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Warm Up Activity #1
SCOOP TAG
Duration 10 minutes
Equipment 1 ball except 3 participants
Area Size Create a grid using cones to comfortably fit all your students
Instructions Variation of chasey or IT
Select 3 players to start as taggers
All other players carry and run with ball evading taggers
Taggers tag players who then perform a roll ball
Tagger picks up ball and runs around area, can not re-tag tagger
Variation and Add in tap for tagger
progression
Teachable moment Energy and enthusiasm
Using and defending space
Organisation
Set up rectangle to
begin with extra
markers on one side
ready for skill
development section
Warm Up Activity #2
1
Organisation:
Activity #1
Activity #2
DUMMY HALF
Duration 5-10mins
Equipment Groups of 3
1 ball between 3
Area Size 5m x 10m grid
Instructions Students work in 3s to move ball upfield
Students 1 runs to 5m line and performs a roll ball, Student 2
acts as a dummy half, scoops ball (EXPLAIN DUMMY HALF
RULE)
Student 3 runs onto pass aiming at the 10m line
Student 3 performs roll ball at 10m line, Student 2 runs into
2
dummy half an passes back to student 1
Variation and Action of initiating the touch
progression Add in tap to start the drill
Teachable moment Catching the ball at speed
Flat passes off the scoop
Organisation: Student select grid
Use small square Student establish a work station
grid 5m x 10m Teacher moves around grids
Activity #3
Activity #4
3
Teachable moment Decision making
Spacing
Organisation: Extend vertical grid with extra marker or run horizontally
Leave space between grids for next drill
From (http://touchfootball.com.au/fileadmin/user_upload/Download_Documents/2015/Play_for_Life_-
_Touch_Football.pdf)
End Game
TEAM WAVES
Duration 15-20 minutes
Equipment Teams of 4
Area Size Extend grids into larger fields
Can make a mirror image to cater for large class
Instructions See above
4
Acceleration and speed
Agility
Organisation: Use of grids still may need to extend or use rectangle and make
a mirror image
5
Additional Notes
When to introduce rules is important, timing of introducing rules and when
it will be most beneficial
Must introduce all the appropriate rules during the lesson to ensure that
the modified game played at the end of the lesson will be successful
Must consider how the drills in the lesson will progress to a final modified
game
Revise KTPs during the warm up
Reinforce KTPs in the physical activity not at the start of the lesson more
effective that way
Warm up Tag/Chasey
- Incorporates roll
balls and taps therefore
students gain an
understanding of
these rules and when they
occur in the game
- Reinforce this
o Tap when
infringement of
rules restart the game
o Roll ball Stoppages when the ball touches the ground, after a
touch occurs
KTPS roll ball
- Slum and step over, scoop
Warm up Staggered
passing drill (Stage 1)
- Students in lines of 4
- Pass the ball along the line
stopping at the staggered
cones, turning around and
running back continuing to
pass the ball
6
Drill 1 Roll ball into Try (Stage
2)
- Students in pairs
- 1st students run up to 5m
mark, performs a roll ball
- 2nd student scoops and runs to
the 10m mark to score a try
- Swap over on way back
KTPS
- Drop and Step
- Scoop
7
Drill 3 Initiating the touch
8
- Staggered formation
- Flat ball
- Feedback in game need to do it in drill