FOOTBALL/SOCCER ACTIVITIES

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FALL LEAD-UP SPORT GAMES
FLAG FOOTBALL :
   Nerf footballs
   Pinnies / game vests
   Rip tags
   Traffic cones
   Kicking tee

SKILLS :
   Throwing and catching technique
   (check out the tips and drills from the start page)
   https://members.tripod.com/cernicky.g/throwcatch.htm
   Place kicking and punting
   Defensive technique - mirroring and rip off skills
   Pass patterns
   Centering or snapping
   Pathways - moving in safe directions using agility and coordination skills

RULES :
   Adjust rules to equipment and spatial configuration
   Adapt skills to each classes ability
   Participate in small sided games

NOTE : Practice skills utilizing one ball between two partners

ASSESSMENT :
   Use a rubric or task sheet for individual improvement
   http://www.pecentral.org
LEAD UP GAMES : Check back the last week in July)
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:
   If the chaser tags the runner then score one point
   If the runner can't be tagged or ripped off score one point
   Any bumping into another group subtracts one point (pathway practice)
As an alternative switch partners after a short time or decrease/increase the distance between partners.
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 .

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.

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.

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.
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 .

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.

_______________________________

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 .

KICK and RIP;
Place two equally numbered teams in the following order and positions :
   One team in the field in  a scattered formation
   One team at bat under the b-ball hoop on the endline
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.
ACTIVITY for the week of  10/4/2001 :
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.
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 .

passing.jpg

FLAG FOOTBALL HELP(interactive)

soccer.jpg

Soccer games
SOCCER LEAD UP SKILLS :
   Toe taps
   Sole trap
   Side of foot trap
   Thigh trap
   Double leg trap
   Heading(soft ball)
   Dribbling
   Passing
   Small sided games using offense /defense schemes
   Goalie play
CIRCLE/LINE/Square Soccer:
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 .
SIX BALL SOCCER :
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.
4 CIRCLE SOCCER :
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 .
Earth Ball :
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 .
Cone ball soccer ;
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.
Steal the ball soccer :
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:
X ( 1 point) X    ( 2 points)    X  (3 points)    X ( 2 pts)  X  (1 pt)   X

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
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.
PINBALL SOCCER :
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.
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.
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.
TAG SOCCER :
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.
SOCCER/SPEEDBALL :
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:
   FLIP UP - place ball between feet , jump , and catch the ball
   FOOT SLIDE - place the foot under a rolling ball and it slides up the leg and catch the ball
   JUGGLE UP - from a bounce , juggle the ball off any body part(except "hands") and catch the ball
RULES :
1. Any ball on the floor can't be picked up - play soccer rules
2. Running with the ball is permitted until tagged - at that point the tagger kicks the ball - tagee must move away 3 paces
3. The sideline players pass the ball to their players(soccer kick)
4. The goalies may throw the ball to their players
5. Players may throw , catch , kick and score
SCORING :
   1 point for a kick between the cones
   2 points for a run ( only after 3 consecutive throws) outsdie the cones and past the endline
   3 points for a soccer kick into the net
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.
NOTE : Remember a ball may be lifted anytime off the fllor using speedball skills .
    Y (cone)    X (goal net )      X        Y( cone)

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                (P- PLAYERS)
        P                     P                      P                 P              P
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<<<<<<<<<<<<<<<<<<<<<<<<< MIDCOURT LINE)<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

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HOOP SKILL SOCCER :
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 :
   5 soccer toe taps
   5 side taps
   3 juggles
   5 tosses to self
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 .
PARACHUTE SOCCER :
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 .
KINBALL SOCCER :
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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