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FALL LEAD-UP SPORT GAMES
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Nerf footballs |
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Pinnies / game vests |
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Rip tags |
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Traffic cones |
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Kicking tee |
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Throwing and catching technique |
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(check out the tips and drills from the start
page) |
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Place kicking and punting |
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Defensive technique - mirroring and rip off skills |
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Pass patterns |
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Centering or snapping |
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Pathways - moving in safe directions using agility
and coordination skills |
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Adjust rules to equipment and spatial configuration |
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Adapt skills to each classes ability |
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Participate in small sided games |
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NOTE : Practice skills utilizing one ball between
two partners |
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Use a rubric or task sheet for individual improvement |
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LEAD UP GAMES : Check back the
last week in July) |
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TWO PASS : Assemble the
class into a scattered formation with one football between two students. After practicing throwing and catching skills have
them toss the ball back and forth from about 6-8 feet away from their partner. On a signal , or designated upbeat music ,
the person who catches the ball last must run away from their partner within 10 seconds. On the stop signal , the points are
scored as follows: |
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If the chaser tags the runner then score one
point |
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If the runner can't be tagged or ripped off score
one point |
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Any bumping into another group subtracts one
point (pathway practice) |
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As an alternative switch partners after a short
time or decrease/increase the distance between partners. |
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TWO PASS and RUN : Place 10-14 footballs
on the floor in a scattered position on the gym floor. Match up any two designated partners. On a signal , the class with
their partners must run to any football and complete two successful passes. Next , they place that ball on the floor and go
to another ball . Establish a 30 second time limit each time and try to beat the previous score . Exchange partners often
and check to see if they are doing the proper techniques of throwing and catching . |
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FOOTBASEBALL : Arrange the class into two
fifferent teams on each side of the midcourt line. The players are in a scattered position with one team at bat and the other
in the field. Number the players equally on each side . That is , the #1 pitcher will face the #1 batter . The batter catches
the ball from the pitcher . If caught , the "Batter" may place the ball on the floor or punt it and then run the bases in
order. The fielders must throw the ball to the pitcher or relay the ball between players. When the ball is received by the
pitcher , the runner(s) must freeze at their last place of running. Each team bats for 2-3 minutes and continue until all
have pitched . Switch places every time limit. |
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STEAL THE BALL : Place 24 + footballs in
the center area between 4-8 teams. At each area place a box or hula hoop for the footballs to be placed after it is taken
from the middle area. Each player goes one at a time , places the ball in the hoop and tags the next person. The object is
to take as many footballs until all are gone. As an alternative , the next time , when all the footballs are gone , then take
one ball from any of the other teams. After a designated time limit count the footballs |
THREE LINE RUN : Establish three separate
running lines about 15-20 feet apart . The starting , middle and finish lines are the running lines to be called in random
order. The object is not to be the last person or group to the last line after a designated time limit. For example ? Call
finish , start , middle , start , start , middle.........then wait and no call . The last line called will be the final line
to trick the runners. This agility drill will prepare them for pass patters and defensive maneuvers. |
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SHADOW DRILL : The play will be different
inside and out . On a sunny or partly cloudy day have the students try to step on the other players shadows shadows . Keep
an individual total each time and then repeat for a better score. Inside play will be played with partners . Establish one
asa runner and the other the chaser . Give a 15 second time limit to have the chaser be able to stray with the runner . After
awhilw stop the action and see if the chaser can be within an arms distance with the runner . Change places and partners often. |
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PARTNER TOSS : Arrange the class
into two separate groups on each side of the midcourt line. Place 2-3 footballs on the floor to start the activity . On the
signal to start , the students pick up the ball and toss it over to the other side within the boundries , which are the sidelines
of the b-ball court. Any ball that goes past that line is let out of play . The endlines are in play which has a a wall as
a boundry. After the ball is received , that person must throw it to a teammate , who then throws or rolls the ball to the
other side. The object is to be the group witout the most footballs . |
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STEAL THE BALL : The class is scattered
on each side of the midcourt line with rip tags or pinnies tucked in the back. Place 3 footballs beyond each teams endline
inside a hoola hoop or box. Give the class numbers from 1-3 . Call a number to leave their zone and try to steal the ball
from the hoop . The othe two numbers will try to rip off the tags . IF ripped that person must go back to their zone and start
over again .No person is permitted over the endline except the number called. After a ball is stolen , the passer(stolen ball)
must try to throw the ball to a teammate in their zone. Any ball that is dropped stays out of the game. The first team to
complete a pass wins the score point. Call new numbers each time . The sidelines are also out and that constitutes a return
to the zone to start over. As an alternative replace the ball and the first team to complete al three catches wins the
points. |
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SCOOTER-FOOTBALL : Chose two teams
with equal numbers with one in the field and the other at bat and on scooters. The scooter team starts from one sidline to
the other after the football is either punted or place kicked into the field. At this point all scooter players take off back
and forth. Anybody from the fielding team may receive the ball and start a passing rotation. To ensure proper distances place
poly spots or frisbees in a scattered position. After the ball is caught that person sits down and the rotation continues
until all have caught the ball ans sit down. If the scooter team comes back first they will win. If the fielding team completes
their rotation and sit down first then they win. Switch places after each turn and the activity is completed when all have
a turn to kick the ball . |
Place two equally numbered teams in the following
order and positions : |
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One team in the field in a scattered formation |
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One team at bat under the b-ball hoop on the
endline |
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Chose 2-4 players to place kick the ball into
the field as there are no foul balls. The outfield team is equipped with rip tags or anything that hangs from the back pockets.
When the ball is received that player can't be ripped off until the ball is tossed to a teammate . The other outfield players
are free to be tagged by the kickers . Any ball that is thrown to the four designated players deems that ball out of play
. When the ball is caught place it inside the hoop . The kickers may try to knock down or intercept the ball , too . Any person
that is ripped off will stop play and the "kickers" team scores as many points as rip offs. Any interception will also count
for a score. Establish a time limit for each kicking/ripping turn . Switch places often or until all have kicked and had a
turn to be a receiver inside the hoop .NOTE : After the ball is received that player with the ball may not be ripped off and
can't move but after the toss , that person must also run away from the kickers. Any remaining players will try to pick up
a lose ball and try to toss it to their teammates in the hoops . Score an extra point for the fielders if all four (2-4) footballs
can be received by the designated hoop catchers. |
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ACTIVITY for the week of 10/4/2001 : |
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Divide the class into six different and evenly
numbered teams . Place all the footballs in the center area inside hoola hoops . All the students are lined up behind the
hoops on one side of the midcourt lines equidistant apart. Give hte groups rip tags or vests of different colors. Place the
vests in the back pocket area. Chose one person from each team to be a "ripper" who tries to rip off the vest before anothe
rcolor can steal the ball . If that person is ripped off then return to the start place and the ball is reset to the hoop
. If the ball is stolen then the next person in order goes , also , if any person is ripped off , too. Change new rippers
each 30 seconds and the team with the least footballs loses a point each time while all other teams gain one point. |
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Arrange the class into a scattered formation equppied with gamw jerseys in pockets or rip tags of different colors(
4) . Place all the available footballs in the jump circle and then chose one person to be the quarterback from each color
. The object is to throw the ball to a teammate who is outside a marked area ( cones , b-ball lines ). No ball may be caught
inside that area. Any ball that is dropped is out of the game . The first teammate to catch the ball joins the origonal QB
to continue the process until all have entered the jump circle . mention to the remaining players that they may intercept
or knock down a pass from another team color. Also , they may rip off that person who is trying to get to the jump circle
and help all the other QB'S . The last team to enter the jump circle loses one point while all others gain one. Chose a new
QB each time and repeat the process .
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FLAG FOOTBALL HELP(interactive)
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Toe taps |
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Sole trap |
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Side of foot trap |
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Thigh trap |
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Double leg trap |
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Heading(soft ball) |
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Dribbling |
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Passing |
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Small sided games using offense /defense schemes |
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Goalie play |
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CIRCLE/LINE/Square Soccer: |
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Arrange the class into numbers from 1-5 in a square
, circle or line formation . Call one number to leave the assigned positions and use scooter boards in the center area. Use
more than one ball in a larger space. The number called most try to kick the ball through the remaining players who will act
as goalies and to keep the ball away from the players. make sure to have extra soccer balls ready so there is no stop in play.
The goalies may not catch the ball but slap it away from the players. Call a new number each time . |
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Arrange the class into two separate teams with half the
group as goalies on the endline of the b-ball court and the other half at the midcourt line . Give a ball to each player on
one side of the line while the opponents place a foot on the ball . The players may roam thecourt and try to score a goal
and continue until all scores(6) have been made. Switch places between the players and goalies. Any score must be placed in
a box or container to keep that ball out of play. |
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Align the students into four different circles with one
ball at each place. Each player must straddle their legs with no kneeling , squeezing and bending permitted. Chos eone player
from each circle to go to another one and try to smack the ball between the legs or two players from the head down. The players
will try to keep the ball away from the circle player . After 30 seconds switch to a new player to go inside the circle. The
object is to be the group with the fewest gaols allowed. Each player should have an opportunity to go inside an opponents
circle . |
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Place a kinball or large beach ball (36") in the center
of a large square lined by the students on the sidelines, endline and midcourt line of the b-ball court. Give every other
player a nerf ball to kick at the ball . The object is to force the ball over another teams line .Make sure to mention that
another player may have a better angle for good teamwork . |
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Place traffic cones at four different places equidistant
apart on the endline , sideline and midcourt line. Number the students off from 1-5 , who will be standing in between the
cones . Call one number from each team to leave their positions and try to kick the ball through the cones for a score.(below
head level) . Have an allotment of extra balls for stray shots . The goalies will try to keep the ball away from the players
by rolling the ball to another group of goalies . Call a new number after a few minutes and repeat the
process . As an alternative have the teams in between the cones on the same team and the least amount of goals scored wins
the score . They will try to score against the three other teams. |
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Arrange the class on each side of the midcourt line with
numbers (1-3) and each stdent is equoipped with a game jersey in back pocket or rip tags. Place traffic cones on the midcourtline
in the following order: |
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X ( 1 point) X ( 2 points) X
(3 points) X ( 2 pts) X (1 pt) X |
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The players are scattered and three soccer ball are placed
behind each endline in a hula hoop. Call a number to run into the other teams zone and steal the ball . If they are ripped
off they must go back to their zone and start again. If a ball is stolen then they place the ball on the floor and try to
kick it between any of the traffic cones and the points are rewarded from the grahic above . The first team that scores
gets the points . Any ball that is outside the cones counts as no score and that ball is not played. The |
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two numbers not called have two jobs( rip off and then turn
around and try to block the kick into the cones . The number called must( steal the ball and kick) . Nobody is permitted over
the endline except the number called. Use the sidelines as out of bounds and that player must return to their zone and start
over. Call a new number each time. |
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Make four different bowling areas with three bowling pins
in a triangle configuraion about 12-26 inches apart. Chose one person from each of four squads to stand behind the pins
as a setter . The remaining players will line up behind a starting line with the first person equipped with a soccer ball
. At each squad place a clipboard and pen to write in the scores for their respective groups. There will be scoring
for one point for every pin knocked down. The ball must be kicked with the side of the foot or instep. After a few moments
switch setters until all have had a turn . As an integrative project with MATH - have the students computer their percentages
of attempts versus knockdowns. |
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FOUR GOAL SOCCER : Place a goal at each end
of the floor and two more at the midcourt lines. Place as many wiffleballs as possible into the center area. Divide the students
into four teams of different game jersey colors. |
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Place a goalie for each team in the net and after a score
has been made thta ball remains there until all have been scored. They will try to score at any of the three other goals.
Give a point value for the wiffleballs to use as an integrative activity . (red ball - 1 point ; blue ball - two points ;
yellow ball - 3 points ; green ball - 4 points ; orange ball - 5 points ) . Change goalies often . The remaining players will
start at the goal area and be placed between two traffic cones. Give each player a number and call all new nunmbers after
a few moments . Keep a tally after each turn and as an alternative change the point totals to fractions for the older students.
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Furnish one line /squad with pinnies - these are the taggers
. The rest of the class is scattered around the gym . PLace 6-8 soccer balls on the floor-these soccer balls will be
used to free all the tagged students. If a student is tagged they sit or kneel down on the floor and wait for a soccer pass
by any other student who is not tagged. Then that tagged student may re-enter the game. Give a 30 second time limit before
you change to new taggers. Mention that the more students who are set free with good passes the less points(for a a
tag) the taggers will score. Repeat the process to better the previous score for an alternative approach to the game. |
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Arrange the class into three separate lines for each team.
The goalie will be at the endline in a goal. The rest of the goalies will be placed between two traffic cones thta are placed
8-10 feet from the goal net. The sideline players are standing at each sideline. The players will roam the floor but start
at their own side of the midcourt line. First , you must practice some speedball skills: |
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FLIP UP - place ball between feet , jump , and catch the ball |
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FOOT SLIDE - place the foot under a rolling ball and it slides
up the leg and catch the ball |
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JUGGLE UP - from a bounce , juggle the ball off any body part(except
"hands") and catch the ball |
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1. Any ball on the floor can't be picked up - play soccer
rules |
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2. Running with the ball is permitted until tagged - at
that point the tagger kicks the ball - tagee must move away 3 paces |
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3. The sideline players pass the ball to their players(soccer
kick) |
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4. The goalies may throw the ball to their players |
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5. Players may throw , catch , kick and score |
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1 point for a kick between the cones |
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2 points for a run ( only after 3 consecutive throws) outsdie
the cones and past the endline |
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3 points for a soccer kick into the net |
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The game starts with a jump ball as in b-ball and play continues
using soccer , volleyball(slapping , hitting) , basketball and speedball skills . The goalie may be removed when there is
a score . That person will move between the cones. After a score , the goalies throw the ball to a player. When there is a
new line change , the game starts again with a jump ball . The players exchange with the sidelines , the sidelines go to goalies
and the goalies go to the players. |
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NOTE : Remember a ball may be lifted anytime off the fllor
using speedball skills . |
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Y (cone) X (goal
net ) X Y( cone) |
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<<<<<<<<<<<<<<<<<<<<<<<<<
MIDCOURT LINE)<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< |
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KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK |
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Arrange the hula hoops around the gym (7-10) and place a
ball in each hoop to be used as a safe haven for runners who will stay there until they practice a skill . Choose 4-5 taggers
with deck rings to chase the runners. If a runner decides to enter the hoop , they will have to perform one of
the following skills in the hoop : |
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5 soccer toe taps |
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5 side taps |
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3 juggles |
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5 tosses to self |
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After that is performed then they will have to leave the
hoop. Any runner that is tagged must give the ring to the tagged person. Establish a 30 second time limit each time. The object
is not to perform all four skills before the time limit or nevr to be tagged . |
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Arrange the class around a large parachute numbered
off from 1-4 . Place 4-5 soccerballs on the parachute that they will try to pop off by waving the chute up and down at shoulder
level(no lifting above head). Call one number to go around the chute in all directions. When the ball pops off the chute onto
the floor that ball is taken out of the game. But the number called students must try to either head the ball from a no bounce
or juggle the ball back onto the chute. After a time limit a score is kept on how many soccerballs remain on the parachute.
Call a new number each time or repeat the process trying to beat the previous record . |
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Arrange the class into two teams on the jump circle
of the b-ball court. The teams will be sitting on the floor and in a crab kick position. Make a dividing line at two places
with a traffic cone to differentiate the teams. Assign 2-3 players to stand up behind their respective teams. These will bw
the catchers , or the ones who must stop the ball before it lands on the floor by a kick from the other team(crab soccer?).
After a few moments switch to new catchers until all had a turn. After a catch that player gived it to the closest teammate. |
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