AFL 9s Teacher's Curriculum Resource Guide

Page 1

Six Activity Plans

AFL 9s Teacher’s Curriculum Resource Guide

www.afl.com.au/schools

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AFL 9s: Activity Plans

Welcome FOREWORD A critical component of the AFL’s strategy is to enhance the presence of Australia’s Indigenous game in primary and secondary schools by providing opportunities for all students to participate and engage with the game. A key element of achieving this is by providing teachers with engaging and user friendly resources. This curriculum resource guide which has been developed by teachers will provide you with the knowledge and confidence to teach and facilitate the AFL’s newest game. AFL 9s is the perfect game to play at school. The modified rules enable teachers to set up safe, fun competitions for both boys and girls. The game format is versatile in that it can be modified to suit the skill level and confidence of your students and available facilities. Importantly AFL 9s is ideal for students to learn motor and coordination skills while participating in a team sport. AFL 9s can also be easily integrated into lunch time programs, P.E/Sport lessons and House Sport at your school. Some of the features of this resource include:

- Six user friendly Activity Plans based on the major skills needed to play AFL 9s. - Each Activity Plan provides a variety of activities that you can pick and choose for your program. - Video Links to how to teach the Skills and Rules of the game. - Extension Activities: Come Try Day, Gala Day and Match Fixtures. - Introduction to Stretching: Muscle of the Day. The AFL 9s teachers curriculum resource guide is an important resource and we wish to continually improve it. We welcome your feedback to aflschools@afl.com.au. Information about other Australian Football Programs and resources can be found on the Coles AFL Schools website www.afl.com.au/schools. If you require any assistance in relation to AFL 9s or any other Australian Football program or resource please contact AFL Development staff in your respective area. MARK RIDDIFORD, AFL SCHOOLS & EDUCATION MANAGER

OVERVIEW OF ACTIVITY PLANS: SESSION 1: HANDBALLING

SESSION 2: KICKING

SESSION 3: MARKING

SESSION 4: DEFENCE

SESSION 5: OFFENCE

SESSION 6: PLAYING THE GAME

Warm Up

- Cross the River - Introduction to Handballing

Combined with Skill Development: See Below.

- Leader Ball

- End Zone

- End Zone

- Octopus

Skill Development

- Spare Cone Activity - Figure 8’s - 3 v 1 Keepings Off

- Kicking Whistle Drill - Goal Kicking

- Positional Play - P artner Kicking & Marking - Stand the Mark

- Team Tag - 2 v 1 Keepings Off - Jail Break

- Four Corners -4 v 2 Tag - Jail Break

- Learning the Rules

Play a Game

- Defend the Cone - 5 Pass Game & Shoot

- Positional Play - Football Baseball

- Play a Game

- AFL 9s

- AFL 9s

- AFL 9s

Warm Down

- Reflection - Muscle of the Day

- Reflection - Muscle of the Day

- Reflection

- Reflection

- Reflection -M uscle of the Day

EXTENSION ACTIVITIES:

- Reflection -M uscle of the Day

AFL 9S COME & TRY DAY

AFL 9S GALA DAY

DRAW FOR MATCH FIXTURES

CLICK HERE: For AFL State School Managers contact details.

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AFL 9s: Activity Plans

Rules & Information FIELD OF PLAY WHAT IS AFL 9S: AFL 9s is a fast, free-flowing game that involves 9 players on each team playing on a smaller field. Best of all, it’s ‘touch football’ with no tackling or bumping, making it suitable for people of any age or skill level. Importantly, AFL 9s is easy to play, not too physically demanding and provides an environment where fun, enjoyment and safety are a priority.

 AFL 9s has many applications in the community, particularly in school and social environments. Fundamentally, AFL 9s enables people of all ages and ability levels to participate in male, female or mixed competitions. The game is played between two teams of nine (9) with interchange players. The field has a maximum length of 1OO metres (which can be modified depending on the age and ability level of participants) and is divided into three zones: a mid-zone and two scoring zones. Teams score by kicking the football into their attacking scoring zone to designated forwards who are the only players permitted to score. A mark is awarded irrespective of the distance the ball has travelled and if the ball hits the ground it is an automatic turnover. AFL 9s is a semi-contact version of the game which requires players to implement a touch in place of a tackle.

An AFL 9s field is rectangular in size and divided into 3 zones, Forward, Midfield and Defensive zones. At the start and restart of play, the 9 players on each team must be divided so that 3 players of each team are in each zone of the field. After each start / restart of play there are no restrictions on player movement around the field. The playing field can be any size. The largest dimensions allowed in AFL 9s are 1OO metres x 5O metres. Fields (indoor and outdoor) can be modified to suit player ability. Any playing surface can be used. These include: - Synthetic grass. - Grass. - Indoor soft and hard courts. - Hockey fields.

TEAM SET UP - Divide class into two teams. Nominate three backs, three centres and three forwards per team per zone. - Forwards should wear an arm / wrist band to identify them. - Interchange players remain behind the boundary line and can replace players on the field on the coach’s signal.

START & RESTART OF PLAY - The game commences with a ball up. - After a goal, play is restarted in the centre of the field via a ball up. - If a behind (1 point) is scored the ball is required to be kicked back into play from between the goals by a defender. - For beginners the ball should be balled up in the centre after every point.

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.

POSSESSION A player may stay in possession of the ball for a maximum distance of 2O metres involving one bounce unless - the player is touched with one or two hands (touch). - directed to dispose of the football by the umpire. Note: At primary school level it is recommended that the maximum distance is shortened

GAINING POSSESSION OF THE BALL CLICK HERE: Learn the Rules of the Game

There are two clear options for change-over of possession. The playing ability of your players should be the primary consideration when deciding which rule you choose

Advanced level - a turnover occurs when the ball touches the ground as a result of a kick, handball or marking attempt and when the ball goes out of bounds.

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AFL 9s: Activity Plans

Rules & Information Beginner level - Play continues when the ball hits the ground. Players cannot make contact when going for the ball. - At the beginner level players cannot win possession of the ball unless they are standing up. - If the ball goes out of bounds the opposing team gains possession of the ball from where the ball went out. - Players may attempt to intercept the ball in flight, however must not make contact with an opposing player. - A player is not permitted to touch an opponent unless the player is in possession of the ball. - Players are not permitted to dive on the ball; a free kick will be awarded against and player doing so.

BALL TOUCHING THE GROUND (ADVANCED LEVEL) A turnover occurs anytime the ball touches the ground, with possession being given to the opposing team of whoever touched the ball last. The exceptions to this rule are: - From a ball up, this rule does not apply until one team has taken clean possession of the ball. ie. A tap from a ball up can touch the ground. - If shooting for goal, you can intentionally kick / dribble the ball along the ground. However, should the ball be touched prior to scoring, the usual turnover of possession will apply.

BALL TOUCHING THE GROUND (BEGINNER LEVEL) A turnover does not occur when the ball touches the ground. Possession goes to the player who picks the ball up first. Players must: - Keep their feet. Players are not permitted to dive on the ball; a free kick will be awarded against and player doing so. - Not permitted to touch an opponent unless the player is in possession of the ball. - No contact with opponents before touching the ball.

BUMPING / TACKLING / BARGING There is to be no contact or spoiling, players cannot: - Hold an opponent with their hands. - Knock the ball out of an opponent’s hands. - Push the player in the side. - Steal the ball from another player. - Deliberately bump another player. - Smother an opponent’s kick by trying to block the kicking motion at the point of impact. - Barge, fend off or shepherd opponents. - Touch the ball while another player has possession.

DISPOSSESSING THE PLAYER IN POSSESSION When a player in possession of the ball is touched by an opponent but deemed to have ‘no prior opportunity’, the umpire will call TOUCH and the player must kick or handpass within two steps or two seconds. (This can be extended to 3 steps / 3 metres etc. depending on the ability of your players). Failure to do so will result in a free kick being awarded to the opposing team. When a player in possession of the ball is deemed to have had ‘prior opportunity’ to dispose of it when touched by an opposing player, the umpire will award a Free Kick to the opposing team.

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 ten metres, irrespective of whether such a player is running in a straight line or otherwise. A player in possession may bounce the ball only once. He / she must dispose of it by hand or foot and may not touch it again until it has been touched by another player.

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AFL 9s: Activity Plans

Rules & Information DISPOSAL OF THE BALL The ball must be disposed of by a handball or kick (as per the Laws of Australian Football). Players are not permitted to throw or hand the ball to another player or a free kick will be awarded to the opposing team. A player is not permitted to deliberately kick the ball off the ground.

MARK A mark is taken if, in the opinion of the umpire, a player catches or takes control of the football after it has been kicked by another player irrespective of the distance travelled. - No player (except for the player on the mark) may be closer than 2 metres away in any direction. - 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.” - There is to be absolutely no contact in a marking contest. The player in the front position has every opportunity to mark the ball. - The player taking the mark will have a reasonable opportunity to dispose of the ball or play on. If he / she delay the umpire will place a five-second count for play to resume. - The player awarded the mark or free kick must only play on from behind the point of ‘the mark’ except when the umpire pays the advantage in a free kick situation.

PLAYING ON The umpire shall call “Play On” in the following: - 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 turnover. - The ball after being kicked has been touched in transit.

SCORING

5OM

Only forward players can shoot for goal within the forward scoring zone. This can be: - During general play by receiving a kick or handball. - Upon marking the ball and taking a set shot for goal. - A designated forward may kick for goal from a Free Kick (initiating contact, holding the ball etc). but not from a turnover from either the ball hitting the ground or going out of bounds. To be eligible to shoot from a set shot, the player kicking for goal must be inside the scoring zone. In mixed competitions, a goal scored by the female forward is worth 9 points The field umpire will be the sole judge of whether the kick for goal was successful.

THE GAME IS SHORTER & THE GROUND IS SMALLER

1OOM

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Activity Plan: Session One

Handballing Time: 6O - 75 minutes WARM UP: CROSS THE RIVER

SUCCESS CRITERIA: Teaching points for handballing: 1. The ball must be gripped firmly with the platform hand and hit with a clenched fist. 2. The punching fist is formed by placing the thumb outside, not inside the fingers. 3. The stance is nearly side on to allow the punching arm to swing through freely. Knees slightly bent to maintain balance.

Pair with the ball 15M

Cones x 16 Soft Playballs x 4 Whistle 3OM

LEARNING INTENTION: Students will learn the correct grip and technique needed to handball a football to a partner.

Taggers

Time: 5 - 1O mins

Pairs aim to take the ball from one riverbank to the other by throwing it to each other. Four taggers (to be negotiated) Taggers can only move in a line across the grid

INTRODUCTION TO HANDBALLING: Time: 5 - 1O mins

CLICK HERE: Learn how to Handball

Discuss the success criteria and demonstrate the correct way to handball. Students get into pairs and handball to each other from 3 metres out, then 5m, then 1Om out as they get more confident at it.

SKILL DEVELOPMENT: Time: 25 mins SPARE CONE ACTIVITY

FIGURE 8’s

Cones x 24

Cones x 24

Footballs x 6

Footballs x 6

Whistle

Whistle

3 v 1 KEEPINGS OFF Extension Activity for students who demonstrate good technique with handballing.

1.

Handballing under pressure Handball the lengths, not the diagonals Opposition in the middle One spare cone with no player Handball to your best option Use the spare cone.

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Begin at position 1. Handball the footy and run to the cone you’ve handballed to. Should make a figure 8 shape by doing this.

Starts with 1 defender and 3 attackers. The aim is to get attacking players to move into space to avoid the defender. Regularly change who the defender is.

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Activity Plan: Session One

Handballing Time: 6O - 75 minutes Team 1

Team 2

GAME SENSE: DEFEND THE CONE Time: 5 - 1O mins Cones x 18 Footballs x 3 Whistle Starts in the middle of the court with attacking team progressing towards their cone. Students need to take up to 4 steps then handball to another team member. Aim is to handball and hit the cone. No player in the zone around the cone. When defenders gain possession, they become attackers. FOCUS QUESTIONS: - Is it better to run and carry the ball or deliver the ball immediately? - Where can you position yourself to be a benefit to the team? - Where can you run to assist your team in scoring by hitting the cone?

PLAY A GAME: 5 PASS GAME & SHOOT Time: 15 mins Team 2

Section out a ‘grid area’ in front of the goal square, at least 1Om out. Teams are made of 5 players. Players must complete a set number of passes inside the zone before handballing through the goals. If the ball is intercepted, the team must start back at zero. Other points of interest - good communication skills and movement Variations: Play the 5 pass game and shoot as a 3 v 2 game to give one side an advantage. Substitute goals for large garbage bins or hoops on stands.

START

Team 1

Cones x 16

Footballs x 2

Whistle

REFLECTION: WARM DOWN Time: 5 mins Ask students what they learnt today and get 2 students to demonstrate the skill. Critique the students on what they did well or need to improve on or if they met the success criteria. ‘MUSCLE OF THE DAY’ - SHOULDERS 2 - 3 stretches focusing on this area (Two students can lead this) Pre-game and training stretches involve completing three sets of each stretch and holding each for 1O seconds.

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Activity Plan: Session Two

Kicking Time: 65 minutes WARM UP: (2 x ACTIVITIES) Time: 25 mins

LEARNING INTENTION: To be able to kick a drop punt. SUCCESS CRITERIA: Teaching points for kicking: 1. Line up the ball with your target. 2. H ave your head bent slightly over the ball. 3. Hold the ball over the thigh of the kicking leg. 4. Guide the ball down with one hand. 5. P oint your toes at your target watch the ball hit the foot. 6. Follow through straight towards the target.

CLICK HERE: Learn how to Kick

Cones x 12

Coach x 1

Footballs x 6

Players x 12

ACTIVITY 1:

Whistle x 1 ACTIVITY 1: K ICKING WHISTLE DRILL In pairs players kick the ball to each other until the helper coach blows the whistle. Players stop immediately and look at the coach.

ACTIVITY 2:

ACTIVITY 2: GOALKICKING In pairs, players face their partner on the opposite side of the goals. Using their partner as a target, each player takes a set shot for goal. Players have an equal number of shots and move around to the cones set out at various angles and distances.

FOCUS QUESTIONS: - What are the important aspects of kicking for goal? - Why have we put your partner behind the goals? - It is important for you to have a routine when kicking for goal. - What is your routine?

TEACHING POINTS: - Choose a target behind the goals (partner). - Run straight towards the target (square shoulders towards the target). - Follow through with your kicking leg towards the target.

GAME SENSE: POSITIONAL PLAY

Team 1

Team 2

Time: 15 mins Cones x 8

Bins x 2

Footballs x 2

Coach x 1

Whistle x 1

Players x 18

Form two teams of nine. The aim is to transfer the ball through all sections of the AFL 9s pitch to the other end. If a team transfers the ball to the other end without dropping the ball, they may kick the ball in the direction of the bin, endeavoring to land the ball in the bin. There are three players from each team in each section of the pitch making a total of six players in each section. At first the players are to remain stationary in their section, and when the group feels confident, they may move around. SCORING: Each chest mark = 2pts

Each overhead mark = 5pts

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BACKS

CENTRES

Hit the bin with the ball = 5pts

FORWARDS

Kicking the ball in the bin = 1Opts

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Activity Plan: Session Two

Kicking Time: 65 minutes

PLAY A GAME: FOOTBALL BASEBALL

2ND

Time: 2O mins Team 1

Team 2

- Two teams with even numbers. - Batter kicks the football into the diamond from home plate. - The fielding team gathers the ball and must either kick or handball the ball between the fielding team players to either a base (1st, 2nd and 3rd) or home plate before the batter (kicker) arrives at the base. - You can play 3 out, all out or bat the entire team, then change over.

1ST

3RD

H.

REFLECTION: WARM DOWN Time: 5 mins Revisit the success criteria (teaching points of kicking) and then decide whether the learning intention was accomplished. ‘MUSCLE OF THE DAY’ - HAMSTRINGS 2 - 3 stretches focusing on this area (Two students can lead this) Pre-game and training stretches involve completing three sets of each stretch and holding each for 1O seconds.

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Activity Plan: Session Three

Marking Time: 75 minutes WARM UP: LEADER BALL LEARNING INTENTION: To be able to take a chest-mark and an overhead mark. SUCCESS CRITERIA: Teaching points of a Chest Mark: 1. The fingers should be outstretched, pointing towards the ball. 2. The arms must be extended - ‘long arms and palms up, elbows tucked in. 3. The ball is taken on hands and arms and guided to the chest. Teaching points of an Overhead Mark: 1 . Jump off one foot and swing the other knee up to gain maximum height. 2. Fingers are outstretched and thumbs are almost together making a ‘W’ with your hands. 3. The thumbs are positioned behind the ball. 4. T he ball is met slightly in front of the head with arms extended ‘long arms’. It should be firmly gripped in the fingers.

CLICK HERE: Learn how to Mark

Time: 5 mins

Cones x 12

Footballs x 6

Whistle Coach x 1 Players x 12

A leader is chosen with a group set up about 1Om behind a marker. Players run towards the leader and: 1. Grabs the ball out of the leaders hands who is holding the ball up above the players head. 2. Marks the ball from the leader who throws the ball-up above the players head. The player takes the ball and handballs it back to the leader before returning to the back of the line. Note: This activity may be practised with the player on their back, dropping the ball above their head, then to the left and right hand side of their head. A soft ball may be used first as some children are scared that the football may hurt or hit them in the head.

SKILL DEVELOPMENT:

Team 1

Time: 5O mins Cones x 8

Bins x 2

Footballs x 2

Coach x 1

Whistle x 1

Players x 18

ACTIVITY 1: POSITIONAL PLAY Time: 2O mins Form two teams of nine. The aim is to transfer the ball through all sections of the AFL 9s pitch to the other end. If a team transfers the ball to the other end without dropping the ball, they may kick the ball in the direction of the bin, endeavoring to land the ball in the bin. There are three players from each team in each section of the pitch making a total of six players in each section. At first the players are to remain stationary in their section, and when the group feels confident, they may move around. SCORING: Each chest mark = 2pts

Each overhead mark = 5pts

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BACKS

CENTRES

Hit the bin with the ball = 5pts

Team 2

FORWARDS

Kicking the ball in the bin = 1Opts

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Activity Plan: Session Three

Marking Time: 75 minutes

SKILL DEVELOPMENT: (CONTINUED...) Cones x 12

Footballs x 6

Whistle Coach x 1

ACTIVITY 2: PARTNER KICKING & MARKING Time: 2O mins (Players x 12) In pairs, players kick the ball to each other gradually increasing the intensity and distance of the kick. Players should “track” the ball by watching the ball from the kicker’s foot in to their hands. Extension activity: Once players are 2Om apart, the kicker should attempt to put the ball in the air for their partner to mark overhead. ACTIVITY 3: STAND THE MARK Time: 1O mins (Players x 24) Player A kicks to a marking contest between players B & C. Players B & C aim to mark the ball overhead at its highest point. When the ball is marked , the opposing player stands the mark, while the player who has taken the mark pushes back off the mark before kicking back to player A. If the ball is not marked, the player who gains possession when the ball hits the ground pushes back off the mark. Players swap roles after each contest.

FOCUS QUESTIONS: - How can you adjust your kick to make sure the ball goes in the air? - How do you adjust your marking to mark the ball over your head? - Where do you aim to take (mark) the ball? TEACHING POINTS: - Marking: Refer to lesson teaching points. - Kicking: Be balanced when kicking (Take at least three to five steps). - Run in the direction the ball is to be kicked. - Aim to kick in front of the leading player. FOCUS QUESTIONS: - Why is it important to push back off the mark? TEACHING POINTS: (PUSHING BACK OFF THE MARK) - Push back quickly. - Keep facing the play. - Push back far enough to kick over the mark or to safely play on.

PLAY A GAME:

REFLECTION: WARM DOWN

Time: 15 mins

Time: 5 mins

- Players should stay in position. - All players to experience playing in different positions through regular rotations. - A player in possession of the ball must bounce it at least once every 10m (maximum of one bounce). - Tackling: tagging only. - Bumping is not allowed. - Before you start the game give players a few minutes to decide how their team will play the game (eg. Go straight down the middle, use the space, kick long to the best option, use handball to run the ball etc).

Revisit the success criteria (teaching points of kicking) and then decide whether the learning intention was accomplished. ‘MUSCLE OF THE DAY’ – QUADRICEPS 2-3 stretches focusing on this area (Two students can lead this) Pre-game and training stretches involve completing three sets of each stretch and holding each for 1O seconds.

FOCUS QUESTIONS: - Did we stick to our game plan? - What do we need to change for the second half / next game? - What is our team doing well? - What do we need to improve on?

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Activity Plan: Session Four

Defence Activities Time: 6O minutes WARM UP: END ZONE LEARNING INTENTION: We are learning to (WALT) apply defending skills in games SUCCESS CRITERIA: 1. Gaining possession. 2. K nowing when to cover space (zone defence). 3. Knowing when to ‘man-up.’ 4. Knowing when to intercept the ball.

Time: 5 mins Cones

Footballs x 1

Score by handpassing the football to any team-mate in the end zone. Anyone is allowed to enter the end zone. Students can run with the ball, but if touched, must stop and pass. Record the number of turnovers. FOCUS QUESTIONS: - When should you pass? - How should you pass? - Where should you move if not in possession of the ball?

GAME SENSE: (3 x ACTIVITIES) Time: 35 mins ACTIVITY 1: TEAM TAG

CLICK HERE: Learn Defence

Cones x 4 per group

Footballs x 1 per group

Bibs

5 v 5 games in approximately 1Ox1O mt area. One team begins with the ball for 2 mins and attempt to tag opposition as many times as possible. They can handpass from one team member to another. A point for every tag. However, the team without the ball may choose to intercept the ball once the ball is in the air. If intercepted, that team scores a point. Swap roles after two minutes. FOCUS QUESTIONS: - Is the team with the ball trying to create space or deny space? (Deny space - so, this team is acting like the defensive team). - When should you attempt to intercept? (When you think you can get the ball). ACTIVITY 2: 2 v 1 KEEPINGS OFF (GROUPS OF THREE) Cones x 4 per group

Footballs x 1 per group

Using a football, the two attackers try to keep the ball away from the defender in a small square - 1Ox1O. Swap roles every minute. FOCUS QUESTIONS: - What is the best way for the defender to create a turnover? (Press up on the ball carrier). - Where is the defender looking - at the ball carrier or the other player? - How should the defender position themselves?

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Activity Plan: Session Four

Defence Activities Time: 6O minutes

ACTIVITY 2: 2 v 1 KEEPINGS OFF (GROUPS OF THREE) (CONTINUED...)

ACTIVITY 3: JAIL BREAK – DEFENCE FOCUS Cones x 8 per group

Footballs x 1 per group

Bibs x 6 per group (Defenders)

Teams of 6 v 6. Mark out a square (1Ox1O) with another 3 metres outside of it. One team are the defenders, the other the attackers. Swap after 2 mins. Defenders can move anywhere in the outer square, but not in the inner square. Attacking team must pass the football around or run with the football until they can run the ball through the outer square, without being tagged by a defender and place on the ground. After a score, or if a tag is made, return to inner square and begin again. FOCUS QUESTIONS: - Why is it important for the defenders to identify space? - Defenders - how do you work together in order to prevent space for the attacking team (communication). - What type of defence is this called (Zone) Why? (Guarding an area or space, rather than a direct opponent).

PLAY A GAME: AFL 9s

Note: For Rules & Information please refer to page 3 of this guide.

Time: 15 mins Cones x 8

Footballs x 1

Whistle

Stopwatch

Bibs for each team

Scoreboard

Divide class into 3 teams - mini round robin. 5 mins per game. Team that has a bye could take on administrative roles; ie: 2 goal umpires, 2 field umpires, 2 boundary umpies, 2 scorers, timekeeper.

REFLECTION: WARM DOWN Time: 5 mins Revisit the success criteria (teaching points of defence) and then decide whether the learning intention was accomplished.

Useful Resources for Extension: 1. Developing Game Sense Through Tactical Learning Ray Breed & Michael Spittle. 2. Developing Game Sense in AFL Footballers - Shane Pill.

‘MUSCLE OF THE DAY’ – BACK ROTATION STRETCH Teaching Points Stand upright with your arms folded across your chest Rotate your shoulders around to one side Hold for between 1O and 3O seconds Variations Perform seated on a chair and gripping the backrest

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Activity Plan: Session Five

Offence Activities Time: 6O minutes WARM UP: END ZONE LEARNING INTENTION: We are learning to (WALT) apply attacking skills in games

Time: 5 mins END ZONE

END ZONE

END ZONE

END ZONE

SUCCESS CRITERIA: 1. Keeping possession 2. Knowing when to pass 3. Knowing where to pass 4. Knowing where to run 5. Identifying and using space

Cones x 4

CLICK HERE: Learn Offence

Footballs x 1 per group

Score by handpassing the football to any team-mate in the end zone. Anyone is allowed to enter the end zone. Students can run with the ball, but if touched, must stop and pass. Record the number of turnovers.

FOCUS QUESTIONS: - How many turnovers? - Why so many turnovers? - Any problems with tactics? - How could you improve?

GAME SENSE: (3 x ACTIVITIES) Time: 35 mins ACTIVITY 1: FOUR CORNERS

Cones x 4 per group

Footballs x 1 per group

Groups of four. Three attackers start on a cone each - one corner is vacant. One defender in the middle. The aim is for the three attackers to keep the ball off the defender, who attempts to cut off the pass. The ball cannot be passed diagonally. After each pass, an attacker should run to the vacant corner, giving the passer two options. The ball is passed to the cone, not in between. FOCUS QUESTIONS: - When should you pass? How should you pass? - Where should you move if not in possession of the ball?

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ACTIVITY 2: 4 v 2 TAG

Cones x 4 per group

Footballs x 1 per group

Bibs x 2 per group (Defenders) In groups of six, have four attackers and two defenders in a 1Ox1Om square. The attacking team has 1 minute and may run or handpass the ball. The aim of the defenders is to tag the ball carrier to score a point. Rotate roles after 1 minute. FOCUS QUESTIONS: - When should you pass the ball? (Draw the defender). - Do you need to run with the ball? - What is the best way for attackers without the ball to find space?

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Activity Plan: Session Five

Offence Activities Time: 6O minutes

ACTIVITY 3: JAIL BREAK – OFFENCE FOCUS Footballs x 1 per group Cones x 8 per group Bibs x 6 per group (Defenders)

THIS SIDE OUT OF PLAY

Teams of 6 v 6. Mark out a square (1Ox1O) with another 3 metres outside of it. One team are the defenders, the other the attackers. Swap after 2 mins. Defenders can move anywhere in the outer square, but not in the inner square. Attacking team must pass the football around or run with the football until they can run the ball through the outer square, without being tagged by a defender and place on the ground. After a score, or if a tag is made, return to inner square and begin again. FOCUS QUESTIONS - How did you decide whether to run with the ball or pass it? - Was it better to move the ball quickly or slowly? Why? - How did you create the gap in the defenders square?

PLAY A GAME: AFL 9s

Note: For Rules & Information please refer to page 3 of this guide.

Time: 15 mins Cones x 8

Footballs x 1

Whistle

Stopwatch

Bibs for each team

Scoreboard

Divide class into 3 teams - mini round robin. 5 mins per game. Team that has a bye could take on administrative roles; ie: 2 goal umpires, 2 field umpires, 2 scorers, timekeeper.

REFLECTION: WARM DOWN Time: 5 mins Revisit the success criteria (teaching points of defence) and then decide whether the learning intention was accomplished. ‘MUSCLE OF THE DAY’ – LOWER BACK STRETCH Teaching Points Lay on the floor on your back. Bring your knees up to your chest and use your arms to pull them in further. Hold for between 1O and 3O seconds. Variations Perform one leg at a time. Add internal rotation to further stretch gluteus muscles. Useful Resources for Extension: 1. Developing Game Sense Through Tactical Learning - Ray Breed & Michael Spittle. 2. Developing Game Sense in AFL Footballers - Shane Pill.

www.afl.com.au/schools

www.afl9s.com.au


Activity Plan: Session Six

Playing the Game Time: 65 minutes WARM UP: OCTOPUS Time: 1O mins

LEARNING INTENTION: For students to play the game of AFL 9s SUCCESS CRITERIA: 1. Students understand the designated zones 2. S tudents understand the key concepts of AFL 9s 3. Students utilise effective teamwork and team skills during the game KEY CONCEPTS/UNDERSTANDING - Players in two teams attempt to score by kicking a football through the centre goal posts from within their scoring zone. - Between the centre post is worth six, between the outer posts is worth 1. - Defenders attempt to tag the player with the ball. No contact is allowed. - Play with two teams of nine players, plus unlimited interchange players. - Only forwards can score

Cones x 4

Whistle Coach x 1 Players x 18+

Bibs x 1 per player

- Students line up at one end with tags. - One person is in the middle who is the tagger. - When called students must run to other end without being touched. - Students must stay inside the designated area. If the run outside they become a tagger. - If the tagger gets the students tag, they become a tagger. - Once all players have made it to the other side all new taggers go to the middle. This continues till one person is left. - No contact. Any player who is tackled remains in. - No contact can be made on the tagger either. Any runner who uses contact to avoid their tag being removed is out and becomes a tagger. Note: Can be played without tags. (Simply use touch).

CLICK HERE: Learn the Game

FOCUS QUESTIONS: - How do we tag the opposition? - What are some strategies we use to help us tag? - How do we avoid the tag?(find space)

PLAYING THE GAME (LEARNING THE RULES): Time: 5 mins Refer to the AFL 9s rules in the Introduction section - Explain the rules to the students. - Divide class into two teams. Nominate three backs, three centres and three forwards per team per zone. - Show students where designated zones are and rules for each zone. - Walk through game situations. Start by giving examples of what can and can’t be done. - Play for a short period 3-5 mins. - Stop and identify key rules as they happen. Note: Once players can identify all the rules you are ready to start.

www.afl.com.au/schools

www.afl9s.com.au


Activity Plan: Session Six

Playing the Game Time: 65 minutes

PLAYING THE GAME (LEARNING THE RULES): (CONTINUED...) Time: 1O mins FOCUS QUESTIONS: - How many in each zone? - Who can score a goal? - How do we get the ball off the opposition? - What are the main rules? - Where do we stand at the start of the game or when the ball is turned over?

Cones x 8

Footballs x 1

Whistle

Players x 24

Bibs x 12 per team

Players x 24

Bibs x 12 per team

TEACHING POINTS: - Forwards wear something to identify them. Explain that they are the only player that can score. - Players must be in their designated zones (three players per zone) at the start of the match and when a goal has been scored. - Players can only tag - no tackle. - Explain how a turnover occurs.

GAME TIME: Time: 4 x 6 minute quarters. 6 min half time break Cones x 8

Footballs x 1

Whistle

Divide class into two teams. Nominate three backs, three centres and three forwards per team per zone. Have 3 interchange players who can come on after any score. Important for all players to play in each zone. Playing 4 x 6 minute quarters offers the opportunity to rotate every player in each position. Begin play in the centre zone with a ball-up between two centres, who: - Attempt to tap the ball to a team-mate (no run-up allowed). - The team in possession of the ball attempts to progress the ball towards the forwards’ zone by either a handball or a kick, or by running and bouncing the ball once only. - The ball cannot be kicked from the back zone directly into the forward zone. - If tagged in possession of the ball, the player must hand the ball over to the opposition player who made the tag. - If, in the umpire’s opinion, a player has not had an opportunity to dispose of the ball before being tagged, the umpire can call ‘play on’ and the player may have two steps or two seconds to dispose of the ball to a team-mate. - If the ball touches the ground, Beginner: the umpire can call ‘play on’ Advanced: Turnover - A player is not permitted to deliberately kick the ball off the ground. - After a goal, play is restarted in the centre of the field via a ball-up.

www.afl.com.au/schools

FOCUS QUESTIONS: Get students to identify tactics they could use for the following: - Moving the ball. - Defending. - Kicking for goal. - Finding the forward. - Playing as a team. Asks students to identify what aspects of team play they could better utilise - Communication. - Encouragement. - Passing. - Protecting their team mate using non contact tactics.

www.afl9s.com.au


Activity Plan: Session Six

Playing the Game Time: 65 minutes

REFLECTION: WARM DOWN Time: 1O mins - Revisit the rules of AFL 9s. - Ask students to give you 3 tactics they could use next time they play the game. - What did we do well? How can we improve next time? ‘MUSCLE OF THE DAY’ - QUADRICEPS 2-3 stretches focusing on this area (Two students can lead this) Pre-game and training stretches involve completing three sets of each stretch and holding each for 1O seconds.

AFL 9s COMPETITION: Now that your students understand the rules of AFL 9s develop a Team Competition. Using the fixtures attached create a league of between 4-8 teams that play over a 5 week period Week 1 - 4 round robins Week 5 Finals

www.afl.com.au/schools

www.afl9s.com.au


Extension Activity: Session One

AFL 9s Come & Try Day Time: 65 - 7O minutes

LEARNING INTENTION: - P re 5 week program: To introduce the game of AFL 9s to students through a come and try day - Post 5 week program: Students to practise all the various skills they have learnt during the AFL 9s program SUCCESS CRITERIA: Students are exposed to various skills of Australian Rules football: - Kicking - Handballing - Marking - Bouncing - Evasive Skills (baulk, blind turn) - Goal Kicking Note: Make all activities fun and fast paced. Encourage lots of touches of the ball and variety USEFUL WEBLINKS: AFL Auskick AFL Community AFL Schools Coach AFL Coach Assist

NO ORGANISED WARM UP. USE YOUR WARM UP TIME TO ORGANISE STUDENTS: TIme: 5 - 1O mins Cones x 6 Organisation - Split students into even numbers. - Students line up behind each cone. - Number each cone. Each number will correspond to an activity. The group behind that cone will start at that activity. The session is designed for 6O students (1O per group) - For smaller numbers remove rotations. - These will work for up to 16 per group. Optimum number is between 8 and 14. These activities do not require an oval. Please utilise a space that suits your school such as basketball courts, soccer or hockey fields or tiger turf.

ACTIVITY ROTATION Time: 6O mins (Each rotation should run for 8 - 9 mins with 1 - 2 mins for change over) A teacher or advanced student should manage every station Variation: These activities are designed for ages 1O-18. To increase the challenge for advanced students select groups where they are against other advanced kids Remedial: Simplify activities and utilise activities from any of the other weekly sessions that promote those skills Note: This is just an example. Any activities will be suitable as long as they are fun and fast paced and promote the following skills. Variety of skills is important.

COME & TRY DAY: GROUND SET UP - STATION 1: Relay Races 2

- STATION 2: Different Kicks - STATION 3: Football Volley Ball - STATION 4: Find the Queen

3

- STATION 5: Rioli Magic - STATION 6: Goal Kicking Frenzy 1

6

4

Note: Please modify to suit your space.

www.afl.com.au/schools

5

www.afl9s.com.au


Extension Activity: Session Two

AFL 9s Gala Day EXTENSION ACTIVITY: GALA DAY The AFL 9s Gala Day is a fun day that encourages students to test their skills against teams within their school or against teams from other schools. The Gala Day can take two forms: an Interschool AFL 9s  Round Robin or a fun activity day as presented here. It is up to you. STATION 1: RELAY RACES Development focus - Picking the ball up. - Bouncing. - Teamwork. - Agility. Rules Children line up behind first cone. Run in and out of cones. Once out they complete different skill (as shown) they run straight past the cones and tag the next person. Once a player has completed their leg, get them to sit behind the cone. The first team to have all players finished the course and seated behind the cones is the winner.

Race 1: Pick the ball up, run around the cones, place the ball back on the ground.

Race 2: P ick the ball up, bounce, run around cones, bounce again, place ball back on ground

Race 3: P ick the ball up, tap along ground around and back, place ball back on ground

STATION 2: DIFFERENT KICKS Aim of the Station To practice all the different kicking skills in our game Development focus - Snaps. - Bananas. - Drop punts / Torpedos. Guidelines - Players have shots for goal using 3 different kicking techniques. - Start by teaching each kick. - They can move from station to station and practise their different types. - Get the players to tally their total goals. STATION 3: FOOTBALL VOLLEYBALL Development focus - Marking. - Kicking. - Team-work. - Hand balling. Rules - Each team has even numbers. - Players can stand anywhere they like inside the boundary on their side. - No players can stand in the dead zone. - A player kicks from the serve area. The ball must go past the dead zone and land in the safe zone. - Any kick that fails to land in the opposition area results in a point to the opposition. - The opposition team must mark the ball to keep it alive.

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SNAPS

DROP PUNTS / TORPEDOS

BANANAS

- If no players successfully mark the ball or it lands untouched in the safe zone then serving team wins a point. - If marked the receiving team must handball at least 2 times and no more than 4 before the ball is kicked. - If when handballing, the ball is dropped or the player misses the target leading to the ball hitting the ground, the opposition team wins a point. - Once 2 handballs are completed the team in possession must kick the ball back to their opposition team. The ball must go past the dead zone and land in the safe zone. Any kick that fails to land in the opposition area results in a point to the opposition. - The opposition team must mark the ball to keep it alive. This continues until the ball goes out of bounds or lands in the safe zone. - The team that wins the point serves next.

www.afl9s.com.au


Extension Activity: Session Two

AFL 9s Gala Day STATION 3: FOOTBALL VOLLEYBALL (CONTINUED...)

SAFE ZONE

SAFE ZONE

DEAD ZONE

SERVICE AREA

SERVICE AREA

STATION 4: FIND THE QUEEN

Aim of the Station To get the ball to your player on the cone Development focus - Handball - Voice-communication - Team-work - Running with-out the ball Rules - Players move the ball via handball. - A point is scored when the player in the designated area marks the ball. The player inside that area can move anywhere in their designated space but cannot leave that area . - A turnover results from an opposition player marking the ball or the ball hitting the ground.

www.afl.com.au/schools

- No tackling or bumping. This is non-contact. - Players can take 3-7 steps then must get rid of the ball (vary depending on skill level of players). - Players have 3-5 seconds to dispose of the ball (vary depending on skill level of players). - At no point can the ball or a player with the ball leave the square. Turnover results if they do. - No player can go within the circle around the player on the cone. If an opponent does this results in an uncontested penalty. - If a team scores the other team starts with the ball in the middle. Each team must start in their half.

www.afl9s.com.au


Extension Activity: Session Two

AFL 9s Gala Day STATION 5: RIOLI MAGIC Aim of the Station To practise all the unique skills that makes our game great Development focus - High marking. - Baulking. - Blind turn. - Handball. - Tackling. Guidelines - Players line up behind the cone. - They will run to each station and complete each skill on the way around. - Cone 1: High mark. They can jump into the tackle ruck. The ball can be thrown to them or held depending on player’s skill level. Once they have the ball in their possession move on to the next cone. - Cone 2: Baulk the stationary pole-person. - Cone 3: Blind turn around stationary pole-person. - Cone 4: Handball at handball target. - Cone 5: Ground dribble around markers. - Once the player has tackled the bag, they collect the ball from their shot at the handball target and return the ball (around the outside) to cone 1 and rejoin the line.

BLIND TURN

HANDBALL AT TARGET

BAULK

SPECKY DRIBBLE

START

STATION 6: GOAL KICKING FRENZY Aim of the Station To kick a goal before your opponent Development focus - Goal kicking - Picking up ball

- Acceleration

Rules - Teams line up between the cones. Each player receives a number. Players must stay between cones and in designated position until called. - Coach’s discretion on how players start. Suggestions include : lying on stomach, lying on back, on hands and knees, push ups or sit ups. - 2 balls are placed between the two lines of players. Balls can be placed anywhere as long as it is even for both teams. - Coach will call a number. That number from each team runs and picks up ball and must kick the goal before opposition. - If a player misses they must retrieve the ball and return to the kicking station and shoot from there. This continues until a player scores. - Player that wins scores a point for their team.

www.afl.com.au/schools

KICKING STATION

1

1

2

2

3

3

4

4

5

5

www.afl9s.com.au


Extension Activity: Resource Plans

Draw for Match Fixtures DRAW FOR 3 OR 4 TEAMS Venue 1 Round 1 1v2 Round 2 3v1 Round 3 1v4 DRAW FOR 5 OR 6 TEAMS Venue 1 Round 1 1v6 Round 2 3v1 Round 3 1v5 Round 4 2v1 Round 5 1v4 DRAW FOR 7 OR 8 TEAMS Venue 1 Round 1 8v1 Round 2 1v4 Round 3 7v1 Round 4 1v3 Round 5 6v1 Round 6 1v2 Round 7 5v1 DRAW FOR 9 OR 1O TEAMS Venue 1 Round 1 1 v 1O Round 2 5v1 Round 3 1v9 Round 4 4v1 Round 5 1v8 Round 6 3v1 Round 7 1v7 Round 8 2v1 Round 9 1v6 DRAW FOR 11 OR 12 TEAMS Venue 1 Round 1 12. v 1 Round 2 1v6 Round 3 11 v 1 Round 4 1v5 Round 5 1O v 1 Round 6 1v4 Round 7 9v1 Round 8 1v3 Round 9 8v1 Round 1O 1v2 Round 11 7v1

Venue 2 4v3 4v2 3v2 Venue 2 2v5 4v2 6v4 3v6 5v3

Venue 3 3v4 5v6 2v3 4v5 6v2

Venue 2 2v7 5v3 8v6 4v2 7v5 3v8 6v4

Venue 3 3v6 6v2 2v5 5v8 8v4 4v7 7v3

Venue 4 4v5 7v8 3v4 6v7 2v3 5v6 8v2

Venue 2 2v9 6v4 1O v 8 5v3 9v7 4v2 8v6 3 v 1O 7v5

Venue 3 3v8 7v3 2v7 6v2 1O v 6 5 v 1O 9v5 4v9 89 v 4

Venue 4 4v7 8v2 3v6 7 v 1O 2v5 6v9 1O v 4 5v8 9v3

Venue 5 5v6 9 v 1O 4v5 8v9 3v4 7v8 2v3 6v7 1O v 2

Venue 2 2 v 11 7v5 12 v 1O 6v4 11 v 9 5v3 1O v 8 4v2 9v7 3 v 12 8v6

Venue 3 3 v 1O 8v4 2v9 7v3 12 v 8 6v2 11 v 7 5 v 12 1O v 6 4 v 11 9v5

Venue 4 4v9 9v3 3v8 8v2 2v7 7 v 12 12 v 6 6 v 11 11 v 5 5 v 1O 1O v 4

Venue 5 5v8 1O v 2 4v7 9 v 12 3v6 8 v 11 2v5 7 v 1O 12 v 4 6v9 11 v 3

www.afl.com.au/schools

Venue 6 6v7 11 v 12 5v6 1O v 11 4v5 9 v 1O 3v4 8v9 2v3 7v8 12 v 2

www.afl9s.com.au


Six Activity Plans

AFL 9s Teacher’s Curriculum Resource Guide

ACKNOWLEDGMENTS AFL 9s Teacher Working Team: Rebecca Taylor, Michael Smethurst, Jason Kenny, Aaron Bailey, Trevor Robertson - AFL Victoria Schools Development Manager, Mark Riddiford - AFL Schools and Education Manager. Technical Support: Rhy Gieschen - AFL Victoria AFL 9s Participation Programs Manager. Editing: Anthony Stanguts - AFL Victoria Media & Communication Manager, Steve Teakel - AFL Victoria Coaching Development Manager. Design: Chris Downey - Red Onion Creative, The Adcell Group: www.adcellgroup.com.au. Reference List: Developing Game Sense in AFL Footballers - Shane Pill, Developing Game Sense Through Tactical Learning - Ray Breed and Michael Spittle, AFL 9s Booklet and Website: afl9s.com.au, AFL Junior Coaching Manual, AFL Community Website: aflcommunity.com.au, Active After Schools Communities: Playing for Life - AFL 9s, AFL 9s Website: afl9s.com.au, NAB AFL Auskick Lesson Plans Website: aflauskick.com.au.

www.afl.com.au/schools

www.afl9s.com.au


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