Physical Education Games Series: Book 3 - Ages 10-18

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Ready-Ed Publications

PHOTOCOPY MASTERS

r o e t s Bo r e p ok u SFor 10-18 year olds

Games ! Contains a wealth of fun and challenging team games and drills for the whole class.

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Physical Education

! Ideal for developing hand and foot-eye coordination, spatial awareness and locomotor skills.

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© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

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Written by Tony and Tim Abbotts. Design and Typesetting by Shay Howard. Published by Ready-Ed Publications (2006) © Ready-Ed Publications - 2006. P.O. Box 276 Greenwood Perth W.A. 6024 Email: info@readyed.com.au Website: www.readyed.com.au COPYRIGHT NOTICE Permission is granted for the purchaser to photocopy sufficient copies for non-commercial educational purposes. However, this permission is not transferable and applies only to the purchasing individual or institution.

ISBN 1 86397 671 X


Teachers’ Notes

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Due to the rapid development of technology, the temptation for children to spend more time indoors being entertained by computers, video games, television, DVDs and the like, has seen a noticeable decline in the quality time spent outdoors in the fresh air and sunshine, participating in some form of physical activity. Studies have shown that a more sedentary lifestyle can be a significant contributor to obesity in the younger generation, as well as an increase in illness and disease, and a general decline in social skills that are formed during play and team activities. This book was compiled to meet all of the above-mentioned needs. Included are a variety of lesson ideas that aim to provide varying forms of physical activity to increase heart rate and muscle tone. The games are devised to have the participants outside as much as possible and are primarily team based to provide opportunities for social interaction and collective decision making, as well as dependence on other members of the group.

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As much as possible these games are designed to be user-friendly. They require very little preparation and equipment and aim for the total involvement of the whole group. The activities have been trialled using both single sex and mixed sex groups with an emphasis on fun and enjoyment.

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Contents

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Teachers’ Notes.......................... page 2 Curriculum Links ........................ page 3

Skill Drills: Speed And Agility .....

page 5 Skill Drills: Using a Soccer Ball .... page 38

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Activities

Gaelic Basketball ........................ page 10 Collect-a-Hat.............................. page 42

Grid Ball ..................................... page 11 Grid Soccer ................................ page 43 Gym Ball Tennis .......................... page 12 Two-Ball Soccer.......................... page 44 Hand Soccer ............................... page 13 Soccer Volleyball ........................ page 45 Thomo’s Froccer ........................ page 14 Aerial Soccer .............................. page 46

© ReadyEdPubl i cat i ons Frisbee Forcing Back ................. page 17 Colour Soccer ............................ page 48 •f orr evi ew pur posesonl y• Reduction Basketball .................. page 18 Safe Ball ...................................... page 49 Vortex Aussie Rules .................... page 16 Circular Soccer ........................... page 47 ®

Bin Ball ....................................... page 19 Skill Drills: Using a Tennis Ball ... page 50

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Frisbee® Ball ............................... page 20 Racquet Ball ................................ page 53

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Skill Drills: Using a Football ....... page 21 Racquet Cricket.......................... page 54 Zone Touch ................................ page 27 Team Ball .................................... page 55

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Circle Tag ................................... page 28 Hit the Mark ............................... page 56

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10 Tag ......................................... page 29 Four-Person Cricket ................... page 57 Colour Tag 1 ............................... page 30 Cone Ball .................................... page 58 Colour Tag 2 ............................... page 31 Two-Ball Cricket......................... page 59 Two-Ball Touch ........................... page 32 Double Circular Cricket ............. page 60 Evasion Tag ................................. page 33 Three-Ball Throwball ................. page 61 Double Evasion Tag .................... page 34 Gamble Cricket .......................... page 62 Footy Baseball ............................ page 35 Continuous Stop Ball .................. page 63 Four-Team AFL ........................... page 36 Touch-a-Hat Tag ......................... page 37

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Curriculum Links The activities in this book can be linked to the following student outcomes for each state / territory.

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NT, ACT and Tas. (National Curriculum)

New South Wales

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Health and Physical Education Human Movement – 3.3, 3.4, 4.3, 4.4, 5.3, 5.4

Personal Development, Health and Physical Education Games and Sports – GSS3.8 (Level 3) Movement and Skill Performance – 4.4, 4.5, 5.4, 5.5

South Australia

Health and Physical Education Physical Activity and Participation – 3.1, 3.2, 4.1, 4.2

© ReadyEdPubl i cat i ons Health and Physical Education • f o r r evi ew pur posesonl y• Movement and Physical Activity – 3.1, 4.1, 5.1

Victoria

Queensland

Western Australia

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Health and Physical Education Skills for Physical Activity: Movement Skills – SPA 3.1, SPA 4.1, SPA 5.1 Activity and Games Strategies – SPA 3.2, SPA 4.2, SPA 5.2

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New Zealand (Achievement Objectives)

Health and Physical Education Strand A – Personal Health and Physical Development 2. Regular Physical Activity – Level 3, 4 and 5 Achievement Objectives Strand B – Movement Concepts and Motor Skills 1. Movement Skills – Level 3, 4 and 5 Achievement Objectives 2. Positive Attitudes and Challenge – Level 3, 4 and 5 Achievement Objectives

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Health and Physical Education Developing Concepts and Skills for Physical Activity – 3.1, 3.2, 4.1, 4.2, 5.1, 5.2


Skill Drills: Speed and Agility 1. Over a distance of 30 metres, use markers to mark 5 metre intervals. Have the players sprint the 30 metres, then spinning around to run forwards and then backwards at each marker.

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Spinning Forward

Running Backward

Spinning Forward

Running Backward

Spinning Forward

30 m

Running Backward

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Do sets of 5 with a jog back recovery between each.

2. Over a distance of 40 metres, use markers to mark every 10 metres. Have the players complete this routine: •Sprint forward 10 metres, drop onto their stomachs; •Spring up and run backwards 10 metres, then drop onto their backs; •Spring up and sprint forward 10 metres, drop onto their stomachs; •Spring up and run backwards 10 metres; •Jog back to the start and repeat. Do sets of 5.

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3.Run Backward

1.Sprint Forward

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4.Drop onto back

2.Drop onto stomach

7.Run Backward

5.Sprint Forward

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6.Drop onto stomach

o c . che e r o 3. Over a distance of 20 metres: t r s super •Sprint in a straight line;

8. Jog back

40 m

•Sprint with a side-step to the left or the right at the end; •Sprint with a swerve over the last 5 metres; •Sprint with a side-step every 5 metres. Do 2 of each with a walk back recovery in between.

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Skill Drills: Speed and Agility

○ ○

○ ○ ○ ○ ○ ○

b

Tagger

b

○ ○ ○

Backpeddle

CONTINUE, ALTERNATING ROLES.

a

2

Backpeddle

○ ○

○ ○

Tagger a

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a

1

10 m

5m

10 m

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4. Have 2 players lie 5 metres apart facing each other. Position a marker 10 metres apart behind each player. A player is nominated to backpeddle 10 metres to the marker before the player running forward can tag him. Continue, alternating roles.

5. Group the players in threes and position them as shown below:

© ReadyEdPubl i cat i ons C B • f oArr evi ew pur poseson l y• A

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A

C

–50 m–

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. te o Player A sprints to player B, player B sprints to player C, c and player C . sprints to playerc A and so on. Introduce a ball and havee students run and her r offload the ball. o t s super B

6. REFLEX SPRINTS Have the players (any number) stand on a baseline with their feet close together. On the call of “LEFT” the players must start sprinting on their left foot. The same applies for the “RIGHT” call. Vary the sprints between 10 and 20 metres.

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Skill Drills: Speed and Agility 7. Position markers (witches hats) as shown. Start from hat 1.

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•Sprint to hat 2; •Side-slip to hat 4; •Sprint to hat 3; •Run backwards to hat 1.

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BACKWARDS

SP RI N T

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20 m

SIDE-SLIP

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2

SP RI N T

NOW REVERSE IT •Sprint to hat 3; •Side-slip to hat 4; •Sprint to hat 2; •Run backwards to hat 1.

1

20 m

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y• 8. Set out markers as shown. Sprint from hat 1 to hat 3, run backwards to hat 10 m

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2, and sprint to hat 4 to finish.

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o c . 5 ch 6 9. Set out markers as shown. e r e1-5;super o s 4t •Swerve through markersr 1

•Turn and sprint to 8.

2

SPRINT

•Run backwards to 7;

10 m

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3

BACKWARDS

•Side-slip to 6;

SIDE-SLIP

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START

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Skill Drills: Speed and Agility 10.

POWER SPRINTS

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Starting on the line, the players: •Sprint 20 metres, then single leg hop 20 metres; •Sprint 20 metres, then single leg hop 20 metres; •Sprint 20 metres to finish; •Walk back to the start for recovery. Do sets of 5. Sprint

20 m

Hop

Sprint

Walk back

Hop

Sprint

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SIDE-SHUFFLE

10 m

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FINISH

SPRINT UP 2

START

BACK ONE

BACK ONE

SPRINT UP 2

o c . c e her r o t s super SPRINT UP 2

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11. Set out the markers as shown. In pairs the players: •Sprint through the first rows of hats; •Side-shuffle across to the next line of hats; •Sprint up 2 hats and backwards one hat; •Sprint up 2 hats and backwards one hat through to the finish.

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Skill Drills: Speed and Agility

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T RIN

ZIG-ZAG

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10 m

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S RD WA CK BA

SPRINT

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12. Set out the markers as shown. In pairs the players: • Sprint up to hat 2; • Sprint backwards to hat 3; • Side-shuffle to hat 4; • Zig-zag up and down the middle row of hats; • Sprint to hat 8; • Run backwards to hat 9 to finish.

l © ReadyEd P ub i cat i ons 3 1 4 9 •START f orr evi ew pur posesonl y• SIDE-SHUFFLE

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FINISH

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13. Set out the markers as shown. In pairs, have the players race each other zig-zagging through to the end of the hats.

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START

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Gaelic Basketball

Hand-eye Co-ordination

Equipment: •Small witches hats •large gym ball (90 cm is a good size.)

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Area: Large, flat, grassed area approximately 40 m x 30 m.

30 m

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r o e t s Bo r e p ometre u Two 10k S diameter circles

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Outcome: Consolidates and refines throwing, catching, dribbling and paddling skills in a game situation.

are set up inside the playing area.

Throw, dribble or paddle the ball into your goal circle.

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Structure: Divide the class into 2 teams. Each team has 1 goalie.

Aim of the game: The game begins with a ‘bounce up’ in the centre

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of the playing area. The players cannot run with the ball but can pick it up and throw it, paddle it or dribble it up the field. They must throw, dribble or paddle the ball into the opposition’s goal circle to score a point. The game then recommences with a centre ‘bounce up’. If the ball crosses the sideline the non-offending team throws the ball in with an overhead throw.

o c . • Each team is allowed to have 1 ‘goalie’ inside theire goal circle. The che r goalie cannot catch the r ball but can onlys deflect oor paddle the ball t s r u e p out of the circle before it hits the ground. • If, at any stage, the ball becomes stationary (i.e. 2 players have a hold at the same time) then the game resumes from a ‘bounce up’ on the spot. • The use of sashes or vests to distinguish the teams is very helpful. 10


Grid Ball Hand-eye Co-ordination

Area: A square 20 m by 20 m for gym ball and 30 m by 30 m for beach ball.

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Outcome: Develops skills in striking, paddling, teamwork and communication.

r o e t s Bo r e p ok 20 m u The playing area is S divided into quarters using witches hats.

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Equipment: •Witches hats •1 large gym ball or beach ball

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Do not let © ReadyEdPubl i c at i o ns the ball land in your •f orr evi ew pur posequadrant! sonl y•

Structure: The group is divided into 4 teams of no more than 6 players. Aim of the game: The aim of the game is to stop the ball from landing in your quadrant. If the ball touches the ground then that team (group) loses a point. Each team starts the game with 5 points. When one team has lost all 5 points the game is declared over and the team with the most points is deemed the winner. • There is no limit to the number of times the ball can be struck in a quadrant before being propelled to another quadrant, but a player cannot strike the ball more than twice in succession. • All strikes of the ball must be in an upward motion. • If the ball is propelled out of the playing area by a team then they will lose a point for the offence.

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Gym Ball Tennis

Hand-eye Co-ordination

Equipment: •1 gym ball •witches hats •net (if no net is available, divide the teams with witches hats placed one metre apart) Area: Flat area 15 m x 20 m with a net or witches hats dividing the 2 teams.

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Outcome: Develops skills in striking a bouncing ball.

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Net (or witches hats) 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012 123 1234567890123456789012345678901212345678901234567890123456789012

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Structure: This game consists of 2 teams of 5 players using a gym ball.

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Aim of the game: The game’s aim is similar to tennis in that players must hit the ball over the net using only their hands. The ball must bounce once and only once in each court before being hit. No hitting on the full is allowed. Players aim to land the ball in their opponent’s court in a position that makes it difficult to return. Scoring: Points are scored as per tennis and players take it in turns to serve a game by bouncing and hitting the ball from the baseline. • For this activity 2 or more games could be operating simultaneously on a large playing field. 12


Hand Soccer Hand-eye Co-ordination

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Equipment: •1 gym ball •2 portable goalposts or witches hats to substitute •2 sets of coloured sashes Area: Grassed area 40 m x 30 m.

Outcome: Experiences physical activity in an enjoyable, relaxed atmosphere.

30 m

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No Kicking

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Uses the same rules for soccer except for the following:

o c Modifications: . che e r o • No kicking. t r s super

• The ball (use a medium to large gym ball) must be rolled, hit, paddled or bounced to promote it up the field. Each team has a goalkeeper who can’t pick up or kick the ball. The goalkeeper can deflect or hit the ball away from the goal.

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Thomo’s Froccer

Hand-eye & Foot-eye Co-ordination

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Equipment: •Soccer ball • Frisbee® •hoops Outcome: (4-6) •coloured sashes to identify teams Develops throwing, Area: Full football field or large marked area catching and kicking skills. approximately 70 m x 50 m.

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Halfway

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r o e t s Bo r e pis contested between 2 teams okof at least 5 Structure: Froccer u S players per side.

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© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

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5m 70 m

14


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Thomo’s Froccer Playing the Game

Aim of the game: The aim of the game is for teams to work together to pass a Frisbee® to each other without running, and ultimately trying to score a ‘try’. A try is achieved by a player catching the Frisbee® while at least one foot is within a hoop placed on the ground in the opposition’s ‘In Zone’.

r o e t s Bo r e p ok u Scoring: 3S points are awarded for catching the Frisbee while standing in a hoop (1 or 2 feet), or catching the Frisbee in the air and ®

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Teac he r

®

landing in the hoop. Once a ‘try’ has been scored that player can attempt a ‘conversion’. This requires a defender to stand a hoop up vertically and a soccer ball is kicked from 15 metres away. If the ball passes through the hoop an extra point is scored. The referee will carry the soccer ball throughout the game.

© ReadyEdPubl i cat i ons Other rules to apply: f or e vi ew puthe r phalfway oses nl y 1. All• starts andr restarts are from lineo with a 10• metre

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3. 4. 5. 6.

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2.

clearance from the thrower. There is NO OFFSIDE during the game. There is no travel rule when the Frisbee® is in the hand but players cannot run. They are allowed up to 5-6 metres to slow down after catching the Frisbee® or may dive/slide to catch it. The Frisbee® is only deemed out if it lands outside the field of play. If successfully caught then play continues. Frisbees® deemed out are thrown in from the point of exit by the opposition team, including those that go out over the ‘In Zone’. Contests for the Frisbee® in the air or on the ground are open to contact but the referee can modify the rules accordingly. Like netball, the obstruction rule applies at 2 metres and the attacker has 5 seconds to get rid of the Frisbee®. A 5-second rule applies in the ‘In Zone’ to both attack and defence.

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15


Equipment: •1 vortex howler•2 sets of coloured sashes •witches hats for goals

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Area: Large, grassed area, approximately 70 m by 60 m.

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GOALS

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GOALS

Outcome: Develops skills in throwing for distance and accuracy.

60 m

Hand-eye Co-ordination

Vortex Aussie Rules

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y• 70m

Modifications:

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Uses the same rules as Australian Rules Football except for the following:

if tagged a penalty throw is awarded • There can be any number of players. to the opposition. • A vortex howler is used instead of a • Points are awarded: 6 for a goal and ball. 1 for a behind (point). • The vortex can only be thrown. • The game commences and • If a vortex is caught a free throw is recommences after a goal, with the awarded. non-scoring team throwing from • If a vortex lands on the ground, the the halfway line. first player to pick it up secures it for • Any throw resulting in the vortex their team but must throw from that leaving the playing area results in a position. free throw to the non-offending • Players can run with the vortex but team.

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Frisbee Forcing Back ®

Hand-eye Co-ordination

Area: Large, flat area approximately 60 m by 40 m.

2 points

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Teac he r

Outcome: Develops skills in onehanded and two-handed catching, timing and anticipation.

40 m

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Equipment: 1 Frisbee®

1 point

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y• 60m

TEAM B

TEAM A

Structure: The class is divided into 2 teams.

. te Scoring:

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Aim of the game: The aim of the game is to throw the Frisbee® over the opposition’s score zone to score 10 points.

• Teams alternate throws to achieve this result, therefore trying to force the other team backwards.

o c . c e • Additional pointsh can gained throughout thisr process by catching eber o t s s r u eground. p on the the Frisbee before it lands ®

• Players earn 1 point for a 2-handed catch and 2 points for a onehanded catch. • If a player catches a Frisbee® in his/her own score zone then the opposition only scores 5 points. Play recommences from halfway with the non-scoring team throwing the Frisbee®. 17


Reduction Basketball

Hand-eye Co-ordination

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Equipment: •1 basketball •2 sets of coloured sashes

Outcome: Develops team building skills so that students are not relying on individual talent.

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Modifications:

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r o e t s Bo r e p ok u Uses the same Srules for basketball except for the following: Area: Basketball court.

• After each goal is scored the goal scorer must leave the game. He/

she must remain off court until the opposition have scored a goal. It is possible to have 2 or 3 players off the court at the same time depending on whether consecutive goals are scored before the opposition is able to score.

© ReadyEdPubl i cat i ons Scoring: •f orr evi ew pur posesonl y•

Points are awarded:

- 2 points if 1 player is off the court.

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- 1 point per goal if all players are on the court irrespective of where the goal is scored from.

. te o • Players can only be substituted while off the court after scoring a c . che e goal. This encourages all players to attempt to r score a goal. o r st super - 3 points if 2 players are off and so on.

18


Bin Ball Hand-eye Co-ordination

Outcome: Develops evasive skills and throwing for accuracy.

r o e t s Bo r e p okof Place 2 bins 30 metres apart with a row u S witches hats marking halfway. Area: Medium flat area.

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Equipment: •2 bins •1 soft ball of soccer ball size •witches hats

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15 m

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y• 30 m

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Structure: Divide the class into 2 teams with 1 team on either side of the hats. Aim of the game: There are 2 aims to the game: 1. To throw the ball and try to hit the opponent’s bin, thereby scoring 1 point; 2. To hit an opponent below the waist to eliminate them from the game until the next point is scored.

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o c . che e r o t r s su • Players can stop the ball with their or upper body but must try to er phands

avoid getting hit on the legs. If a ball rebounds off the hands of a team member and hits someone on the legs, then the person who is hit is eliminated.

• Players cannot move forward with the ball but must throw from where it is retrieved. Any player crossing the halfway line is also eliminated until the next point is scored. 19


Frisbee Ball ®

Hand-eye Co-ordination

Equipment: •1 Frisbee ®

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Area: Indoor or outdoor volleyball court.

r o e t s Bo r e p ok u NET S 123 123 123 123

One-handers only!

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Teac he r

Outcome: Develops skills in throwing and catching, anticipation and spatial awareness.

5

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© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

Structure: You will need 5 players per team with rotating subs.

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Aim of the game: Played using the same rules as volleyball with players serving by throwing the Frisbee®. All catches must be one-handers and a 5 second time limit applies from when the Frisbee® is caught until when it is thrown. • Rotate player positions after each serving change to utilise the subs.

20


Skill Drills: Using a Football N.B: Teachers can substitute “pass” with “handball” if that is the more appropriate skill.

1. Using cones mark out a 10 m x 10 m square.

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Instructions: • Position 1 player (defender) at cone 1 and 2 players (attackers) at cone 4. • Player A begins with a football and moves into the square towards the defender. He/she (A) aims to ‘draw’ the defender (B) away from (C ) so that player C can run between cones 1 and 2 without being tagged.

© ReadyEdPubl i cat i ons 4 1 •f orr evi ew pur posesonl y• A

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DEFENDER

C

ATTACKERS

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Instructions: • Position a player at each cone with every alternate player having a ball. • The remaining players line up in single file at the starting cone and, following one another, run down the corridor receiving the ball from one player and offloading to the player on the opposite side as they go.

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Skill Drills: Using a Football N.B: Teachers can substitute “pass” with “handball” if that is the more appropriate skill.

3. OFFLOAD RELAY:

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This drill works well with teams of 6-8 players. Set out cones as shown in the diagram below. Position a player at each cone. The remaining players line up at the starting cones with the leader carrying a football.

Instructions: • On “GO”, player 1 from each team runs to player 2 and passes (or handballs) the ball.

Teac he r

Player 1 stays at the cone and player 2 runs to player 3 and passes them the ball. This continues until player 5 has the ball. He/she then sprints back to join the end of the line keeping hold of the ball. Once player 1 has passed his/her ball then player 6 moves out to pass to player 1 so that teams are attempting to have as many balls in progress as they can. The relay continues until all players are back in their original positions.

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4. Group players into teams of four. Position players as shown in the diagram. Instructions: • Player 1 begins with a ball and runs towards player 2 and offloads the ball. • He/she then stands in player 2’s position. • Player 2 runs toward player 3 and offloads the ball and stays in player 3’s position. • Player 3 runs with the ball back to player 1. He/she offloads the ball and stays in player 1’s position. • Player 1 runs back to player 4 and offloads the ball to him/her and the drill continues with player 4 running out to offload to player 3.

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Skill Drills: Using a Football N.B: Teachers can substitute “pass” with “handball” if that is the more appropriate skill.

5. Divide the class into groups of five. Mark out a 20 metre square with cones. Position

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a ball at one end and 5 players at the other end, each with a designated number.

Teac he r

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Instructions: On “GO” the players jog towards the ball. • Before they reach the ball the teacher calls 2 numbers (e.g. 1 and 4). • These 2 players turn and run back to the starting line and then move forward as defenders. • The other 3 players continue to the ball, pick it up, then turn and attempt to score a try against the defenders who have to tag the ball carrier. • The teacher needs to vary the distance from the ball each time he/she calls new numbers to improve reaction times. 20 m

1 © Read yEdPubl i cat i ons 2 •f orr ev i ew pur posesonl y• 3 4

m . u

w ww

5

CALLER

. te

6. A variation of the above drill is to separate the attackers and defenders at the starting cone.

20 m

o c . Instructions:c e hther r o • On the “GO” call,e attackers t s super run one way to pick up the ball

while the defenders run the other way to meet them in the square and stop them from scoring.

START DEFENDERS

ATTACKERS

23


Skill Drills: Using a Football N.B: Teachers can substitute “pass” with “handball” if that is the more appropriate skill.

r o e t s Bo r e p ok u S

ew i ev Pr

Teac he r

7. Set out 5 markers as shown. The markers are approximately 5 metres apart and 5 metres from the centre marker. Instructions: • Position a player at markers 1, 2, 3, and 4. 5m • The player at marker 1 passes a ball 2 3 to the player at marker 2 and then runs to the centre marker, drops to his/her stomach, springs up and backpeddles to his/her marker 5 (marker 1). • Meanwhile the player on marker 2 passes to the player on marker 3 and does likewise. 4 1 • Players 3 and 4 do the same. • All players must aim to be back on their markers before the ball returns to them. Repeat the process.

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

. te

1 D

24

A

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8. Position 5 markers 5 metres apart as shown below. Instructions: • In groups of four, position 2 players at marker 1, 1 player at marker 3, and 1 player at marker 5. • Player A starts with the ball and sprints to player B where he/she puts the ball at his/her feet and then backpeddles to marker 2. • Player A then sprints back past player B, who passes (or handballs) him/ her the ball off the ground, and offloads to player C who repeats the process before offloading to player D. • Alternate roles periodically so that all players receive a rest by being player B.

o c . che e r o t r s super

5m

2

3 B

4

5 C


Skill Drills: Using a Football N.B: Teachers can substitute “pass” with “handball” if that is the more appropriate skill.

9. Can be used with large groups. Set out markers as shown in the diagram.

r o e t s Bo r e p ok u S

Teac he r

10m

2

ew i ev Pr

Instructions: Players form a line at marker 1 3 and take turns. Each player, carrying a football: • Sprints to marker 2; • Drops onto his/her stomach; • Rises quickly, plays the ball (or places it on the ground; • Side-slips to marker 3 and back; • Picks up the ball and then sprints back to the start.

1

© R e a d y E d P u b l i c a t i o n s Position 6 hats as shown, about 8 metres apart. Place another 2 hats about 6 metres front of these approximately 50 metres • f orinr ev i e wandp ur pos e soapart. nl y•

10. SHOOT THE GAP:

. te

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Instructions: • Have a defender jog on the spot at each of the 6 hats while the attackers run one at a time (with the ball) laterally across the line of defenders, keeping a 6 metre distance. • At any time the attacker can change direction and try and shoot (run through) between 2 defenders. • When the defenders see the attacker change direction, they must ALL drop onto their stomachs and then spring to their feet and try and tag the attacker before he/she can shoot through the gap.

o c . che e r o t r s super

ATTACKERS

6m

50 m

DEFENDERS

25


Skill Drills: Using a Football Set out the markers as shown. ATTACKER

r o e t s Bo r e p ok u S

A progression of this drill is to have one player (passer) stand to the side of the attacker and pass him/her a ball 5 metres before this player reaches the defender.

15 m

DEFENDERS

ATTACKER

ew i ev Pr

Teac he r

11. STAND UP THE DEFENDER: Instructions: • The attackers stand 15 metres from the defenders. • When an attacker runs from his/ her mark, a defender moves out to try and tag him/her. • The attacker must try to evade the defender.

DEFENDERS

15 m

PASSER

© ReadyEdPubl i cat i ons 12. Put players into groups of four. Set up cones as shown in the diagram below. •f orr evi ew pur posesonl y• Instructions:

m . u

o c . che e r o t r s super START

. te

10 m

w ww

• One player is designated to be ‘receiver’ (dummy half) and remains in that role until a change of roles is called. • All players begin from the starting cone. • Player A starts with the ball, calls out a number (e.g. 1, 2, or 3) and runs to that cone. • He/she drops onto his/her stomach, rises quickly, 3 2 and plays the ball (or rolls the ball) back to the 1 receiver who has followed the ball carrier. • As he/she is rising, player B calls a number and commences running to that numbered hat and then receives a pass from the receiver. Player B then drops to the ground and rises to play the ball as player C calls a number. • After each player has played the ball they run back A B C quickly to the start to be in position to continue the drill. Only the receiver will remain up at the cones. RECEIVER Players can call the same number cone used by the (DUMMY previous play of the ball if they choose. HALF)

26


Zone Touch Hand-eye Co-ordination

s e l u R

Equipment: •8 hats of the same colour, e.g. all red •1 football

Outcome: Develops skills in passing and receiving a ball from both left and right sides, with speed and accuracy.

r o e t s Bo r e p – 40 m – o u k –10 m– –10 m– S Area: Large, flat, grassed area.

Teac he r

ew i ev Pr

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60 m

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

m . u

w ww

This game is played using the same rules as touch football except for the following modifications:

. te • If a team scores a try between the 2 inside hats theno they receive c . 2 points. che e r o t • If a team scores between the 2 outside hats they r s receive 5 points. super Modifications:

• ‘Bombs’ and ‘grubber kicks’ can be used in the 5 points zone but only ‘grubber kicks’ can be used in the 2 point zone. • A try in any zone from the dummy half (i.e. picking up the ball from the ‘play-the-ball’ area and scoring) is only worth 1 point.

27


Circle Tag Evasiveness/Agility

Equipment: •1 football •hats or ropes to form a circle

s e l u R

Outcome: Develops and refines their passing skills using short and long passes for accuracy and distance.

r o e t s Bo r e p ok u S

Area: Flat, grassed area.

Teac he r

ew i ev Pr

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© ReadyEdPubl i cat i ons •f oYou rr ev i ew pu ponumbers. seso nl y•the Structure: will need 2 teams ofr equal The larger number of players, the bigger the playing area required.

m . u

w ww

Aim of the game: The aim of the game is for a team to carry the football into the opposition’s circle without being tagged. • The ball can be passed forwards or backwards and the ball carrier can run with the ball. The ball, however, cannot be passed to a team member standing inside the circle. If a runner is tagged or the ball is dropped, then the opposition receives possession and the game continues.

. te

o c . che e r o t r s super • At a changeover, the person restarting the game cannot be tagged until they move or pass the ball. Scoring: 1 point is scored each time a ball carrier enters the opponent’s circle untouched. The game then resumes from this point with the other team starting with the ball.

28


10 Tag Hand-eye Co-ordination

Area: Large grassed area, approximately 60 m x 30 m.

Outcome: Uses speed and teamwork to out-manoeuvre the opposition.

Tryline Tea ch er

Defenders Attackers

Tryline

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ew i ev Pr

r o e t s Bo r e p ok u S

Tag

30 m

s e l u R

Equipment: •Football •2 sets of coloured sashes

© ReadyEdPubl i cat i ons 60 m •f orr evi ew pur posesonl y•

• This game is similar to touch football with the exception that the attacking

• •

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m . u

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team has 10 tags instead of 6 and there is no ‘play-the-ball’. Once tagged, the ball carrier need only pass the ball to another team member to continue the game. The referee will call out the number of tags each team has used up. A tag can only be made from the front or the side – not from behind. The game begins with a ‘tap-off’ from the halfway line. At this point the defending team must be 10 metres away. This 10 metre gap must be given at the beginning of each changeover in play after a try has been scored, with a restart from halfway. The attacking team aims to promote the ball as quickly and as far as possible in their 10 tag allocation. Once a player is tagged they can offload immediately, with the referee keeping count of the tags and calling them aloud. Multiple passes may be utilised in order to isolate defenders. A changeover occurs at the end of 10 tags or when the attacking team drops the ball or scores. All passes must be in a backward direction. A try is scored by placing the ball over the opposition’s tryline.

o c . che e r o t r s super

29


Colour Tag 1 Agility, Anticipation

s e l u R

Equipment: •4 sets of sashes of different colour, e.g. red, blue, green, gold •1 football

Outcome: To encourage the players to ‘read’ the opposition’s play and anticipate their moves.

Teac he r

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ew i ev Pr

r o e t s Bo r e p ok u S

Area: Large, grassed area.

Red Team

Blue Team

Green Team

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y• Gold Team

m . u

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Uses the same rules as touch football except for the following:

. teonly permitted to tag a designated colour • Players are on the o c . opposite team.c e h r e o t r For example, red can only tag blue vice-versa and gold can s s r up eand Modifications:

only tag green.

30


Colour Tag 2 Hand-eye Co-ordination

s e l u R

Equipment: •1 football •3 coloured sashes for team (enough for the number of players in each team!) •You will need 1 red sash per team, then the remaining players should be evenly divided where half wear a green sash and the other half wear blue.

r o e t s Bo r e p ok u S

Teac he r

Team 1

Team 2

ew i ev Pr

1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 Area: A marked area 60 m x 40 m 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 U 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012 1234567890123456789012345678901212345678901234567890123456789012

Outcome: Participates in teamwork and develops agility.

Green 1pt Green 1pt

Blue 2pt Blue 2pt

Red 5pt

Red 5pt

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

. te

m . u

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Uses the same rules as touch football except for the following: Modifications: Scoring: Scoring of points is determined by the colour sash worn: If Green scores – 1 point If Blue scores – 2 points If Red scores – 5 points • After each try is scored the red sash member on each team must swap with another colour on their team. This ensures everyone has a chance to be the red player and not just the ‘best’ player. • If an attacking player is tagged by a red defender, they are out of the game until the next try is scored, unless they are wearing the red sash for their team, i.e. a red defender cannot dismiss a red attacker. • This encourages the red defender to become more involved in order to give their team a ‘numbers’ advantage. • It also encourages greater ball movement between the attacking team so that they can avoid the red defender.

o c . che e r o t r s super

31


Two-Ball Touch

Hand-eye Co-ordination

Equipment: •2 footballs (different colours if possible) •2 sets of coloured sashes Area: Approximately 60 m x 40 m.

Develops teamwork, communication skills and endurance through participating in a physically demanding activity.

TeaTryline ch er

Tryline

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ew i ev Pr

r o e t s Bo r e p ok u S 40 m

s e l u R

Outcome:

© Rea EdPubl i cat i ons 60d my •f orr evi ew pur posesonl y• This is a very fast moving variation of touch football.

m . u

Modifications:

w ww

Each team has their own ball to attack with. At the start of the game both balls are placed on the halfway line and one team is chosen to begin. This team attacks using their ball while the other team defends. At the completion of 6 tags, or if the ball is dropped, the ball remains at that position and the players run back to halfway. At this time, the defending team becomes the attacking team and attacks to the opposite end of the field. For the first use of the ball, the attacking team must wait for the defending team to be in position, but for subsequent changeovers the defending team must race back to defend, as play begins as soon the attacking team reaches their ball and performs a ‘play the ball’ motion. This game, therefore, can seesaw from one end of the field to the other at a frantic pace. It is essential that each team has at least 2 substitutes to relieve tired players. After a team scores a try, both balls come back to the halfway line and the non-scoring team recommences the game.

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32

o c . che e r o t r s super


Evasion Tag Hand-eye Co-ordination

ew i ev Pr

r o e t s Bo r e p 20 m ok u S Area: A 20 m x 20 m grid.

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Teac he r

Outcome: Utilises and develops evasion, anticipation and teamwork skills while gaining the fitness benefit of continuous movement.

20 m

s e l u R

Equipment: 4 hats •1 football •2 sets of coloured sashes

30

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y• seconds

w ww

m . u

Referee

Structure: This game consists of 2 teams (of equal numbers) both within the confines of a 20 metre square grid. Aim of the game: The game begins on the referee’s whistle. The player with the ball runs with the ball and attempts to tag members of the opposing team with the ball. Once tagged, that player is OUT.

. te

o c . ch e The ball carrier has only 30 seconds to make a tag otherwise there must be r e o st a change of possession. r super

• If a player makes a tag within the 30 seconds limit, he/she must pass to another team mate to continue. • The new ball carrier then begins his/her 30 second chase. • A dropped ball also results in a change of possession. • A tagged player must leave the field of play. The winning team is decided when all members of one team are tagged out. 33


Double Evasion Tag

Hand-eye Co-ordination

Equipment: •4 hats •2 footballs •2 sets of coloured sashes

s e l u R

20 m

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ew i ev Pr

r o e t s Bo r e p20 m ok u S

Area: A 20 m x 20 m grid.

Teac he r

Outcome: Utilises and develops evasion, anticipation and teamwork skills.

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

w ww

m . u

Referee

This game follows the same basic rules that are found in the Evasion Tag game on page 33.

. te

o c . che e r o t r s super

Modifications: • Each team has a football so all players are in an ‘evasive’ mode of thought. • The ball carriers cannot be tagged, so team members under pressure of being tagged may be passed their team’s ball in order to be ‘saved’ before they are tagged. • The referee blows his/her whistle at random and the ball must immediately be passed to another team member. • A dropped ball has no penalty, only that the whole team is vulnerable until the ball is retrieved. • Players can pass their ball to a team mate even if they haven’t made a tag. 34


Footy Baseball

Foot-eye Co-ordination

s e l u R

Equipment: •5 bases •1 football

Outcome: Enhances skills in passing, catching, kicking, teamwork and anticipation.

Teac he r

ew i ev Pr

r o e t s Bo r e p ok u This gameS follows the same basic rules of baseball these being: • The ball is kicked into the field. • Kicker runs to be safe at a base. Area: Large, grassed area.

• If caught on the full the player is out. • “3 out, all out.”

Modifications:

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• The pitcher is on the same team as the batter and aims to deliver a quick accurate pass from the ground to the batter. • The batter aims to catch and quickly kick the ball into the field. • Two players from the fielding team are permitted to run at the batter once the ball has been passed by the pitcher. These players attempt to charge the ball down or put pressure on the kicker. If a ball is successfully charged down (i.e. it comes to rest behind the batting base), then the batter is out. Defenders can only charge down a ball if they are behind the charge down line when the ball is passed. • The fielding team may kick or pass (or handball) the ball back to the bases or may tag a runner with the ball while they are running. If tagged, that player is out.

m . u

10 m

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5m

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

o c . che e r o t r s super

35


Hand-eye & Foot-eye Co-ordination

s e l u R

Four-Team AFL

Equipment: •16 witches hats •4 sets of different coloured sashes •1 football

Outcome: Develops spatial awareness.

r o e t s Bo r e p ok u S Structure: The game

Area: Large, grassed area approximately 60 m x 60 m. 60 m

consists of 4 teams of 5 with reserves.

Aim of the game: 60 m

Teac he r

ew i ev Pr

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All 4 teams compete at the same time using 1 football. Witches hats are used as goal posts and all goals can only be scored by ‘grubber kicks’, i.e. kicking the ball between the hats along the ground.

w ww

m . u

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

Scoring: Kicking between the 2 inner hats scores 6 points Kicking between an outer hat and an inner hat scores 1 point.

. te o Modifications: This game follows the same rules that apply to AFL, c . ch with regards to running with the ball, marking the ball, and when the ball is e r er o out of play. t s s r u e p Only the tackling rule is modified. A two-handed tag constitutes a ‘tackle’

and can only be awarded if the ball carrier is still holding the ball at the time. This is up to the discretion of the referee. If a tackle occurs, the tackler secures the ball for their team and begins with a free kick. • The game consists of four quarters with the teams rotating each quarter to attack a new set of goalposts. 36


Touch-a-Hat Tag

Hand-eye Co-ordination

s e l u R

Equipment: •1 football •8 witches hats

Area: Field 60 m x 40 m. Position 4 hats down either side of the field (lengthways).

40 m

ew i ev Pr

r o e t s Bo r e p ok u S

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Teac he r

Outcome: Develops teamwork cooperation, anticipation and endurance skills.

Touch a hat

© ReadyEdPubl i cat i ons •f orr ev i e ur posesonl y• 60 mw p

Modifications:

. te

m . u

w ww

Uses the same rules as touch football except for the following:

o c . che e r o t r s super

• As each defender makes a ‘tag’, they must run and touch any of the hats positioned along the sideline before they can resume their place in the defensive line. The attacking team aims to isolate defenders while the defending team must concentrate on communication to cover for defenders who are touching a hat. • If 2 defenders tag an attacker simultaneously, the referee can instruct both of them to touch a hat, thus putting more pressure on their team members.

37


Skill Drills: Using a Soccer Ball 1. SOCCER GOLF: This drill requires cones (at least 8-10) and a soccer ball for each player. Use beanbags to show the position of the starting point which will act in a similar way to a golf tee. Position the cones around the field at varying distances.

r o e t s Bo r e p ok u S

Teac he r

ew i ev Pr

Instructions: • Explain the starting point (tee) and the numerical order of the cones, e.g. cone 1, cone 2, cone 3, cone 4, etc. • The players kick their ball (from the ‘tee’) to hit each cone in order, keeping a mental record of how many times they kick the ball. • Each kick counts as 1 stroke. • The person with the lowest score wins. • If possible, stagger the start so that no more than 3 players are shooting for the same hat at any one time.

© ReadyEdPubl i cat i ons •f or r evi ew pur posesonl y• 2. TWO ON ONE: For this drill you will need 1 soccer ball and 3 cones for every 3 players. Place the 3 cones in a triangle formation approximately 20 metres apart.

m . u

w ww

Instructions:

• Each player is allocated a cone and he/she must hit his/her cone to score.

. te

• The other 2 players should try to secure the ball and then attempt to score.

o c . che e r o t r s su1per 20

38

2

3 20 m

m

2

20

m

1

3


Skill Drills: Using a Soccer Ball 3. REACTION DRILL:

r o e t s Bo r e p ok u S

For this drill you will need 2 soccer balls for every 3 players. Position the players as shown in the diagram below with players 1 and 3 each having a ball.

Teac he r 1

3

2

ew i ev Pr

Instructions: • On the teacher’s call e.g. “One”, players 1 and 2 kick the ball back and forth to each other. • On the call of “Three”, player 2 turns to kick with player 3. • The teacher continues to call “One” or “Three” at random. “One”

© ReadyEdPubl i ca“Three” t i ons 3 1 2 •f orr evi ew pur posesonl y•

w ww

4. THROUGH THE CONES RELAY:

m . u

Set up 5 or 6 cones in a staggered formation and, using the relay format, have the players dribble the soccer ball through the cones.

. te

o c . che e r o t r s super

Set up different hat formations for each team, e.g. 4 teams, 4 different formations. After each relay, the teams rotate to a new formation. This provides greater variety of movement.

39


Skill Drills: Using a Soccer Ball 5. GOAL SHOOT:

r o e t s Bo r e p ok u S

This drill requires 4 or 5 soccer balls, enough cones to mark out a goal, and a goalkeeper.

• The player at the front of the line passes the ball (1) to the teacher who deflects the ball to the right or left (2) for the player to move to the ball and shoot for goal (3).

(1)

TEACHER

ew i ev Pr

Teac he r

Instructions: • The players line up in a straight line, one behind the other facing the teacher or a designated player.

(3)

(2)

w ww

6. GOAL SHOOT 2:

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TEACHER

o c . che e r o t r s super

This is an extension of the Goal Shoot drill above and involves players moving out in pairs towards the teacher who deflects to one player who must pass across to his/her partner to shoot for goal.

GOALIE

40

m . u

© ReadyEdPubl i cGOALIE at i ons •f orr evi ew pur posesonl y•


Skill Drills: Using a Soccer Ball

r o e t s Bo r e p ok u S

15 m

8. SHIELD THE BALL: This drill requires one soccer ball between 2 players. One player begins with the ball and, while dribbling the ball, tries to shield it from his/her opponent who is trying to capture the ball. Roles are reversed if the defender secures the ball. This drill can be further developed by putting a third player into the game and then a fourth for a 2 on 2 scenario.

ew i ev Pr

Teac he r

7. HIT THE CONE: For this drill you will need a soccer ball and a cone for each pair of players. The players stand behind their cones, approximately 15 metres apart, facing each other. You can increase the distance as skill levels improve. The players take it in turns to kick the ball to hit their partner’s cone. Each direct hit is worth 1 point. The first player to score 5 points is the winner. The teacher can impose restrictions as he/she sees fit, e.g. left foot kick only, stop with left foot and kick with right and so on.

w ww

m . u

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

9. SECURE A HOOP: For this drill you will need a soccer ball for each player and half as many hoops as players. Have the players dribble their ball around in an open area. On the call of a whistle players must attempt to dribble their ball into a hoop to secure it. Any player who does not secure a hoop is out. Continue by halving the number of hoops for each round. For a quicker game the teacher could call out a hoop colour which would eliminate more players each round and stop players staying close to a specific hoop.

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o c . che e r o t r s super

“Red Hoop”

41


Collect-a-Hat Foot-eye Co-ordination

Equipment: •Up to 25 small hats •soccer ball •large soft ball

s e l u R

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ew i ev Pr

r o e t s Bo r e p ok u Up to 25 hats are S positioned

Area: Large, flat, grassed area.

Teac he r

Outcome: Practices fielding, striking a moving target and making quick decisions with his/her team mates.

randomly in the playing area, with 2 hats placed 10 metres apart in the kickoff area.

© ReadyEdPubl i cat i ons •f orr ev w pur posesonl y• 10 i me

Structure: Divide the class into 2 even teams.

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Aim of the game: To collect as many hats as possible.

• Each team takes a turn to kick the ball from the kick-off area and run out to collect hats before running back to the kicking area.

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o c . che e r o t r s super

• If players pass through these hats before being hit below the waist with the ball, they keep these hats and add the number to their team’s tally. If they are hit by the fielders before getting home, then the fielders add the hats to their tally. • Teams will change roles when all team members have had a go or when there are no hats left to retrieve before all members have kicked the ball. • If the kicked ball is caught on the full the kicker is not out, however, they can collect no more than 2 hats before running home. 42


Grid Soccer Foot-eye Co-ordination

s e l u R

Equipment: •2 sets of coloured sashes •1 soccer ball •4 goals, enough witches hats to divide the playing area into quarters.

Outcome: Develops anticipation, vision and awareness within the confines of a segregated playing area.

r o e t s Bo r e prules as soccer except foro Uses the same the following: u k S Modifications:

ew i ev Pr

Teac he r

Area: Approximately 60 m x 40 m divided.

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o c . che e r o t r s super

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© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

30 m

40 m • Each team has 8 players plus 2 GOALS GOALS goalkeepers on the field at any 12345678901234567890123456789012123456789 one time. Extra team members 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 can be used as substitutes. 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 • Only 2 players from each team 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 are allowed in each grid. Each grid 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 also has 1 goalkeeper. 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 • If a player runs outside of his/her 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 grid this results in a penalty to the 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 opposition. The ball may be 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 passed between grids. 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 • Teams can score a goal in any of 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 their 2 goals from anywhere on 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 the field, i.e. a player can kick a 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 goal from his/her grid through the 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 mouth of an adjacent goal as long 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 as he/she remains inside his/her 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 12345678901234567890123456789012123456789 1234567890123456 1234567890123456 1234567890123456 12345678901234567890123456789012123456789 1234567890123456 1234567890123456 grid. 12345678901234567890123456789012123456789 1234567890123456 1234567890123456 1234567890123456 1234567890123456 12345678901234567890123456789012123456789 1234567890123456 1234567890123456 1234567890123456 1234567890123456 12345678901234567890123456789012123456789 1234567890123456 1234567890123456 1234567890123456 1234567890123456 • Each grid enables a 2 on 2 format. 1234567890123456 1234567890123456 1234567890123456 1234567890123456 1234567890123456 1234567890123456 1234567890123456 1234567890123456 1234567890123456 1234567890123456 • At half-time the players stay in their designated grids but the direction of play changes, so that attackers will now be defenders and vice versa. Only the goalkeepers will change ends. • The smaller field dimensions encourage shorter passing, more running with the ball and less long kicks. • Goalkeepers cannot kick the ball and are only able to throw it.

43


Hand-eye Co-ordination

Two-Ball Soccer

Outcome: Develops anticipation, (e.g. 1 red, 1 blue) •2 goals •2 sets of decision making, field sashes (try to match the ball colours if possible) positioning and Area: Soccer field or similar playing area. communication within a fast moving environment.

Equipment: •2 balls of different colour

s e l u R

Teac he r

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r o e t s Bo r e p with players having to attack okand defend This game is quite frantic u simultaneously. S Uses the same rules as soccer except for the following:

Modifications:

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© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

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. te o • Any time a ball goes out of the playing area the attacking team c . ch e always has the role of throwing in their own ball,r e.g. the red team e o st will always throw in ther redu ball the blue team will always s er pand throw in the blue ball.

• When a goal is scored the game continues with a goal kick, as the other ball is still in play. • Usually one referee will be sufficient, but if desired a referee could be allocated to each ball. 44


Soccer Volleyball

Foot-eye Co-ordination

Outcome: Enhances skills in control, direction and teamwork while participating for enjoyment.

r o e t s Bo r e p NET ok u 123 123 S 123 123 123

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20 m

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Equipment: •1 small beach ball •volleyball net Area: A volleyball court or 40 m x 20 m area with a net separating the teams. The net need only be chest high.

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y• 20 m

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20 m

Uses the same rules as volleyball except for the following:

. te o Each team is positioned on opposite sides of the net. Teams can have c . ch between 5-8 players (with subs). One player servesr the ball over the net e ofoot. Each player can t using his/her hands to e drop the ball e onto his/her r s s r u p strike the ball more than once using any part of their body except the Modifications:

hands. The game is identical to volleyball but uses a beach ball and the players use soccer skills. This activity emphasises the fun in such a game and enables the players to learn and develop skills in a relaxed environment. If desirable, a ‘goalie’ can be added to each team who is able to use their hands to strike the ball or keep it ‘alive’. 45


Aerial Soccer

Agility/ Hand-eye Co-ordination

Equipment: •1 beach ball (up to but no larger than 60 cm) •2 goals if possible (small portable type) or witches hats to substitute •Coloured sashes to identify teams Area: Grassed area approximately 40 m x 30 m.

Teac he r

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s e l u R

Outcome: Develops skills in striking, hitting and paddling a moving object.

Free Hit

© ReadyEdPubl i cat i ons 40 m •f orr evi ew pur posesonl y•

Uses the same rules as soccer except for the following:

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Structure: This game is played with 6-8 players per team and any number of subs. Aim of the game: The aim is similar to normal soccer except the ball is kept in the air by paddling, striking or hitting (but not holding). • If the ball drops to the ground or is hit to the ground, then the nonoffending team will receive a free hit from where the ball lands. • Players can contest the ball while in the air but only with on open hand. • A closed fist may be used for restarts or free hits. • Pushing or deliberate charging will result in a free hit. Scoring: A goal is scored by hitting the ball into the goal area and the game then restarts from halfway. Each team will have one designated goalie who is allowed to strike the ball with a closed fist at all times.

o c . che e r o t r s super


Circular Soccer

Foot-eye Co-ordination

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Equipment: •2 portable goal posts (no net) or witches hats •1 soccer ball •2 sets of coloured sashes Area: Large, grassed area (size can vary according to the number of players). A circle designates the playing area.

40 m

20 m

Teac he r

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ew i ev Pr

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Outcome: Develops skills in ball control, trapping and striking.

The goalposts are positioned 20 metres in from the sideline at either end. Players can move anywhere inside the playing field and there is no offside.

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© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

Uses the same rules as soccer except for the following:

. t e are curved and a goal can be scoredc o • The sidelines by kicking the . ch ball through the goalposts from either side. r e er o st su • Each team has 1 goalkeeper (goalie) who defends shots from either per Modifications:

side of the goal. The goalie can kick or throw the ball in any direction after nullifying an opposition attack.

Scoring: 1 point is scored for each goal and the game continues after a goal is scored allowing for a second goal to be scored from the other side of the goal if the goalkeeper does not react quickly enough. Therefore, there is only ever 2 starts (one for each team), at the beginning of each half. 47


Colour Soccer Foot-eye Co-ordination

Equipment: •4 sets of coloured sashes •1 soccer ball •2 goal posts

r o e t s Bo r e p o u k S

Area: A soccer field or similar playing area.

Teac he r GOALS

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GOALS

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Outcome: Develops anticipation, vision and awareness, and enhances effective defensive skills.

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

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This is a modified game of soccer where players on opposing teams can only defend against designated players on the other team.

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Structure: Split the class into 2 even teams. One team is then divided into 2 groups, distinguished by wearing red and green sashes. The other team is divided into 2 groups wearing blue and gold sashes. The players are then allocated a colour from the opposite team, against whom they must defend. Therefore the reds from one team can only defend against the blues from the opposition and vice versa. Likewise the greens can only defend against the gold sashes. • During the course of the game, a penalty will result if a player in possession of the ball is challenged by an opposition player not wearing the correct colour. • Goalkeepers can move out to challenge any colour as they won’t be wearing a coloured sash. Goalkeepers are also free to roam over the entire field if they please.

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Safe Ball Foot-eye Co-ordination

Equipment: •1 wicket •1 soft ball about soccer ball size •6 witches hats

s e l u R

Outcome: Encourages decision making skills and evasive action strategies.

r o e t s Bo r e p ok u S Area: Large, grassed area.

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15 m

15 m

Teac he r

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© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y• Structure: Divide the class into 2 teams. One team is to field, the other

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to kick. Aim of the game: A bowler, positioned 15 metres from the wickets, bowls an underarm ball to the kicker. Once the kicker kicks the ball he/she must run through to the ‘safe line’ 30 metres away. If the kicker is hit below the shoulders by the ball before reaching the safe line he/she is out. He/she must then wait at this line until the next kicker kicks the ball and can choose whether to attempt the run.

o c . • The kicking team have any more than 3e players at the safe chcannot r er line at any one time. o t s s r u e p • Players only receive a point for their team when they reach home. • The kicking team continues until 3 members have either been bowled out or hit with the ball while running. Once 3 members are out, the teams swap roles. • No points are scored for anyone at the safe line when the third player is out. 49


Skill Drills: Using a Tennis Ball

r o e t s Bo r e p ok u S

B

ew i ev Pr

Teac he r

1. Put the players into pairs with 1 tennis ball for each pair. Have the players in each pair stand 20 metres apart with a cone placed to mark 5 metre intervals as shown in the diagram. Player A throws the ball to player B who attempts to catch it on the full. Player B then returns the ball to player A and runs to cone 2 to receive and return a throw, then to cone 3 and cone 4. This process continues until player B has returned to his/her starting position and then player A performs the drill. When both players have completed the drill repeat it with the first player rolling the ball and the other player fielding the ball and throwing it back before running to the next cone. A

1

2

3

4

5

20 m

Š ReadyEdPubl i cat i ons 2. In pairs, with a tennis ball, players stand facing each other 20 metres apart. •f rr ev i e wit towards pur poAs es o ntol y Player Bo holds a ball and rolls player who runs out field• the

teB (1) . (2)

B

o c . che e r o t r s super

Rolls ball

20 m

A

Catches ball

20 m

50

Fields ball

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ball as quickly as possible (1) and returns it with an accurate throw to player B. Player A then back peddles (2) to the starting line to repeat the drill. Repeat 8-10 times as quickly as possible then swap roles. Alternate the roll to both left and right of the fielder.

Throws & Backpeddles

A


Skill Drills: Using a Tennis Ball

r o e t s Bo r e p ok u S ○

WICKET KEEPER

BATTER

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3. Using a tennis racquet and at least 10 tennis balls, have all the players in the playing area. One player is selected as ‘wicketkeeper’ and stands to the side of the ‘batter’ who is usually the teacher. The batter then hits the balls in quick succession all over the playing area, both in the air and on the ground. The fielding players must collect the balls and return them as quickly as possible to the wicketkeeper. Change the wicketkeeper and repeat.

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

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○ ○ ○ ○ ○ ○ ○

THROWING ZONE

o c . che e r o t r s super THROW LINE

THROW LINE

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TEAM A

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4. Divide the class into 2 teams. Position teams 25 metres apart, with a row of cones placed 5 metres in front of each team, as shown in the diagram below. Each player has a tennis ball to begin and the aim is to knock over all of the opposition team’s cones. Players retrieve balls as quickly as possible, as play continues. Players can enter the throwing zone to collect a stationary ball only but must return to their team’s throw line before throwing the ball. The first team to knock over all opposition cones are the winners.

TEAM B

51


Skill Drills: Using a Tennis Ball

A

E

B

r o e t s Bo r e p ok u S

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Teac he r

5. In groups of 5, position players in a square as shown in the diagram. Player A begins with a ball and throws it to player B and runs to stand at B’s cone. Player B does the same to player C, C to D and D to E. When A receives the ball he/she reverses the direction of the throw and throws it back to player D and then runs to stand at D’s cone. Each time player A receives the ball they reverse the direction of the throw.

C

D

6. Work in groups of 4, with each group having a tennis ball. Position cones as shown in the diagram below. Player A starts with the ball and runs forward on “GO”. Player A throws to player B who throws to player D on the run. Player D throws to player C and turns at the line to continue back. Player C meanwhile has thrown to player B, who throws to player D who then throws to player A. At this point the players can swap roles or player D can turn and continue the drill.

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y• B

C

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○ ○

D

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A

. te o c 7. Have all players scattered in the . ch e playing area. Using a tennis racquet r er o t and tennis ball, a designated batter hits s s r u e p the ball high into the air. The fielding

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players attempt to catch it on the full but must call “Mine!” first before attempting the catch. If the catch is successful this player becomes the new ‘batter’.

“Mine”

BATTER


Racquet Ball Hand-eye Co-ordination

s e l u R

Equipment: •6 hats •1 racquet •1 tennis ball •1 wicket

Outcome: Develops skills of accuracy and distance when hitting a ball with a racquet.

r o e t s Bo r e p game Scoring: Pointsoare Structure: This awarded as u k consists of 2 teams: batters and shown in the diagram below. S fielders. The playing field is set • If the wickets are hit before the out as below, with hats spaced 10 metres apart.

ew i ev Pr

Teac he r

Area: Large, flat, grassed area.

runner is home, no points are awarded.

Aim of the game: The 1234567890123456789012345678901212345678901234567 batting team takes it in turn to 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 wicket 1234567890123456789012345678901212345678901234567 hit the tennis ball with a racquet 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 in any manner they like, and 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 home position 1234567890123456789012345678901212345678901234567 must run around any one of the 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 hats in the line. They only need 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1 to run around 1 hat and then run 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 10 m point 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 back to the home position 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 before the fielding team hits the 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 2 1234567890123456789012345678901212345678901234567 20 m points 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 wicket with the ball. 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 • The fielding team can 1234567890123456789012345678901212345678901234567 3 1234567890123456789012345678901212345678901234567

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run out the batter by hitting the wickets onehanded before they (batters) catch can get safely home. • They can also catch out a batter, but only by executing a one-handed catch. • The fielding team can also designate an ACE player who must be known to the batting team. If an ACE catches a batter out, the batting team loses ALL accumulated points.

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© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

30 m 1234567890123456789012345678901212345678901234567 points 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 40 m 1234567890123456789012345678901212345678901234567 points ACE 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 50 m 1234567890123456789012345678901212345678901234567 points 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 60 m 1234567890123456789012345678901212345678901234567 points 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567 1234567890123456789012345678901212345678901234567

o c . che e r o t r s 5 super 4

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53


Raquet Cricket

Hand-eye Co-ordination

Equipment: •2 wickets •2 tennis racquets •1 tennis ball

s e l u R

Outcome: Develops skills in bowling a ball for accuracy and hitting a moving ball.

Teac he r

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ew i ev Pr

r o e t s Bo r e p ok u S

Area: Large, flat, grassed area.

Out!

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

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Modifications:

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Uses the same rules as cricket except for the following: • Tennis racquets are used instead of bats and can only be used with one hand. • Bowling must be overarm and the bowlers run-up cannot exceed 10 metres. • Batters must run once any contact with the racquet is made. • Only one hand can be used to catch a batter out. • Bowlers can bowl from either end so 2 bowlers are onehanded needed at any one time. (The bowler could possibly catch substitute for the wicket keeper to speed up the game.) • Bowlers change at the teacher’s discretion. (Note: There is no set number of bowls per over.)

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o c . che e r o t r s super


Team Ball Hand-eye Co-ordination

s e l u R

Equipment: •2 wickets •witches hats •tennis ball

Outcome: Develops throwing and catching skills using a variety of passes.

r o e t s Bo r e p o u The field comprises a wicket at each end of k a designated S area approximately 60 metres long and 30 metres wide.

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Teac he r

Area: Large, grassed area.

Each wicket is inside a ring of witches hats. Each hat is 10 metres from the wicket. 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 WICKET 1234567890123456789012345678901212345678901234567890123456789012123 WICKET 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123 1234567890123456789012345678901212345678901234567890123456789012123

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© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

Structure: The game is played between 2 teams using a tennis ball.

. t e game: The aim of the game is to hit the o Aim of the opponent’s c . wicket to score c a point. Players can run with ther tennis ball or throw e h er o t to a support player. However, if tagged with the ball or the ball is s s r u e p dropped, the defending team receives the ball and the game continues from a throw to a support player.

• No player may enter either of the circles of hats unless the ball remains stationary inside the area. The defending team gets to restart the game from a throw inside the circle.

55


Hit the Mark Hand-eye Co-ordination

Equipment: •1 wicket •6 tennis balls (green) •7 hats •1tennis ball (coloured)

s e l u R

Outcome: Develops skills in throwing for accuracy at a stationary target.

r o e t s Bo r e p ok u Sis The playing field set up with 6 hats placed randomly, each with a green tennis ball next to it. A ‘throwing’ hat and a wicket are placed at a distance from these hats.

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Area: Large, grassed area.

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

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Structure: There are 2 teams: fielders and throwers. • One player from the throwing team takes on the role of wicket keeper, and the fielders take up positions on the field. Aim of the game: The throwing team takes turns to throw the coloured tennis ball from the ‘throwing’ hat out into the field. If the ball is caught on the full, the thrower is not out. The thrower then runs out randomly to as many hats as possible and throws the green tennis ball back to the wicket keeper who places the ball at the base of the wicket. The thrower continues to do this until the fielders return the coloured ball by running or throwing back to hit the wicket. Only then is the thrower out. Scoring: The thrower receives 1 point for each ball at the base of the wicket. • The balls are returned to the hats and the next thrower continues the game. When all throwers have had a go the teams swap roles.

o c . che e r o t r s super


Four-Person Cricket

Hand-eye Co-ordination

s e l u R

Equipment: •4 wickets •4 bats •1 ball Area: Large, grassed area (can also be played on asphalt).

○ ○

WICKET

○ ○ ○

WICKET

ew i ev Pr

r o e t s Bo r e p ok u S

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Teac he r

Outcome: Develops skills in throwing an underarm ball for accuracy and batting a moving ball.

Fielders can’t stand in the wicket square

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

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Modifications:

m . u

Uses the same rules as cricket except for the following:

• Only the batsmen can be bowled or caught out (not run out).

. te

o c . c e • The bowling team can bowl overarm or underarm as soon as they he r o t r s s are ready, trying to catch the batsmen unprepared. up er • All 4 batsmen must run once contact is made with the ball and cross over to the opposite wicket.

• The fielding team cannot stand inside the square formed by the 4 wickets, but can run in to retrieve a ball and quickly return it to one of the bowlers/wicketkeepers for them to bowl. • A batsman who is out is replaced by another team member until there are no members left to go in to bat. 57


Cone Ball Hand-eye Co-ordination

Equipment: •20 witches hats (2 colours if possible) •2 sets of sashes (same colour as hats if possible) •1 tennis ball •2 goal posts Area: Large, grassed area or (soccer field if available).

s e l u R

GOALS

GOALS

ew i ev Pr

r o e t s Bo r e p ok u S Each team has

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Teac he r

Outcome: Develops skills in catching a ball, throwing for accuracy and judging distances.

a goalkeeper. Each team member carries a witches hat.

© ReadyEdPubl i cat i ons Structure: Divide the intop 2 teams ofo 10s players plus subs. •f o rr e vclass i ew ur p eso nl y•

. te

58

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Aim of the game: The aim of the game is to score a goal by throwing the tennis ball through the opposition’s goal. This is achieved by throwing the ball to a team member who attempts to catch it in the witches hat. If successful they receive a free uncontested throw. • If the ball is not caught in the hat, then the first player to pick up the ball will secure it for their team. • Players cannot run with the ball but can run to get into position to receive a throw. • The goalkeeper protects his/her goal by catching the ball in his/her hat, or blocking, but not catching, the ball with his/her free hand or any part of his/her body. • If a goal shot is blocked but not secured, then the same rule applies as in general play – the first person to pick up the ball secures it for his/her team. • The game commences and recommences after a goal is scored with a throw from the centre of the field.

o c . che e r o t r s super


Two-Ball Cricket

Hand-eye Co-ordination

s e l u R

Equipment: •Wickets •2 large balls •2 bats

Outcome: Develops skills for throwing, catching, and fielding as well as striking a moving target with a bat.

Teac he r

Modifications:

ew i ev Pr

r o e t s Bo r e p o u k Uses the same rules as cricket except for the following: S Area: Moderate to large, flat area.

• Players can only run singles (no multiple runs, e.g. 4s or 6s). • Players must run if they hit the ball.

• There are 2 bowlers – 1from each end – and 2 wicketkeepers.

© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

• Bowlers can bowl as soon as runners have reached their crease – they do not need to wait for them to ‘face-up’. • Any player can bowl or teams can designate bowlers.

m . u

w ww

• Batters can be out bowled, caught or run-out but there is no LBW rule. • When a player is out bowlers must wait for the new player to reach their crease.

. te

o c . • Can be playedc as a time-limited game or until all players are out. e her r o st super • Obviously, there is only one bowler at a time.

59


Hand-eye Co-ordination

Double Circular Cricket

Equipment: •Witches hats to form 2 circles

(If possible: small hats–inner circle; large hats – outer circle.) •1 small ball •1 cricket bat •A bin/target Area: Large, flat, grassed area, although a large hardcourt area would be fine.

s e l u R

Outcome: Refines skills of bowling, fielding and batting..

r o e t s Bo r e p ok u S

Teac he r

ew i ev Pr

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© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

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m . u

w ww

Aim of the game: The batting team takes it in turn to bat and all members have a chance to bat. If players hit the ball they must run, either to the closest inner circle hat for 1 point, or to the closest outer circle hat for 5 points.

o c . che e r o t r s super

• When a batter is out – either caught or bowled – they must quickly run towards the next batter in the line who should already be running in to receive the bat, as the bowling team does not have to wait for the batter to be ready before bowling. Therefore it is quite possible for a batter to be bowled out before even facing a ball. • The fielding team can bowl, either underarm or by throwing the ball at the bin when ready. They must be standing at an outer circle hat to bowl. Anyone from the fielding team can bowl. 60


Hand-eye Co-ordination

s e l u R

Three-Ball Throwball Equipment: •3 tennis balls •4 bases •1 bin or container

Outcome: Develops skills in throwing for distance and accuracy.

r o e t s Bo r e p ok u S Area: Large, flat, grassed area.

Teac he r

ew i ev Pr

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© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

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w ww

Structure: The class is divided into 2 teams: throwers and fielders. Aim of the game: The throwing team throws in groups of 3 with all 3 players (throwers) throwing at the same time. The throwing team must then run as many bases as possible, while the fielding team retrieves the 3 balls and places them in the container. Once all 3 balls are in the container the 3 throwers are out and the next 3 throwers in the team have their turn.

. te o and this Scoring: The runners receive 1 point for each base they touch. individually c cscore. is added to the team For example, one runner mayr touch 5 bases, another e h er oTherefore their score is runner may touch 4 bases and the third runner only 2t bases. s s r u e p 11 points, which is to be added to the team score. • If any of the balls are caught then that thrower cannot contribute any points to his/her team, however, all 3 balls must be in the container before the other 2 runners are deemed to be out. • If team member numbers do not allow for each team to have groups of 3, then the team can nominate players who have already thrown to throw again to make up the numbers. 61


Gamble Cricket

Hand-eye Co-ordination

s e l u R

Equipment: •2 wickets •1 bat •1 ball • 4 hats

Outcome: Improves skill of judging a run and fosters quick decision making.

r o e t s Bo r e p ok u S

Area: Large, flat playing area.

20 m

Teac he r

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© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

w ww

Modifications:

m . u

Uses the same rules as cricket except for the following:

. te bowl overarm and change after 5 bowls.o • Bowlers must c the ball, . crun • The batter must once contact has been made with e her r o t and can only be dismissed ifs bowled, caught or run s out at the batting uper • There is only 1 batter and the remainder of the players are fielders.

wicket.

• Once the batter has hit the ball he/she runs to a hat and back. • Each hat represents a different run value as shown in the diagram. • The highest run scorer is the winner.

62


Continuous Stop Ball

Hand-eye Co-ordination

s e l u R

Equipment: •Tee-ball stand •1 baseball bat •4 bases •1 hoop

Outcome: Develops skills in driving a stationary ball off a tee, fielding and returning a ball to a set point, and estimating distance.

r o e t s Bo r e p ok u S Area: Large, grassed area.

Teac he r

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© ReadyEdPubl i cat i ons •f orr evi ew pur posesonl y•

m . u

Uses the same rules as tee-ball except for the following:

w ww

Modifications: • The fielding team returns the ball as quickly as they can to the ‘pitcher’ who is standing inside a hoop in the centre of the diamond. • When the pitcher has the ball he/she calls “Stop” and the runner must be on a base or he/she is out. The runner can’t move again until the next batter has hit the ball. • Runners continue to run around the bases until all batters have had a turn and receive 1 point each time they pass home base. • Runners can double up on bases as long as each runner has some part of their body touching a base when the pitcher receives the ball. • Any runner not on a base is deemed out and therefore cannot contribute any more points to their team’s score.

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o c . che e r o t r s super

63


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