running in a straight line or otherwise.

Teaching points 1. The ball is held slightly on top by the bouncing hand. 2. The ball is pushed down with one hand. 3. The ball strikes the ground at an angle of about 45 degrees. 4. The ball is bounced far enough in front so that it will bounce into the player’s hand as he runs forward. 5. The distance at which the ball is thrown out in front is directly related to the player’s speed – the faster he is running, the further out in front it must be thrown.

SKILL: BOUNCE 12

Practice Drill Players take turn running out around a cone bouncing the ball every few steps. Handball to the next player on the way back.

Wet weather bounce On wet days, the ball will skid away or fail to bounce back. In this case, it should be touched on the ground, using both hands.


Warm up Games Continuous Tag

Octopus Tag

The object of the game is to tag as many people as you can without getting tagged yourself. If you do get tagged, remember who tagged you and then drop one knee and freeze. When the individual who tagged you gets tagged, you can get up and start tagging again. Players must be honest if you get tagged to stop and take a knee.

Create a square or rectangular area wide enough so all participants can fan out along one edge. A group of people are ‘IN’ and calls out runners using particular features (e.g. all those wearing pink socks) Once tagged, kids remain in the middle (but unable to move off the spot they were tagged) until last person is declared winner.

Partner Tag

Rats and Roosters

In a marked area partner with ball is IT. When a handball hits their partner below shoulders who if hit is then IT and then gets the ball and chases their partner and so on.

Students partner up and split into Rats and Roosters and stand 5 metres apart in a line facing each other

Alaskan Baseball Two teams. One team starts with the football and handballs as far as they can the person who handballed the ball starts running around their team. A run is scored every time they make it around their full team. The other team must pick up the ball and pass it Under and Over until it reaches the end of their team. Once it does the last person yells stop, handballs it away and starts running around their team. Team that was scoring runs must stop and go get the ball and so on until one of the teams score the predetermined number of runs to win. Can replace Handball with Drop Punt.

Whichever name is called, that student has to turn, run and try to make it to safety (e.g. other side of Basketball court) without getting tagged by their partner.

Front to Back Set up a 10m x 10m square (alternatively use the centresquare on the football oval). All students are required to perform a different locomotive skill (running, jumping, hopping) determined by the teacher. When the teacher blows the whistle, the teacher will call either: • “Front to Front” – two students must face each other; • “Back to Back” – two students stand back to back. The teacher starts the activity again by calling out another locomotive skill. Each time the whistle is s blown, students must pair up with someone different.

WARM UP GAMES

Progression: If partner catches the ball from a handball they’re not out.

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Skill Drills/Fun Games Handball Game (Handball, Mark)

direction so that you can use alternative hands. Encourage players to go faster as they improve.

Variations:

Increase the distance between the children and to bounce and handball.

Teaching points:

The aim of this game is for players to move the ball across the field to score a goal by handballing between two markers.

Rules:

• Six players per team • The ball is turned over if the player in posession is touched with two hands

The ball must rest on the platform hand and be hit with a clenched fist. Players should have their eyes on the ball. The punching fist is formed by placing the thumb on the outside, not inside the fingers. “Catch the fist”.

Over the River (Drop Punt, Handball) Two Teams stand in a square opposite each

• Players can run up to 10m with the ball before having to handball

goal line

• Ball is turned over if it hits the ground neutral zone

Variations:

• Add Bounce every 10 steps • Drop Punt in f rom Boundary • Slowly add in more rules

Pairs on the Run (Handball, Bounce)

SKILLS & DRILLS 14

other with a space (the river). The space can be adjusted for the age group. Children kick the ball over the river into the opposite square. The Kick needs to be over shoulder height. The opposite team are trying to mark the ball, to allow no points. A Point is award if the ball hits the ground in the opposite teams square. The Kick cannot land in the river area of outside the square, if it does a point is awarded to the opposing team.

Using the handpass, jog side by side with your partner and handpass to each other over approximately two metres. Change

Children who have had a kick must handball to other children in their team. The first to x amount of points win.


Skill Drills/Fun Games Evasion Square (Evasion, Handball, Mark)

Focus: • Kicker: Aim to lob the ball into the space (the ball should be kicked high, not flat) Follow through straight towards the target. • Receiver: Arrive in the space at the same time as the ball - your aim is to mark the ball as high as possible.

Focus:

• Player with ball pushes hard off the foot planted on the same side as the ball • It is important to be balanced before handballing to your partner

Kicking to Space (Drop Punt, Mark) Children form two lines approximately 15 metres apart. Child A kicks to a designated space at the side (form a 3 x 3 metre box with markers), child B leads to that space to

mark the ball. On taking the mark, child B runs and handballs to child C. Child A runs to the back of line 2.

Clean Hands (Handball, Mark, Drop Punt)

Player jogs to meet ball rolled by leader. Using two hands, the player picks up the ball, handballs back to the helper coach, runs around the leader before returning to the end of the line. Variations: Leader rolls the ball on its side, end over end, on an angle, hand balls to player, handballs high to player etc; player picks up the ball and bounces it before handballing to the Leader.

Focus:

• Keep your eyes on the ball at all times. • Body in line with the path of the ball in a semi-crouched position. • Extend arms and hands with fingers almost touching the fround, palms towards the ball. • Pick up the ball cleanly with both hands • Bring ball to handball position

SKILLS & DRILLS

With the ball player A runs towards the defender (D) in square one. Player A holds the ball out to one side, pushes hard off the foot planted on the same side of the ball and handballs to player B. Player B repeats in the next square before handballing back to player A in the third square, who repeats.

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AFL Cup Rules Field

Mark (Catch)

• Recommended field size 100x50m – Rugby or soccer pitch is fine • The field is split in 3 zones and are advised to be set at 30m/40m/30m

• A Mark or catch is awarded by the umpire if, in the opinion of the umpire, a player catches or takes control of the football after it has been kicked by any other player and has travelled a minimum distance of 15m • This entitles the catcher to a possession to take a free kick or hand pass • The player taking the mark will have a reasonable opportunity to dispose of the ball or play on. If he/she delays, the umpire will place a five-second count for play to resume • It is not a mark if the ball touches the ground or has been touched by another player during the period when the ball was kicked until it was caught or controlled by the player • When a player is awarded a Mark or Free Kick an opposing player may stand at the position on the playing surface where the mark or free kick was awarded known as “the mark” • No opposition player (except for the player on the mark) maybe closer than 5 metres away in any direction

Teams • Nine (9) players to take the field at any one time with unlimited interchange players • Interchange of players may take place at any time, and be unlimited in number • Player coming off the field must be completely off before the replacement can go on • Teams consist of three forwards, three centres and three backs • Players must be in their zones at the start of the match and after a goal has been scored. Once the game is in progress, Players can move freely across all 3 zones

Duration • The game will consist of 2 x 15 minute halves or 4 x 10minute quarters with no time outs • This will be determined by game officials prior to the start of tournament and agreed upon by all coaching staff

Scoring • There are four vertical posts at either end of the field utilised for scoring • 6 points is awarded for a ball kicked between the goal posts/ taller posts without being touched • 1 point is awarded if the ball hits the goal post or is touched/ knocked/ tapped/run between the goal posts • 1 point is awarded if the ball is kicked/touched/ knocked/tapped/ run between the goal posts and the shorter outside point post • The field umpire will be the sole judge of whether the kick for goal was successful

Disposal of the Ball

RULES 16

• The ball must be disposed of by a handball or kick • Players are not permitted to throw or hand the ball to another player or a free kick will be awarded to the opposing player

Bouncing the ball • Where a player is moving whilst in possession of the ball he/she must bounce the ball or touch it on the ground after fifteen metres, irrespective of whether such a player is running in a straight line or otherwise

Gaining possession of the ball Possession of the ball is achieved by: • Picking the ball up off the ground • Catching the ball from a kick on the full • Through a turnover or free Kick awarded for a penalty applied to the opposition for incorrect disposal • When a point is scored or the ball goes out of play • When a player in possession of the ball is tackled by an opposing player, and has had no prior opportunity to dispose of the ball they must make a genuine attempt to dispose of the ball by hand or foot within two seconds


Maintaining Possession • A player may stay in possession of the ball for a maximum distance of 15 metres unless: • the player is tackled an adjudged holding the ball (tackled) (e.g. Player did not try to pass it on) • directed to dispose of the football by the umpire

Play On “Play on” is a call utilised by the umpire to inform participants that the ball is live and the opportunity exists to dispossess the ball carrier The umpire shall call “Play On” in the following circumstances: • When a player after taking a mark runs around or over the spot “the mark” where he/she caught the ball • When a player after a turnover has occurred runs around or over the spot “the mark “where the ball made contact with the ground due to the turn over • The ball after being kicked has been touched in transit

Contact/Tackle • Must be below the shoulders and above the knees • There is no pushing in the back • Tackle is below the shoulder and above the knees and cannot drive a player forward from behind • Any contact above the shoulder or in the back will result in a freekick against the player making contact.

Start of Play • The game shall be started by a ball up between two centreline players (ruckman) in the centre of the ground; players must be within a 5m circle for their run up to contest the ball when the umpire commences by throwing the ball up • The two competing players(ruckman) in the ball up cannot grab the ball or take possession of it until it has been touched by one of the centre players not involved in the ball up • The centre players not involved in the ball up may play the ball once it leaves the ruckmans hand Once the ball leaves the hand of the umpire players may move freely between zones

Restart of play • After every major score (6), play is restarted in the centre of the field via a ball up • After a minor score (1 point) the ball is required to be kicked back into play from between the goals by a defender

Out of Bounds • When the ball goes out of bounds (ball completely over the line) by hand or foot, the nearest opponent shall kick the ball back into play • If there is any doubt as to which team last touched the ball before it went out of bounds, the umpire shall call a ball-up five metres in from the boundary line

Field Bounces/Ball Ups • The ball shall be thrown up when the umpire is unsure which team touched the ball before it went out of bounds If a player has had no prior opportunity to dispose of the ball when tackled Or the ball is trapped in a contest

Playing the Advantage • The field umpire instead of awarding a free kick may allow play to continue by calling “Advantage Play On” in the case that the individual player in possession of the ball initiates the advantage

Kicking off the ground • A player is not permitted to deliberately kick the ball off the ground

Diving on the Ball • Players are not permitted to dive on the ball; a free kick will be awarded against the player diving on the ball

Twenty five Metre Penalty A twenty five metre penalty may be awarded when a player: • Over steps the Mark • Engages in time wasting • Uses abusive, insulting, threatening or obscene language or behaviour towards an umpire • Enters the protected 5 metre area around a player which has been awarded a mark or free kick • Has not returned the football directly and on the full to the player awarded the Free Kick or Mark • Engages in any other conduct for which a Free Kick would originally be awarded

RULES

• If a player in possession has had prior opportunity to dispose of the ball and is tackled, a turnover will be awarded (e.g. Tackled whilst trying to dodge/step a player) • Players may attempt to intercept the ball in flight

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AFL 9's Rules (non contact) Important Rules • Teams score by kicking the ball travelling through four posts erected in your scoring zone. • If the ball is caught on the full from a kick, irrespective of the distance the ball has travelled, the catcher is awarded a free kick or hand pass for your team unimpeded by the opposition. • Turnovers are created by intercepting opposition foot and hand passes or by touching your opponent whilst in possession followed by their failure to dispose of the ball within two seconds. • Whilst in possession you are permitted to run with the ball but must bounce the ball or touch the ball on the ground every 15 metres. • A player who has not secured possession from a catch and has had prior opportunity to dispose of the ball, will be penalised by an immediate turn over if touched whilst in possession. (eg. touched whilst dodging.)

Suggested coaching points for game; • • • • •

Get your body in front of your opponent when marking Focus on the football, keep your eyes on the ball Keep your momentum through picking up the ball off the ground Support your teammate by shepherding when they are picking up the ball or in possesion Clean hands (Marking) • • • •

Keep your eyes on the ball Body in line with the ball Both hands Mark the ball at the highest point

• When Kicking • Kick the ball to teammates advantages – into space • Follow through your kick in a straight line to the target • When receiving, arrive in the space at the same time as the ball • Passing • Pass in the direction you are moving ie, if you are run back towards your own goal, pass to someone moving forward, rather that doing a U turn • Evasion • Use your team mates to evade opponent’s vs taking the ball to a contest • Ie, have teams mates shepherd for you, for space to move into • Open space, can be backwards, look for open space all the time, this will make it easier to move the ball into a position to score. • Don’t get caught with the ball, pass it before getting tackled

RULES 18


AFLNZ YOUTH AFL PATHWAY SECONDARY SCHOOL & INTERMEDIATE PROGRAMME/COMPETITIONS

YOUTH COMPETITION A competition & development programme in Auckland, Wellington and Canterbury BOYS: U12, U14, U17

GIRLS: U12, U14, U17

Selections made by AFL New Zealand talent identification staff through observation of athletes performance

AFL NEW ZEALAND ACADEMY The programme focusses on improving selected athletes skills, fitness and game understanding preparing for possible national representation Level 1, Level 2, Youth Girls

NATIONAL REPRESENTATION Academy Level 1, Academy Level 2, Academy Youth Girls, Under 18 vs Australian based teams

Youth Boys

Youth Girls

INTERNATIONAL SCHOLARSHIP

AFLW U18 NATIONAL CHAMPIONSHIPS

Athletes from NZ can be provided with International Scholarship opportunities by AFL Clubs at anytime.

Played in a different location within Australia in May each year

PATHWAYS

Either touring Australia or played in New Zealand

AFL CAREER NB: Athletes meeting specific AFL New Zealand criteria can be selected into the AFLNZ Academy at any stage.

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PO Box 300 633, Albany, New Zealand P 09 448 0305 E schools@aflnz.co.nz

www.aflnz.co.nz @aflnz

/aflnz

@aflnz

AFL Secondary Schools is brought to you in partnership with:

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