Transcript
Lesson 1 Duration 40–50 minutes
YEARS 1– 2 Attendance 20–30 students
EQUIPMENT Bean bags (one per student), hoops, newspaper/scrap paper (or bean bags), bibs/tags.
WARM UP – 10 mins
GET INTO IT – 20 mins
Hand Slaps
Jumping Square
One player stands with one hand raised, their partner runs around as many times as possible in 15 seconds, slapping hands each time. Compare the number of slaps.
Players stand evenly around a square. Number opposite sides 1, and the other side 2. When the coach calls 1, the two sides jump across the square and exchange places, the other two sides exchange places when their number is called, when the number 3 is called all players jump to the opposite side of the square.
Tail Tag All players tuck a bib or band into the back of their shorts/skirt. Players grab as many tails as possible whilst protecting their own tail. Players cannot hold onto their own tail. The winner is the one with the most tails after all have been stolen.
Throw to Self – Using a Bean Bag Complete some/each of the following:
Simon Says
>> Throw from hand to hand – high/low
>> Throw and jump and catch it
Use the following balance and hopping activities or make up your own:
>> Throw and catch in the same hand
>> Throw and turn 180 degrees before catching
>> Throw and catch on back of hand
>> Throw and touch the ground before catching.
>> Stand on one leg – like a bird >> Stand on one leg – swing the other like a pendulum >> Stand on tiptoe >> Stand on both feet with eyes shut >> Stand on one foot with eyes shut >> Stand on both feet, then on one leg and balance a bean bag >> Ask the group to come up with their own balances.
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>> Throw and clap before catching Throw into a Hoop Line hoops up vertically or horizontally. Players stand 3 metres from the target. Players score points applicable to the target they hit. Shooting a Goal A player holds a hoop and the rest of the players try and score a goal. Change the height of the hoop to increase the difficulty.
MINOR GAME – 10 mins
CHANGE IT
Clean Up Your Rubbish
Easier
Divide the third in half with a line down the middle and approximately eight players on each side of the line.
>> Shorter distance for the players to throw.
Spread out a large number of screwed up pieces of newspaper over the two areas. On the command the children must pick up the rubbish in their area and shoulder pass it to the opposite teams area. After a set time, coach signals time, winning team is the one with the least bits of rubbish in their ‘yard’. Rubbish outside the area belongs to the team who threw the rubbish not the team whose area is sits outside.
>> Bigger yard for the players to throw into. Harder >> Increase the distance the players throw. >> Introduce an area between the teams’ areas which is a no-go zone. Players, therefore, need to throw further to land their ‘rubbish’ in the oppositions court area. >> Reduce the size of the yard.
SCORING >> The team with the least amount of rubbish in their ‘yard’ is the winner. If the rubbish is outside their ‘yard’ the thrower loses a point. >> Add bonus points for players that catch the rubbish on the full.
SAFETY >> If using bean bags, players must throw underarm. >> Encourage communication as players are sharing the space.
ICE-BREAKER >> Each player writes their name on a piece of paper. When the throwing is over, players find the person whose name is on the ball – a good ice-breaker with new groups who don’t know each other.
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Lesson 2 Duration 40 –50 minutes
YEARS 1– 2 Attendance 20–30 students
EQUIPMENT Ball (one per student), stick (or appropriate item as wand), whistle, markers.
WARM UP – 15 mins
GET INTO IT – 20 mins
Straight Line Partner Tag
Throw to Self-Using a Ball
In groups of two or three with one nominated leader. Start behind the sideline and jog towards the opposite sideline, at any point between the sidelines, the leader turns and sprints back to the start line. The other players in the group aim to beat the leader back to the side line. Repeat then change roles.
Complete some/each of the following:
Rats and Rabbits Players line up in pairs one metre apart, one line is nominated the rats and the other the rabbits. The coach calls either “rats” or “rabbits” – the team called run to their sideline with their partner chasing them. Teams receive one point each time a player is tagged. Thumb War Leg Balance Stand on one leg and monkey grip the hand of partner, with the thumb in the air. Players tap thumbs onto hand on alternating sides three times then try to pin the other players’ thumb down. Hopping Fight Players facing each other, across a line, holding each other’s upper arms firmly. On ‘go’, players try to hop their partner over the line. Repeat using other leg.
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>> Bounce ball with two hands and catch >> Throw in the air and catch
>> Throw and turn 180 degrees before catching
>> Throw and clap once before catching (see how many claps they can do)
>> Throw to self and touch the ground before catching.
Wicked Witch All players have a ball and the wicked witch holds a stick as a wand. The wicked witch calls out command to the players e.g. bounce the ball, throw ball in the air. When the wicked witch drops their wand (after 2–3 orders) they chase the players to their ‘safe’ zone (all players must carry their ball). Shrink and Grow Begin three metres away from partner and pass the ball. First time the ball is dropped both players kneel on one knee. If ball is dropped again players ‘shrink’ from one knee to both knees, then to a sitting position and finally a lying position. After 10 successful passes players begin to grow again. If the players are still standing they move back a step after the 10 passes. Partner Pass Players pass the ball to their partner. When the whistle is blown the person without the ball runs to find a new partner.
MINOR GAME – 10 mins
CHANGE IT
Beat the Ball
Easier
Form a straight line, three metres apart.
>> Reduce the distance for players to throw.
Jump and catch the ball and land on two feet, pivot, and pass to next person. Move ball up and down line. A runner tries to beat the ball as it is passed along the line and back to the start.
>> Use chest passes. >> Remove the jump. >> Remove the runner so players concentrate on passing. Harder >> Increase the distance the players throw. >> Use various types of passes. >> Add a dodge before the jump.
SCORING >> The team which completes the greatest amount of passes before the other team has all finished running scores one point. >> Runners score a point if they beat the ball.
SAFETY >> Make sure no obstacles are on the course. >> Use a softer ball for beginners.
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Lesson 3 Duration 40 –50 minutes
YEARS 1– 2 Attendance 20–30 students
EQUIPMENT Ball (one per group of four), hoops/floor discs, six to eight bean bags, bibs/tags.
WARM UP – 15 mins
GET INTO IT – 20 mins
Ball Pick-up Race
Two Foot, Land and Pivot
Groups form two lines and stand facing each other across one third, each player in each group is numbered consecutively. Two balls are placed in the middle, designate one per group. When the coach calls a number, the corresponding player from each group runs in to pick up their ball. The first player to pick up their ball scores a point for their team.
Place four hoops in front of a line of three-four players. The first player moves forwards and jumps into the first hoop, pivots a full circle (squash the spider with one foot and the other foot follow the hoop around) and then repeats for each hoop. The next player begins when the first player is at hoop three. Repeat pivoting with other foot.
Rob the Nest Divide the players into four teams at each corner. In the middle of the area, put six-eight beanbags in the middle hoop. Each team sends a runner to rob an egg from a nest; they return the egg to their nest, the next person in line then goes to rob an egg. Collect eggs from the middle or from other nests; teams cannot stop others stealing their eggs. Island Set up with less hoops/mats (islands) than the number of players. Nominate one/two players as the sharks, these players are the taggers. The players avoid being tagged by balancing on an island, islands can only hold one person, if another player moves onto an island the first player must leave. Players cannot balance on the island for more than six seconds. If a player is tagged they exchange places with the shark.
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Run, Jump and Catch One player stands in front of a line of four players holding a ball. The front person leads forward, lands on two feet and receives a pass, they then pass back and go to the end of the line. Catch Me If You Can Groups of eight-ten stand in a circle with two balls starting opposite each other. Players pass the balls around the circle and aim to catch one ball with the other ball. The activity ends when one ball is ‘caught’ by the other ball. The coach calls to change direction at any time. Interceptor A defender stands in the middle between players and tries to intercept the ball. The attacking players pass the ball between each other and try to retain possession.
MINOR GAME – 10 mins
CHANGE IT
Keep the Ball
Easier
Three attackers and two defenders are distributed over the playing area.
>> Reduce the number of defenders.
The attackers aim to make five passes without the ball being intercepted.
>> Increase the court area. >> Allow the players to hold the ball for up to six seconds.
Each five passes scores a point. Modified rules apply.
Harder >> Increase the number of defenders. >> Every player has to touch the ball at least once. >> Vary the time each player has in possession before passing it on, e.g. ‘hot potato’. Variation >> How many passes in a set time? – possession stays with the same team for the set time limit (e.g. 45 seconds). The team without the ball counts how many times they can tag a player or intercept the ball. >> Change the team size – try different combinations, e.g. 3 v 4, 2 v 3 etc. (this can be a good way to promote inclusion).
SCORING >> For each set of five passes complete, the attacking team receives a point. >> If playing time variation, score the number of successful passes for the attacking team and number of deflections/intercepts for the defending team.
SAFETY >> Ensure adequate space for number of players. >> No physical contact.
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Lesson 4 Duration 40 – 50 minutes
YEARS 1– 2 Attendance 20–30 students
EQUIPMENT Markers (one per student), ball (one between three), goal ring (if available), bibs/tags.
WARM UP – 15 mins
GET INTO IT – 20 mins
What’s the Time Mr. Wolf?
One Foot, Land and Pivot
The players line up behind a line with one player, the wolf, standing at the next line. The players ask “What’s the time Mr. Wolf?”, the wolf answers with a number. The players then take that number of steps towards the wolf. When the wolf answers “dinner time” instead of a number, the wolf turns and chases the players back to their line.
Place four hoops in front of a line of three-four players. The first player moves forwards and jumps into the first hoop, pivots a full circle (squash the spider with one foot and the other foot follow the hoop around) and then repeats for each hoop. The next player begins when the first player is at hoop three. Repeat pivoting with other foot.
Marker Dodge Place four-six markers of each colour in one third of the court. Divide players into small groups and allocate them a colour. The first player from each group moves into the area and dodges each time they reach a marker of their colour. On a call from the coach or after a set number of dodges, the player goes back to their team and the next player repeats the activity. Flip It Split the group into two teams. Each player has a marker, one team places them correctly on the ground and the other team places them on the ground upside down. Players run around to try and turn the other teams markers over to match their own. The team with the most markers the same wins.
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Piggy in the Middle Players stand in a line with one person in the middle. Person inside attempts to intercept ball. If they pass the ball and it is intercepted they swap roles with the person in the middle. Shake the Shadow Two players, one attacker and one defender, work in a 3x 3m square with a third player holding the ball (T) outside the circle. (T) passes the ball to the attacking player (A) who is making a lead, who then passes back. Repeat for five passes. Base Run Two players with one ball try to stop a third player from reaching a base at either end of a 10m wide playing area. Players pass the ball between themselves aiming to tag the third person with the ball, the ball must not be thrown at the player. The third player tries to reach either pair of cones without being tagged.
MINOR GAME – 10 mins
CHANGE IT
Numbers Netball
Easier
Two teams line up on side line numbered consecutively. The coach calls two numbers, these players from each team run into playing area. Only first number called able to contest first ball rolled by coach.
>> Use a soft ball.
The team who gains possession become attackers, may pass to side line players. Both teams shoot towards same goal ring, if ball is intercepted defending team becomes attacking team but must pass ball back to the coach (or sideline player) before shooting. Modified rules apply.
>> No defenders, players just pass to try and score a goal. Harder >> Each player has to touch the ball once. >> Must complete a set number of passes before the team can shoot. Variation >> When a team gains possession at the start of the game, all players join in using a full court. Only two attackers are allowed in the goal circle
SCORING >> If the ball gets into goal circle scores two points. >> A bonus point if a goal is scored. >> Defenders could score if they intercept the pass. >> The attacking team scores 1 point for 5 consecutive passes without the ball being intercepted.
SAFETY >> Encourage communication as players are sharing the space. >> No physical contact. >> No stealing possession of the ball.
© 2013 Netball Australia
Lesson 5 Duration 40 – 50 minutes
YEARS 1– 2 Attendance 20–30 students
EQUIPMENT Balls (one between five or six), goal ring.
WARM UP – 15 mins
GET INTO IT – 15 mins
Relays
River, Rock, Bridge and Tree
The first person in each team runs with the ball to the nominated spot and bounces the ball three times, they then run back to their line and pass the ball to the next person. Repeat with different activities e.g. three catches, one bounce and one catch.
Players line up in teams of five or six. The ball is passed to the end of the line between the legs of all team members. The last person then runs to the front of the line and starts passing the ball again. The winning group is first back to their original position. Add different ball movements, including over and under.
Players line up in relay formation. The first player runs out to a marker and lays on the ground to form a river. The second player jumps over the river, runs to the next marker and crouches down to form a rock. The third player jumps the river, leaps over the rock, runs to the next marker and stands astride to form a bridge. The fourth player jumps over the river, leaps over the rock, crawls under the bridge and stands with arms out to form a tree. Once the river is leapt by the fourth player, they stand up leap over the rock, crawl under bridge, run around the tree and run back to the start. The rock, bridge and tree complete the activity in order. Repeat with players taking on different roles.
Partner Connection
Shooting Relay
Players move around using a variety of movements e.g. run, skip, hop, jump, leap. The coach calls out two body parts which each player must connect to another player e.g. elbow to knee, hand to foot, head to head.
Two even teams line up from the corner of the third to a marker in the circle. Pass ball down the line with front person having one attempt at goal, rebound ball and run to end of own line. Score number of goals for each team.
Tunnel Ball
Variation: Form larger groups by calling out more body parts e.g. 4 hands, 3 feet, 3 elbows, 4 backs.
Corner Spry Stand in a semi-circle facing the player holding the ball who chest passes to each person in turn. Last person in the semi-circle does not pass the ball back, they carry the ball to become the new front person, the previous front person moves to the start of the line to receive the first pass.
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MINOR GAME – 10 mins
CHANGE IT
Corner Spry Cricket
Easier
Divide group into two teams, one ‘batting’ team and one ‘fielding’ team.
>> Use a soft ball.
The batter passes ball into the court then runs between two cones. five metres apart, scoring one point per lap. At the same time, the fielders run towards the person who fielded the ball and corner spry the pass to them only, yell “stop” when completed, the batter stops running.
Harder
The game continues until all batters have thrown the ball then swap roles.
>> Increase the running distance. >> Set up bases so that the batter must run around the bases once before the fielding team finishes the corner spry or they go out. Variation >> For a large group, have two balls thrown (at different times) and two runners. Runners can compete against each other. >> Passers vs runners – players can count the number of passes they complete before the runner has completed the bases.
SCORING >> Each time a runner completes a lap, they score one point. >> The fielding team scores a point if they catch it on the full.
SAFETY >> Encourage communication between players as they are sharing the space. >> Ensure no obstacles are in the runners path. >> Separate the running and throwing groups.
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Lesson 6 Duration 40 – 50 minutes
YEARS 1– 2 Attendance 20 –30 students
EQUIPMENT Markers, balls (one between two), hoops, bibs/tags.
WARM UP – 15 mins
GET INTO IT – 15 mins
Pairs Chasey
Numbers
Players stand in pairs with arms linked. One pair is separated, with one player chasing their partner. The player being chased can link arms with another pair, the player on the opposite end must unlink arms as they are now the player being chased. If the player being chased is tagged, the roles are reversed.
All players move around in random directions avoiding body contact with others.
Fox and Geese Three players form a circle (geese), with another player (fox) standing outside the circle. The fox aims to tag a nominated player in the circle. Players keep the circle intact and aim to reposition to protect the goose from being caught by the fox. The fox cannot go under the arms of players protecting the goose. After a designated time frame or after tagging the goose. Kings and Queens Players line up along a line. The coach faces the group – the first person on the coach’s right is the King and the second the Queen. The coach calls players to ‘Defend the Pass’, they must get back four feet and put their hands up to defend. If a player is slower than the person on their right (coaches left), they move down one spot. The aim is to be the quickest and become the King.
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The coach calls a number and the players form groups of that size as quickly as possible. Change the type of movements e.g. skip, hip, jump, leap; Change movements to mimic an animal or object e.g. monkey, floppy like a rag doll, stiff like a soldier. Long Throw A shoulder pass is thrown between two people. If ball is caught both step back. If the ball is dropped both step forward (unless closer than 3 metres). Work for a set time or a number of passes. Force Them Back Divide one third of the netball court in half, a team of four stand in the middle of each half. The ball starts with one player and is thrown into the other half. If the ball is caught that team moves forward 2 steps, if it is dropped the team moves back 2 steps. The other team then throws the ball back.
MINOR GAME – 10 mins
CHANGE IT
End to End
Easier
Two teams (approximately six players). Each team selects an end person who stands in a hoop.
>> Use a soft ball.
The game is started with toss-up between two players.
>> Player with uneven teams so there is fewer defenders.
After a goal is scored game is restarted with opposite team taking a pass from behind goal line.
Harder
Using modified rules the team in possession, passes the ball attempting vto score a goal by passing to the end person who must catch ball on the full.
>> Defend the end person (another player in the goal ring).
No player other than end person may step in hoop or enter goal area. Rotate end person.
>> Decrease the playing area.
>> Each player has to touch the ball once. >> The ball can only be thrown in the direction of the goal – i.e. it cannot be passed backwards in a zone. Variation >> Change the team size – try different combinations, e.g. 3 v 3, 4 v 4 etc. (this can be a good way to promote inclusion). >> If a court is available – players have to shoot to score a point. >> Restrict playing area – players are only allowed in their third (good for a larger group). >> Teams can aim to hit a target so everyone is able to participate.
SCORING >> Each time a team reaches the end they score a point. >> Defenders could score if they intercept the pass. >> Teams could score how many passes they make before scoring. >> A point is scored for hitting the target.
SAFETY >> Encourage communication as players are sharing the space. >> No physical contact. >> No stealing possession of the ball.
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