TECHNIQUE
Today we are going to combine movements and strategies in a dynamic environment to create open space.
IMPORTANCE
These techniques are important because it makes us a more difficult player to defend.
When combing speed, it’s important to:
- Increase the number of steps you take.
- Pump your legs so they move quicker and raise your knees higher.
- Move towards an open space that has little or no offense and/or defense.
When changing direction, it’s important to:
- Keep your head up.
- Avoid bumping into other people.
- Move towards an open space that has little or no offense and/or defense.
When changing pathways, it’s important to:
- Transition in as little time as possible.
- Your pathway can change from zigzag, to curved, to straight, etc.
- Move towards an open space that has little or no offense and/or defense.
When changing locomotor movements, it’s important to:
- Transition in as little time as possible.
- Your locomotor movement can change from a run to hop to skip to gallop, etc. depending on the environment you’re in.
- Move towards an open space that has little or no offense and/or defense.
When creating space, it’s important to:
- Use the width and length of the field or court on offense – use the entire field/court; do not stay in a confined area.
- Stay spread on offense – if you do not have the ball stay spread out and try to get open.
- Cut and pass quickly – the faster you are the more time you will have before your opponent catches you.
SQUIRRELS & ACORNS
EQUIPMENT
24 fuzzy balls
4 hula-hoops
4 short cones
4 flags
OBJECTIVE
Today we are playing Squirrels and Acorns. In this game, the objective is to use speed, direction and space to get away from the cats to gather all the acorns (fuzzy balls) and bring them back to your side.
INSTRUCTIONS
- I will divide you into four teams. Each team must line up behind one short cone.
- I will select two of you to be the cats (using flags to tell who they are). The cats must start in the middle of the field.
- When I say, “GO!” the person in the front of each line will run into the field, take an acorn from one of the hula-hoops, return it to their hula-hoop and high-five the next person on their team without being tagged by a cat.
- If you get tagged, you must return the acorn to its hoop and go back to your team empty-handed.
- You can only grab one acorn at a time.
- You cannot throw an acorn. You must place it in your hula-hoop.
- We will begin a new round after two minutes or when all acorns have been gathered.
Game 1: Play as indicated above.
Game 2: Play with three cats.
Game 3: Play with four cats.
Variation: Put a time limit of 20 seconds each squirrel is allowed out in the field. Have their teammates count down from 20.
TEACHING TIPS
- Approach: Start with two capable defenders to challenge the rest of the students.
- Approach: Depending on your class size, have more or less teams of squirrels.
- Discussion: Ask squirrels to share examples of how they used space to get away from the cats.
STEAL THE BACON
EQUIPMENT
1 playground ball
1 hula-hoop
10 short cones
Optional: 1 flag per student
OBJECTIVE
Today we are playing Steal the Bacon. In this game, the objective is to steal the ball by using speed, direction, and space to get away from your opponent.
INSTRUCTIONS
- I will divide you into two teams. Each team will line up on their baseline shoulder-to-shoulder.
- At the beginning of each round, I will call out two names (one from each team).
- When your name is called, run to the center of the field and:
- Grab the ball and return it to your baseline without being tagged.
- Wait for your opponent to grab the ball, then tag him/her to prevent the ball from making it to the other team’s baseline.
- If you are tagged, you must freeze for three seconds. If you are in possession of the ball when you are tagged, you must drop it. During this time your opponent can steal the ball.
- You cannot be tagged unless you have the ball.
Game 1: Play as indicated above.
Game 2: Instead of calling names, give each student a number (teams should have corresponding numbers).
Game 3: Call out two or three numbers at a time.
Variation: Use flags instead of tagging.
TEACHING TIPS
- Safety: Remind students of the proper tagging technique.
- Approach: Divide teams equally based on athletic ability.
- Discussion: Ask students to share how they used speed to steal the ball and get away from a defender.
PRISONER
EQUIPMENT
5 short cones
2 hula-hoops
1 flag per 2 students
Optional: 1 flag per student
OBJECTIVE
Today we are playing Prisoner. In this game, the objective is to free the prisoner by using speed, direction and space to get away from the defender.
INSTRUCTIONS
- I will divide you into two different teams (using flags).
- You will decide who from your team will be the prisoner.
- The prisoner will stand in the opposing team’s prison (hula-hoop).
- The prisoner can only be freed by another teammate tagging him/her.
- If you cross the midline onto the other team’s side, you are no longer safe and can be tagged and sent to prison.
- Teammates may only free one prisoner at a time and only the prisoner has a free walk back.
Game 1: Play as indicated above.
Game 2: Play with two prisoners.
Game 3: Play by pulling flags instead of tagging.
TEACHING TIPS
- Safety: Remind students of the proper tagging technique.
- Approach: Divide teams equally based on athletic ability.
- Discussion: Ask students to share how they used speed to steal the ball and get away from a defender.