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Wet Weather

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0% found this document useful (0 votes)
82 views28 pages

Wet Weather

Uploaded by

api-443516194
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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STRIKING & FIELDING

6 or safe
2 teams – 4 batters and 4 fielders. The batting team, hitting off a tee, has 6 hits. Batters have Fielders SKILL
FOCUS
the choice of running to a safe zone for 2 points or completing the round trip for 6 points. > Return the ball to a fielder in the safety
zone. If the batter makes the return run,

CATCHING
the ball is thrown to a fielder who runs

STRIKING
along C–A.
> Rotate fielding positions.

FIELDING
TEAMWORK
SHOT PLACEMENT
THROWING
Scoring
> Batters score 2 points if they reach the
safety zone before the ball does or
> 6 points for running to the safety zone and CONTENT
DESCRIPTIONS
back before the ball is placed in the hoop.

What you need What to do


> 2 tennis balls or similar per group Batters
> Markers to set out the safe zone > The batting team has 6 hits.

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> Kanga cricket bat or other lightweight > The batter hits off a tee and has 2 choices:
hitting implement –  Run to safety zone – if the safety zone
is reached before the ball is caught in
the hands of a fielder in the safety

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zone, 2 points are scored. The batter
walks back for the next ball.
– Run to safety zone and back – LEARNING INTENTION
before the ball is placed in the hoop. 6 or safe is an introductory striking and fielding
> Batting tee or alternative Score 6 points. activity. The activity develops batting, fielding and
decision-making skills.

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS


6 or safe
change it… > Kicking – kicking a bigger ball into the field Safety
of play is another option. If a player has
COACHING · HOW TO SCORE · PLAYING AREA · NUMBER OF PLAYERS · GAME RULES · EQUIPMENT · INCLUSION · TIME

Coaching limited mobility, use a buddy system and > Batters must run with the bat and not
share roles, e.g. share kicking and running drop it on the ground.
> Use player role models to emphasise if necessary. > Batters should be aware of the position of
effective batting and fielding plays. fielders and the ball being passed around.
> The activity provides an opportunity to > Fielders must not interfere with the batter.
talk about ‘risk-taking’ – is it best to run > Fielders should call
for the ‘safe 2’ or the ‘riskier 6’? ‘mine!’ when fielding
the ball.
Game rules > Fielders are not
allowed to run across
> Fielders vary the pass – allow any pass
the path of the batter.
or vary the pass between fielders. With
beginning players an underarm pass is
suitable.
> Rolling – use rolling to pass between
> Bowling – more experienced players could
fielders. This will assist players with less
hit an underarm fed ball from a team-mate.
developed throwing and catching skills.
The bowler should be on the opposite side
to the hoop – swap over if necessary.
Or use a batting tee if required. Equipment
> Vary – the type size and weight of the balls ASK THE PLAYERS
and bats used according to ability.
> Allow player choice. Fielders
> Use a batting tee – allow player choice. > ‘Where is the best place to stand?’
Batters
Playing area > ‘Where is the best place to hit the ball?’
> Safe zone – increase or decrease > ‘Will you hit for 2 or 6?’
the distance to the safe zone.
INVASION GAMES

Base run
Two players with one ball try to stop a third player from reaching a base at either end of a playing area. SKILL
FOCUS
Warm-up by playing without the bases.

What to do > The attacker (base runner) tries to reach Safety


either base.
SETTING UP > Choose an area away from wall and

AWARENESS
> If the base runner reaches one of the two other obstructions.
> Playing area with cones at either end

CATCHING
bases without getting tagged, one of the
(about 10m apart) to indicate the base > Don’t throw the ball at the attacker.
defenders becomes the new base runner.
for attackers. > Tagging must be confined to the area
> Rotate so each player has a chance to be a
> One medium sized ball per group of three. between the opponents shoulders
base runner.

THROWING
SPATIAL
and knees.
PLAYING
> Start – one ball between the two defenders
who start at opposite ends, the attacker Scoring
(without ball) in the middle.
> One option is not to score, another is
> Defenders can change position but cannot for the attacker to score a point by
run with the ball. successfully reaching either base. CONTENT
DESCRIPTIONS
> Defenders pass the ball to one another
aiming to tag the attacker – defenders are
not allowed to throw the ball at the attacker. TEACHING TIPS

> Encourage defenders to pass the ball and


quickly move to a new position ready to
receive next pass.

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> Encourage attackers to move into space
away from the defender receiving the pass.

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LEARNING INTENTION

Base run develops skills of moving into space and relies


on passing and catching skills. Defenders have to ‘close
down’ space and attackers have to find space and choose
between options (bases).

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS


Base run
change it…
COACHING · HOW TO SCORE · PLAYING AREA · NUMBER OF PLAYERS · GAME RULES · EQUIPMENT · INCLUSION · TIME

Change it
> Vary the – type of ball, size of playing area,
type of pass, size and shape of base, time
ball is held e.g. 3 seconds maximum
Other combinations – 3 v 1; 2 v 2;
4 v 1, 4 v 2 or 3;
> For players with limited mobility or throwing
ability use a 3 v 1 game …
E.g. Player A passes to Player B who
moves in close to Player C. Player B
passes the ball to Player C who in
turn returns it to Player A who has moved
into the path of the base runner and will
now be able to attempt to make a tag.
> Specify a number of passes before
tagging when playing with a player with
limited mobility.
> Ask the group to set rules for this play and ASK THE PLAYERS
to explain why they have changed the rules
and what outcome they expect the new > How did you work as a team to successfully stop
rules will achieve. Does player C have to be the attacker from crossing the line?
involved in every play? > Which sort of passes helped you move the ball
> Allow use of a helper to assist the player around the court quickly?
with low mobility to catch the ball or move > What other games have you played where you
around the playing area where appropriate. used similar techniques to try to stop a
defender from moving down the court/field?
> What tactics worked best for the attacker in
order to avoid the defenders?
STRIKING & FIELDING

Beat the ball


A batting team, a fielding team and 4 bases. A bowled ball is hit into the field. The batter runs FIELDERS SKILL
FOCUS
around the bases while the fielders pass the ball around the bases in the opposite direction. > Initially, fielders must stand at least
Many variations are possible. (Play 5 v 5.) 1m away from a base in the outfield.

FIELDING LOCOMOTOR MOVEMENTT SHOT


> A fielder retrieves the ball. This is the

PLACEMENT STRIKING TEAMWORK


signal for the other fielders to run to a
base. The ball is passed in the direction
fielder–3–2–1–4.
> The last fielder to receive a pass

THROWING
calls ‘STOP!’.
> A penalty applies if ‘STOP!’ is called
too early – the batters receive a point
irrespective of position.
The bat is passed to the next batter.

Scoring CONTENT
DESCRIPTIONS

> One point is scored for


the batting team if the
batter reaches home
before the fielders pass
What to do the ball around the bases.

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BATTERS > An extra point is scored if
> The batter hits a bowled ball the ball passes through
What you need (underarm throw, one bounce). the ‘bonus gate’.
> 4 softball bases/markers > All batters attempt to run around the bases

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> Boundary markers and a marker as a group to the finish position (1–2–3–4).
to show bowling distance > The ball must be hit within the boundary
LEARNING INTENTION
> One bat and ball (choose to suit area, otherwise the hit is re-taken.
ability level of the group) Beat the ball is a striking and fielding game that gets
> The batter is not out if the ball is everyone involved. The game encourages teamwork
> Option: batting tee caught on the full. and thoughtful placing of the ball by the batter.

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS


Beat the ball
change it… > Rolling – use rolling or kicking to Safety
pass between fielders.
COACHING · HOW TO SCORE · PLAYING AREA · NUMBER OF PLAYERS · GAME RULES · EQUIPMENT · INCLUSION · TIME

Coaching > Batters must drop and not throw the bat.
> Distance between fielders – vary the
distance and position, e.g. all fielders > Batters should hit below head height.
> Use player role models to emphasise
along the line. > Fielders must not interfere with
effective batting and fielding plays.
> Hitting direction – add a bonus gate. running batters.
> Variations allow adaptation to a wide
The batter receives a bonus point if the > Fielders should call ‘mine!’ when
range of player ability levels.
ball goes along the ground and through fielding the ball.
the gate. > The batter should know where the
Game rules ball is at all times.
> Scoring variations
> Batting action – throw or kick into the –  One point for each base before
field of play. ‘STOP!’ is called.
> Bowling action – self feed, cooperative –  Batter can run around bases more
feeder, hit from a batting tee, an than once.
overarm bowl. –  If the ball beats the batter home,
> Fielders vary the pass – allow any pass the fielders get one point.
or vary the pass between fielders. Include –  Batter is out if ball is caught on the full.
novelty passes, e.g. under a leg.
Equipment
> Use different bats – allow player choice.
> Use different balls – e.g. size 3–4 soccer ASK THE PLAYERS
ball for kicking option.
> Use a batting tee – if required. Fielders
> ‘Where is the best place to stand?’
Playing area > ‘How can you be ready to back-up if a
team-mate misses a ball?’
> 4 bases – increase or decrease the
separation. Batters
> Outer field size – increase or decrease. > ‘Where is the best place to hit the ball?’
> ‘What do you do if the fielders have your
“best place” covered?’
STRIKING & FIELDING

Bowler goaler
Attackers pass the ball among team-mates, aiming to pass it to their bowler goaler. The bowler Change it SKILL
FOCUS
goaler scores points by bowling the ball and hitting the stumps. (Play in 2 teams of 4–6.)
> Use either an overarm or underarm bowling
action or roll the ball when bowling.
What you need > Specify the type of pass the attackers

BOWLING
> 1 ball, 10 marker cones must use e.g. overarm, underarm, bounce.

TEAMWORK
BOWLER
and 2 sets of stumps GOALER > Move the stumps closer to the
per game bowler to encourage success.

CATCHING
BOWLER > Vary the type of ball and target depending
GOALER
on the activity e.g. basketball and

THROWING
bin, football and goals.

FIELDING
What to do Safety
SETTING UP: > Try to avoid any contact between players.
> Divide players > The ball cannot be taken out of the
into teams of 4–6. hands of a player. CONTENT
> Designate the bowler DESCRIPTIONS

goaler area with 3


markers at each end.
Ask the players
PLAYING:
> How can you increase your
> One player from each team should
chance of intercepting the ball?
be in the bowler goaler area. > Once the ball has been bowled,
> When passing, how can you make it less

ACPMP061
> Attackers may take a maximum of it may not be intercepted until
after it passes the stumps. likely that your ball will be intercepted?
5 steps before passing to a team-mate.
> If the stumps are hit, a goal is scored > How do you communicate
> If the ball hits the ground, or is
and the ball is returned to the centre with your team-mates?
intercepted, the opposing team takes

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possession, and become the attackers. for the opposing team to restart the game.
> Attackers pass the ball to the bowler > If the bowler goaler misses the stumps, the
goaler in the designated area (where opposing team begins with the ball from LEARNING INTENTION
no other players can enter) who then the backline.
Bowler goaler is a game that keeps players moving.
bowls the ball at the stumps. > Rotate the bowler goaler after each point. The game develops fielding, bowling and teamwork skills.

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS


STRIKING & FIELDING

Continuous cricket
A ball is bowled underarm to a batter who hits the ball and runs between 2 wickets. What to do SKILL
FOCUS
The bowler can bowl at any time. A rolling and kicking alternative may be played.
(Play with groups of 6 or more.) Bowler

CATCHING
> The ball is bowled

SPATIAL AWARENESS
underarm from
the marker.
> The bowler can

FIELDING
bowl whenever the

THROWING
ball is available.
Batters

SHOT PLACEMENT
TEAMWORK
> The batter must attempt to hit the ball
after one bounce and, if successful, must
run to the other bin/wicket and back.
> Batters are out if they are caught
or bowled out.
> Once the batter is out, players rotate CONTENT
DESCRIPTIONS
positions until everyone has had a go
at bowling, batting and fielding.
Fielders
Scoring > Return the ball to the bowler ready
for the next delivery.
> One point is scored for each

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run to the bin/wicket and back.
What you need
> Boundary markers and a marker

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to show bowling distance
> One bat and ball (choose to suit
ability level of the group) LEARNING INTENTION

> 2 bins for wickets (or alternatives) Continuous cricket is an age-old game that keeps players
moving. The game develops fielding skills and encourages
> Options – batting tee, size 3–4 soccer ball. thoughtful placing of the ball by the batter.

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS


Continuous cricket
change it… > Rolling – use rolling to pass between Safety
fielders, e.g. if a soccer ball and kick
COACHING · HOW TO SCORE · PLAYING AREA · NUMBER OF PLAYERS · GAME RULES · EQUIPMENT · INCLUSION · TIME

Coaching are used. > Batters must run with the bat and
not drop it on the ground.
> Buddy batter – use 2 batters who change
> Use a player role model to emphasise > Batters should hit the ball below
places. The ball must be hit from the
effective batting and fielding plays. head height.
‘batting wicket’ (easier for batters –
who run half the distance). > Batters keep to the left when running
Game rules – use markers if required.
> Batting action – kick into the field of > Fielders must not interfere with
play from a rolled ball. running batters.
> Fielders call ‘mine!’ when fielding
the ball.

Equipment
> Use different bats – allow player choice.
> Use different balls – allow player choice.
> Use a batting tee – if required.
> Bowling action – allow an overarm bowl.
> Fielders vary the pass – allow any pass, Playing area
or vary the pass between fielders. ASK THE PLAYERS
> Wickets – increase or decrease the
separation between them. Fielders
> Zones – bonus points are scored if > ‘Where is the best place to stand?’
the ball reaches a zone. > ‘How can you be ready to back-up if
a team-mate misses a ball?’
Batters
> ‘Where is the best place to hit the ball?’
> ‘What do you do if the fielders have
your “best place” covered?’
NET & COURT

Continuous tennis
Players in small groups hit a ball over an obstacle and run to the back of the line making way SKILL
FOCUS
for the next player to receive a ball and hit it. Loads of fun in the water!

Scoring

STRIKING
Team challenge – more skilled players
> Total points scored after 2 rounds.

TEAMWORK
Individual challenge – less skilled players
> The first person to 4 points calls ‘FOUR!’
Only count successful returns.

CONTENT
DESCRIPTIONS

What you need What to do

ACPMP061
ACPMP043
> Playing area with net or alternative, such as This activity assumes some proficiency
a marked ‘no-go’ area or a bench in hitting a ball with a bat.
> One paddle bat per player > Start with underarm hits.

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ACPMP045
> Tennis ball or similar for each group > After the first ball is hit, the player
moves to the right and then to the LEARNING INTENTION
> Markers or tape
back of the line. Continuous tennis is a rallying activity that requires
> For the pool option, water should students to practice hitting accurate shots to the team on
be waist-deep the other side of the court.

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS


Continuous tennis
change it… > 2 bounces allowed – for less Safety
experienced players.
COACHING · HOW TO SCORE · PLAYING AREA · NUMBER OF PLAYERS · GAME RULES · EQUIPMENT · INCLUSION · TIME

> Provide sufficient space between groups.


Coaching > Include all – vary the racket size,
use a slower ball, don’t use a net, > A clear strategy to control player/space
> The racket/bat option assumes movements is important. Hitting players
decrease the size of the playing area.
some proficiency with hitting a ball peel off to the right and team-mates stand
with a racket/bat. behind a marker, e.g. tape on the ground.

Game rules
> Throwing, rolling or kicking – provide
an alternative for less skilled players
or as a warm-up (use a larger ball).
> Cooperative play – each
player runs to the right
to join the back of the
opposite team. How
long can the rally be
maintained?

> The next player waits until the hitter has


moved to the right before stepping up.
> Balls are retrieved from another group’s
court only after play there has stopped.
STRIKING & FIELDING

Four bowler cricket


SKILL
B
Batters attempt to score points by running around a Change it
FOCUS
marker. Bowlers attempt to get batters out by bowling Scoring
or catching them out. (Play in 2 teams of 6.) > Vary the type of ball and bat
> 1 run is scored each
SHOT PLACEMENT

according to players’ ability.


time a batter successfully
THROWING

runs around a marker > Allow players to bat from a tee.


What you need > Use either an underarm or overarm bowling
and back to the stumps.
> 1 ball, 4 marker cones, action or roll the ball when bowling.
3 bats and 3 sets
STRIKING TEAMWORK

of stumps per game Safety


FIELDING

> If using a hard cricket ball, protective


padding must be worn by the batter
i.e. helmet, leg pads and gloves.
BOWLING

Ask the players


CONTENT
DESCRIPTIONS What to do > When batting where can you hit
SETTING UP: the ball to score the most points?
> Divide players > Where should you bowl to
into 2 teams of 6. try and get the batter out?
ACPMP045
ACPMP063

> Position the 3 sets of stumps to > Where is the best place
face the 4 directions of bowling. to stand when fielding?
> The ball is returned by a fielder to any > How can you work together to get
> The fielding team has 4 bowlers
of the bowlers, where they can bowl batters out/stop batters scoring?
(1 placed on each marker) and 2 fielders.
immediately — even if the batter
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PLAYING: has not returned.


> The batting team bats one at a time. > The batter may be out by
> A bowler bowls the ball to the batter. being bowled or caught only.
LEARNING INTENTION
> When the batter hits the ball, they must run > Rotate the bowlers and fielders regularly.
Four bowler cricket is an energetic game that keeps
around the marker from where the ball was > Teams change over when all players moving. The game develops fielding, bowling,
bowled and return to the batting position. batters have been dismissed. batting and teamwork skills.
STRIKING & FIELDING

Hit 4 and go
A batter hits 4 consecutive balls into the field and then runs between marker cones as many What to do SKILL
FOCUS
times as possible. When the fielders have returned all 4 balls they call out ‘STOP!’ (4–5 per group).
SETTING UP

FIELDING
> 2 teams – batters and fielders
Batter

TEAMWORK
> Hits 4 balls, one after the other, into

SHOT PLACEMENT
the playing space.
> The balls can be hit from the ground, or
off tees, you can toss the ball and hit it

THROWING
yourself, or have a team mate toss the
ball to you.
> When the last ball is hit, the batter runs

STRIKING
between the marker cones as many times
as possible.
Fielders
CONTENT
DESCRIPTIONS
> Fielders return the balls to the home base
– balls must be inside the hoop to count.
> Fielders call ‘STOP!’ when the last ball
reaches home base.

ACPMP061
ACPMP043
What you need Scoring
> A suitable indoor or outdoor > From cone to cone = one point.

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playing area as shown > Points are totalled for the team.
> Range of bats/rackets and balls
(sponge balls, softballs or tennis balls) LEARNING INTENTION 

> Marker cones (for running and playing area) Hit 4 and go is a fielding game that develops teamwork.
Students develop throwing, catching, fielding and striking
> Option – batting tee(s) skills with focus on shot placement and positioning.

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS


Hit 4 and go
change it… Game rules Safety
COACHING · HOW TO SCORE · PLAYING AREA · NUMBER OF PLAYERS · GAME RULES · EQUIPMENT · INCLUSION · TIME

Coaching > Harder for fielders > Bowlers sending a cooperative feed
–  fielders cannot move until should be located to one side.
> To manage large groups, have 2 or more the last ball is struck > Fielders should be at a safe minimum
groups playing at the same time using a –  fielders must take the ball to distance from the batter.
‘fan’ system. Balls must be hit forward. the home base and not throw.
> All fielders should keep an eye out for
> Harder for batters
balls as well as other running fielders.
–  batter must hit the ball forward
of the batting position. > Players should communicate when
> Scoring gates – batters gain extra runs retrieving a ball or throwing a ball.
if the ball passes through the gates. > Ensure the batter’s running area
> Running alternative – batters who have is away from fielders.
limited mobility can score by hitting into > Players should have done space/
these gates, or by using a ‘runner’. player awareness activities before
> Rolling – use rolling to playing.
pass among fielders.
> False calls – provide
bonus points to
a runner if ‘STOP!’
is called too soon.
> Players with less ASK THE PLAYERS
developed throwing/ Equipment
catching/fielding/ Fielders
batting skills can be > Use different bats
and balls – allow player choice. > ‘How can you get the ball back to home
assisted on the side.
> Use different heights of tee or alternative. base quickly?’
Include all Batters
Playing area > ‘Where will you place the balls you hit?’
> Batters – 2 players
work in tandem, e.g. > Harder for runner – increase the distance > ‘Will you scatter them or hit them
one player hits and between cones. in one direction?’
the other runs. > Harder for fielders – increase the size > ‘Will you hit them high or low or
of the playing area. make them bounce?’
COOPERATIVE PLAY

L-o-n-g throw
SKILL
FOCUS
A cooperative game in which a ball is thrown between two players. If the ball reaches the catcher Safety
on the full, both the catcher and the thrower step back. If it is dropped, both take a step forward.
The winning pair is the one that has retreated the furthest. (One or more pairs.) > Type of ball and throw should be appropriate
to the group.
THROWING

Change it
> Cooperative circle challenge – 4 catchers
on a circle with a thrower in the centre.
TEAMWORK

Catchers step back if they catch the ball. If


the ball is dropped
the catcher stays on
the circle or makes
CATCHING

one step towards


the circle if they are
further out. After
CONTENT each round, the
DESCRIPTIONS
centre person
changes place with
the next person in
the rotation and goes to that person’s
position, either on the circle or further out.

What to do > Other – vary the type of throw, left or right


ACPMP043

hand, vary the ball, vary the size of the circle.


> Play on dry land or in a suitable pool.

Scoring SET UP
> Distribute one ball per pair.
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> The winner is the pair who are the


greatest distance from the gate > Use 2 markers to establish a ‘gate’ that LEARNING INTENTION
markers when the stop signal is given. the ball has to pass through.
L-o-n-g throw develops throwing and catching skills, with
> Players are equidistant from a marker. a reward for successful catches. It provides a good
introduction to the skills of net and court games.

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS


STRIKING & FIELDING

Mini tee-ball
Play with a batting team, a fielding team and 4 bases. Each batter hits the ball into the field from a SKILL

A batter is out when


FOCUS
batting tee, then tries to run around the bases while the fielders field the ball. (Play in teams of 4.)
> a fielder catches a batted ball on the full

FIELDING
> a batted ball is fielded and thrown to the
1st base player, who touches the base
What you need

TEAMWORK
before the batter arrives

SHOT PLACEMENT
> An area approximately > a fielder with the ball touches a base
50m x 50m per group of 8 before a runner reaches the base, or
> 4 bases > a fielder tags a runner with the ball (whether

THROWING
> Boundary markers the ball is held in the tag play or dropped).
> 1 bat and ball

STRIKING
> 1 batting tee
> 1 glove per player FIELDERS
> Batting helmets > The teacher fields at the home-plate
CONTENT
> Optional: a fun base (a base with and batters cannot get ‘out’ at home. DESCRIPTIONS
a horn inside, used at 1st base) > Players in the field rotate positions
after each batter.
What to do > Play stops after the ball is fielded and
BATTERS thrown to a base (the player does not
> The goal is to run around all 3 bases have to catch the ball properly).

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to the home-plate to score a run. > The ‘3 out, all out’ rule does not apply.
> Using a tee, hit the ball > Each team will bat for 5 minutes,
into the playing area. then swap over.
> Batters have 3 attempts at
Scoring

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hitting the ball off the tee. > Batting teams score 1 point
> The ball must be hit into for each base touched. LEARNING INTENTION

the fair area i.e. inside > Fielding teams score 1 point Mini tee-ball is a modified softball game that builds on
striking and fielding skills and encourages teamwork and
the extended boundaries for each person they get out. thoughtful ball placement. It provides a good introduction
of 1st and 3rd base. to softball and baseball.

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS


Mini tee-ball
change it… > Batters should aim to hit the ball Equipment
so it travels below head height.
COACHING · HOW TO SCORE · PLAYING AREA · NUMBER OF PLAYERS · GAME RULES · EQUIPMENT · INCLUSION · TIME

Safety > Vary the bat and ball used according


> Fielders call ’MINE!’ or their own
to player ability/mobility. Sponge balls,
name if they are fielding the ball.
> Make sure there is a safe distance softcore balls and foam bats are easier
between groups. > Batters should avoid contact with at the beginning.
fielders while running the bases.
> Use a fun base instead of a marker at first.
Coaching
> Use role models to demonstrate good
technique. Follow up with individual
coaching to one side if necessary.

Game rules
> Vary the innings length according to
player ability and time constraints.
> Allow batters to have a runner if
needed or vary the method of
travel according to ability.
> The coach could pitch to the batters,
rather than hitting off a tee.
ASK THE PLAYERS
Playing area
➢BATTERS:
> Batters must drop the bat, not throw it. > Vary the playing area size or surface
according to player ability/mobility. > Where do you need to hit the ball to give
> Batters must wear helmets. yourself the best chance of making first
A smaller playing area makes the
> No fielder can stand in front of the pitching activity easier, and a hard surface base? How can you make sure you do not
plate/marker at the start of each play. is easier for wheelchair users. get out running between bases?
> Make sure there is a safe distance FIELDERS:
(at least 10 metres) between the
> How can you limit the number of runs the
batter and other batters and fielders.
batters get? Where should you all stand?
NET & COURT

Newcombe ball
2 teams on a court with or without a net. A net is preferable. The serving team sends the ball Change it SKILL
FOCUS
over the net from the back of the court. The opposing team has to catch the ball and keep it off
the floor. The receivers become the servers and return the ball. (Play with 8 per court, 4 v 4.) > Use equipment – e.g. paddle bat and
sponge ball, softball and glove or racquet
and shuttle. Use with 1 v 1 or 2 v 2.
What you need

TEAMWORK
CATCHING
> Tennis, badminton or volleyball court
with a net. Each half is divided into
four – use masking tape as shown.
> Net at medium height

DEFENDING
THROWING
> If you don’t have a net,
mark out a ‘no-go’ zone and
require balls to be served
above head height of team-
mates in the front row.
Scoring
> One soft volleyball or similar > Servers – a point is scored if the ball CONTENT

> Markers as required. touches the ground in the receivers’ area. DESCRIPTIONS

> Receivers – a point is scored if the servers


What to do hit the ball outside the receivers’ court.
> Score to a set number of points (e.g. 10)
PLAYING or set time limit (e.g. 4 minutes).
> The game starts with one player tossing > Cooperative emphasis – make the
the ball from the back half of their court

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length of the rally the objective.
across the net for an opponent to catch.
> Each player must stay within their
own playing area.

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> A maximum of 3 passes can be
made between players before the LEARNING INTENTION
ball is returned across the net. Newcombe ball requires players to work as a team to cover
court space on receiving a ball. Servers work on ‘finding
> Alternate serves and rotate server space’ and deception. The receivers combine catching,
each time a point is won. passing and attacking play.

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS


Newcombe ball
change it… A player can only move out of their Playing area
square if the ball goes directly to the
COACHING · HOW TO SCORE · PLAYING AREA · NUMBER OF PLAYERS · GAME RULES · EQUIPMENT · INCLUSION · TIME

Coaching player in square #1. > Vary the size and shape of the court
– bigger/smaller; skinnier/wider.
> Use player role models to help players The player in square #1 can either
send the ball over the net or return > Vary the width of the ‘no-go’ area
understand the concepts of the game – if playing without a net.
working as a team to cover court space it to a team-mate.
(in defence), finding space in attack Allow 4 touches of the ball before
(servers), and combining catching and returning it. Safety
passing leading to attacking play. > Allow players access to all court space. > A smooth surface and playing area
> Encourage cooperative play from the free of obstructions.
> Relax the 3-ball rule and allow
beginning, with players aiming for long a ball to be returned directly > Encourage players to call ‘mine’ and
periods without a dropped ball. or passed to a team-mate. remind players to keep an eye on the
ball and their team-mates.
> Allow serving by a hit
Game rules over the net. > Only use a bat with 1 v 1 or 2 v 2
> Supporting a team-mate – this involves combinations.
> Allow blocking – but not
the player in square #1 receiving support. reaching over the net.
Players can assist the player in square #1 ASK THE PLAYERS
by moving out of their square to work in
tandem with this player. Receivers
> ‘How can you avoid too many
players in one area?’
> ‘If you are allowed to move out of your
area, what different formations can
be used to cover the court? And how
can you work together and avoid
confusion about ball ownership?’
Servers
> ‘Where might you throw/hit the ball
to make it hard for your opponents?’
> Allow ‘hot potato’ passes (instant pass
> ‘What will you do to avoid your
without holding).
opponents blocking the ball?’
INVASION GAMES

Pairs passing
Players form pairs. On the signal players pass to each other for 30 seconds. At the end of SKILL

30 seconds the player without the ball moves to form a new pair. Passing starts again. Scoring FOCUS

> Not scoring is an option.

CATCHING
> Score as many passes as possible in
30 seconds but don’t ask pairs to call
out their scores.
> Try beat your partner’s best score.

LOCOMOTOR MOVEMENT
THROWING
Change it
1 Move from cones to cones – the aim
is to pass through every pair of cones.
Walk or run to cones depending on
player abilities. Extra pairs of cones
will avoid congestion.
CONTENT
2 Catch and do something – e.g. catch, DESCRIPTIONS

bounce and throw to partner or catch,


throw high, catch and return.
3 Add to variation 1 – players attempt
to intercept other pairs’ balls –
What you need What to do interceptors must be moving for the
> 2 cones per pair or alternative > Pairs distribute themselves and intercept to count. No body contact.

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such as skipping ropes or tape wait for the signal ‘go’.
Note – Ball cannot be taken out of the hands of a player.
> Indoor or outdoor playing area with > Pairs pass to each other at their
pairs of cones 60 centimetres apart, own rate for 30 seconds.

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distributed as shown
> 1 medium-sized ball per pair Change over LEARNING INTENTION
> At the end of 30 seconds the player Pairs passing links to activities requiring throwing and
without the ball moves to find another catching, and builds to running while throwing, catching
and evading other players. A useful lead-in to games like
player with a ball. The activity is repeated. basketball, netball and football codes.

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS


Pairs passing
change it… Equipment Playing area
COACHING · HOW TO SCORE · PLAYING AREA · NUMBER OF PLAYERS · GAME RULES · EQUIPMENT · INCLUSION · TIME

Coaching > Use different balls – vary size, shape, > Bigger or smaller
density and hardness. > Change the distance
> Ask the players how they can ensure between pairs of cones.
everyone is included.
> Highlight good examples of throwing Safety
and catching. Ask the group why they think
the pair has been chosen as a role model. > Ensure adequate space
for number of players.
Game rules > Players should have completed space/
> Vary the type of pass. Ask class for player awareness activities before playing.
suggestions after providing options
> Do the activity in 3s – adjust cones
so players don’t bump into each other.

ASK THE PLAYERS

Throwers
> ‘What can you do
to ensure you
get more passes?’
Catchers
> ‘What can you do to
help your partner?’
INVASION GAMES

Pass and run


Runners run in parallel down opposite sides of the court passing the ball to each other. Interceptors try to intercept the ball but are SKILL
FOCUS
restricted in their movements. Interceptors can only run up and down their designated line as shown. (8 or more players per group.)

CATCHING
What you need
> Indoor or outdoor playing area, e.g.

THROWING
basketball court divided as shown

DEFENDING
> One ball per pair (volleyball size)
> 8 markers to designate interceptors’ Scoring
narrow zones > Runners – one point if they reach

KICKING
> Harder variation – optional: hockey the end without an interception.
or softcrosse sticks (2–4); soccer > Interceptors – one point if
or rugby balls they intercept a ball.

What to do CONTENT
DESCRIPTIONS

> Start: arrange players as shown –


runners start in a staggered line
at one end of the court.

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> Play for a set period, e.g. 2 minutes,
or a set number of points, e.g. 8,
before rotating roles.
Runners (attackers)

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Interceptors (defenders)
> Runners pass, catch and run with
the ball as they try to get to the > Try to intercept the ball –
other end of the court. no contact or tagging.
> Can only move sideways LEARNING INTENTION
> Runners then jog around the outside

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of the court back to the start – start along their line as shown. Pass and run combines passing, catching and running
with a need to evade defenders and find a small space.
the second pair of runners as the first > Return ball to the nearest Defenders are required to ‘read the play’ and
pair approaches the end of the court. runner after intercepting. anticipate the runners’ throws.

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS


Pass and run
change it… Game rules Playing area
COACHING · HOW TO SCORE · PLAYING AREA · NUMBER OF PLAYERS · GAME RULES · EQUIPMENT · INCLUSION · TIME

Coaching > More defenders along each line – > Experiment with the distance between 
start with 2 defenders; allow interceptors’ lines.
> Ask the players for ideas to promote intercepting only. Add tagging later.
inclusion, e.g. use 2 runners on one side, > Interceptors – allow both intercepting  Safety
or provide a ‘safe zone’ for a runner and tagging. > If a hockey stick is used to send the ball,
as shown.
> Restrict the time in possession – it should not be raised above waist height.
e.g. ‘hot potato’ (immediate release) > For the kicking version, start with a
or 3 seconds. soft/slow ball.
> Allow tagging – as well as intercepting
the ball, the interceptor can tag a
runner to earn a point.
> Restrict passing – backwards only. ASK THE PLAYERS

Equipment Runners with the ball (attackers)


> ‘If you don’t have the ball, how
> Use different balls – vary size, shape and can you help your partner?’
hardness according to player ability.
> ‘Is it better to pass to your team-mate
when you are close to the defender
or further away?’
> ‘If you can’t pass a high ball to
your team-mate, what other passes
could you use?’
Interceptors (players without
> Use equipment to send the ball, the ball – defenders)
e.g. hockey or softcrosse sticks, > ‘Where is the best place to stand to
and an appropriate ball. intercept the ball?’
> Kicking – the ball may be dribbled
and kicked instead of thrown.
STRIKING & FIELDING GAMES

Pepper
One batter and dispersed players. Whoever fields the ball pitches, throws or bowls the ball > Receive, bounce and return – what else SKILL
FOCUS
immediately to the batter. The game can be set up quickly. (Groups of 5 or more.) can you do with the ball before returning it?
> Other – type of ball; type of throw;
PLAYING speed of throw; size of fielder-free area.
> Establish a fielder-free
area in front of the batter.

STRIKING
CATCHING
> Play cooperatively (the
batter tries to hit to fielders)
> Start with a one-bounce

THROWING
FIELDING
delivery and advance to
a no-bounce delivery.
> After a pre-determined
number of hits, the batter
changes place with one
of the fielders. Safety
CONTENT
> Choose a ball to suit the ability of DESCRIPTIONS

the players.

What to do Ask the players ASK THE PLAYERS


SETTING UP ‘Freeze-frame’ the activity to discuss
> How do you need to position your hands
> Suitable striking instrument – modified bat, fielding options to minimise long hits,
ready to catch the ball?

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paddle bat, racket and batting options to find space. Use
role models and explore with questions. > Where is the best place to aim to throw the
> Suitable ball – sponge ball (slow), tennis ball to your partner so they can catch it?
ball (faster)
Change it > Should you hit the ball soft or hard to make

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> Modify the game by having the fielder it easy for the fielders to catch it?
pass the ball to a nominated bowler.
> The nominated bowler stands in a LEARNING INTENTION
position that will allow a delivery Pepper combines different throwing techniques
appropriate to the ability of the batter. with striking and fielding skills.

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS


COOPERATIVE PLAY

Run the circle


Cooperative passing. Players form a circle with 2 balls. The balls are thrown from player > From a sit – throw or roll. SKILL
FOCUS
to player. The aim is for one ball to catch up to the other. An easy version starts with hand
to hand passing. (Play with 6 or more.)
Change it
> A player with less advanced
coordination and motor skills

TEAMWORK
BOUNCING
can be included by having
another player standing close
and sending a short throw
or simply passing the ball.

CATCHING
THROWING
> Catch ½ turn
Game rules
>  Vary the pass – an easy
version starts with the players
close to one another and passing the
CONTENT
ball, hand to hand. Use different levels, DESCRIPTIONS
e.g. knees, shoulder or above the head.
What to do Playing area
SETTING UP > Bigger or smaller circle

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> Play on dry land or in a suitable pool.
> Use 2 balls for each circle of 6–8 Safety
players – separate the balls by > Catch, do something and throw – e.g.
several players. > Choose a ball and distance
bounce, around the body, through the legs.

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to suit the level of the players.

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PLAYING > Three balls
> Pass the balls around the circle, > Beat the ball – the coach calls a player
trying to overtake the ball in front. ahead of receiving the ball. The nominated
player passes the ball and runs the circle

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> Call ‘change’ to change the direction. LEARNING INTENTION 
trying to beat the ball. The size of the Run the circle is an introductory passing and catching
> Players should be spaced
circle may need adjusting. activity. Different ability groups can be accommodated by
to suit the pass being used. the variations.

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS


COOPERATIVE PLAY

Run the circle


This is a variation of Run the circle. Cooperative passing. Players walk or run around a circle > Player 2, with limited mobility or less
COACHING · HOW TO SCORE · PLAYING AREA · NUMBER OF PLAYERS · GAME RULES · EQUIPMENT · INCLUSION · TIME

receiving a ball from a feeder at the centre of the circle. An easy option starts with walking developed throwing/catching skills, stands
and rolling the ball. just off the circle – distance and type of
pass will depend on ability.

What to do
SETTING UP
> Form groups with a safe > The receiver closest to player 2
separation between circles. (i.e. player 1 in the illustration) passes
> One ball for each circle. or hands over the ball to player 2.
Vary the type of ball depending > Player 2 returns the ball to player 3,
on the ability of the group. who in turn sends it back to the feeder.
> The activity continues.
PLAYING
> Select a player to stand in the middle.
Safety
> Start slowly and build up speed. Change it
> The players on the circle have to run > Choose a ball to suit the ability
> Receive, bounce and return – what else of the players.
in a clockwise direction whilst the
can you do with the ball before returning it?
feeder throws the ball to each in turn.
> Other – type of ball | type of throw including
> Receivers return the ball as they run.
bounce pass | size of circle | maximum
> Call ‘change’ to change the direction of run. number in a given time | speed around
> Vary the feeder frequently. the circle | type of locomotion.
ENERGISER

Throw, throw, throw!


Throw, throw, throw! 2 groups of equal size face each other. Each player has a scrunched-up SKILL
FOCUS
paper ‘ball’. On a signal, players throw their paper ball over a line in the direction of the
opposite team. After a set period, balls are counted to see who has the fewest balls. > Increase the distance from the
mid-line – use a ‘no-go’ zone.
Scoring

CATCHING
> 
The winning team is the one
with the fewest paper balls.

Change it

THROWING
> Each player writes their
name – when the throwing is
over, players find the person
whose name is on the ball.
A good ice-breaker with
What you need new groups whose players CONTENT
DESCRIPTIONS
don’t know each other.
> Markers to separate groups > Sitting – players remain
> Recycled sheets of A4 paper
Safety
seated for the activity.
> Paper balls should be sufficiently

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> Optional – a marking pen > Backwards – players throw
backwards over their heads. loose so as not to cause hurt.
What to do > Between the legs – players > A ‘no-go’ zone ensures players
throw between the legs are separated.
> Divide the group into 2 teams,
(face forward or backward). > Players should not cross the

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see Form a group.
‘no-go’ zone until the game stops.
> Play for a set period, e.g. 30 seconds.
That can be a lot of throwing!
> Encourage different strategies, e.g.

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gatherers and throwers work together. LEARNING INTENTION
> Players should ‘throw fast and Throw, throw, throw! is a short sharp energiser that involves
throw smart’! throwing, quick movements and spatial awareness.

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS


COOPERATIVE PLAY

Underarm return relay


Players run to a point, return and on the way back pick up a ball and throw it underarm
SKILL
FOCUS
to the team-mate next in line. This pattern continues. (Play with 4 or more.)
Game rules
> Do a turning point activity – e.g. the
runner has to move between 2 markers
with a novelty activity, e.g. seal drag.
THROWING
CATCHING

> Vary the pass, e.g. chest pass, roll the ball.

What to do Playing area


SETTING UP > Player 2 runs to the midway line, deposits > Vary distance to midway line and
the ball and continues to the turning point, turning point.
CONTENT
> Mark a starting line and a midway line,
DESCRIPTIONS and place a distant marker to run then runs back, picks up the ball and
around (turning point). throws it underarm to player 3. Safety
> Form teams of 4–6 players. > Continue until player 1 is again at the > Choose a ball and distance to suit
> Place the ball on the midway line. head of the line. the ability of the players.
> The pass should be chosen to match
PLAYING
Change it
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the ability of the players, e.g. a chest


> Play cooperatively pass is likely to have more force than
> Instead of placing the ball on the midway
> Player 1 runs around the turning point an underarm pass.
line, a player with limited mobility or ball-
and back towards the team, picking up
throwing ability is situated at the midway
the ball on the midway line.
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line and an appropriate pass or handover


> The ball is thrown underarm to player 2, is made.
player 1 joins the end of the team.
LEARNING INTENTION
Underarm return relay is a passing and catching activity
that requires agility and the ability to pass accurately while
running.

© 2015 AUSTRALIAN SPORTS COMMISSION SPORTING SCHOOLS

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