Upward Flag Football Coach Training Conference

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1 Upward Flag Football Coach Training Conference

2 What we will cover at this training Primary responsibilities of an Upward Flag Football Coach The basics of flag football practices Coach resources to assist you in conducting practices How to conduct mid practice devotions The basics of flag football game days Rules unique to Upward Flag Football Understanding the substitution system Player recognition through game day stars

3 League Makeup There are 6 divisions that make up our league. They are: PreK Kindergarten (K) 1 st Grade 2 nd Grade 3 rd /4 th Grade 5 th /6 th /7 th Grade

4 Practice Location There are 3 practices locations with 3 of the 4located at the Church. They are: Church East Field Church West Field Church South Field

5 Practice Locations (Continued) Church Practice Locations East/West Fields West East Field Field South Field

6 The Upward Flag Football Coach Responsibilities at Practices: Prepare for practices by having a plan in place for skill development Teach the fundamentals of the game through drills to enhance basic flag football skills Teach the rules of the game of flag football Share a five to eight minute devotion with your team during each midpractice huddle time Distribute practice stars at the end of each practice and practice cards at the end of specific practices during the season

7 The Upward Flag Football Coach Responsibilities at Games: Participate in player introductions and pre game prayer led by the referees Support the referee with positive comments throughout each game Know and follow the substitution system each game At the end of each game, conduct a game day star presentation with all players and parents

8 Practice Breakdown You are allowed up to 1 hour and 15 minutes per practice. The first hour is allowed on the field with the last 15 minutes off the field for devotions. 1. Pre Practice Huddle (3 5 minutes) Teach and review rules of the sport throughout the season. Teach and review the proper techniques for each skill involved in flag football. Introduce no more that two skills per practice. 2. Warm up activity (3 5 minutes) Have players participate in an activity to warm up their muscles. 3. Implement Offensive Philosophy (25 minutes) Establish offensive formation and plays. Use fundamentals through each play created.

9 Practice Breakdown 4. Implement Defensive Philosophy (25 minutes) Establish your defensive formation(s) and work on assignments. Scrimmaging can also be beneficial in coaching technique and strategy. 5. Devotion Huddle (5 7 minutes) During this time, gather your team together to share the practice specific devotion for the week. 6. Post practice Huddle (5 minutes) Distribute green practice stars and practice cards. Remind players about the TeamUpward.com unlock code on the practice card. Make any necessary announcements. After practice is a great time to engage in conversation with the players parents.

10 Coach Playbook The coach playbook has been provided for you to use in the following areas: Explanation of a variety of offensive plays and tactics. Suggested skills to teach with a detailed description of how to properly perform each skill. Introductory drills to help develop player s flag football skills. Devotions to share at each practice. Sticker stars to be distributed to players at practices and games.

11 Online Coach Resource (MyUpward.org) The coach resources of MyUpward.org contain everything you need to be a successful Upward Flag Football Coach, including: Skills and Drills Weekly practice devotions Rules unique to Upward Flag Football Substitutions Upward Flag Football Stars Game day recognition

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14 The Coach s Sideline The Coach s Sideline is a complete practice guide that is customized to the age division that you coach. In it you will find pre practice huddle topics, warm up activities, skills focus, skills/drills as well as the specific practice devotion. These practice plans are available at:

15 Devotion Huddle At the end of every practice, you will lead a five to eightminute devotion during the devotion huddle time. The devotions teach on the character of Christ through the virtues he modeled. This season will focus on three virtues. Each virtue will be the focus of three practices and are highlighted by one verse. Let s take a look at the virtues and verses:

16 Practice Number Virtue Verse Practice 1 None ( Get to Know You time) None (practice card features TeamUpward.com launch information) Practices 2 4 Uniqueness There are different kinds of gifts. But they are all given by the same Spirit. 1 Corinthians 12:4 (NIrV) Practices 5 7 Joy Always be joyful because you belong to the Lord. I will say it again. Be joyful. Philippians 4:4 (NIrV) Practices 8 10 Forgiveness Forgive the things you are holding against one another. Forgive, just as the Lord forgave you. Colossians 3:13 (NIrV) Last Practice of the Season Gospel Presentation For God so loved the world that he sent his one and only Son, that whoever believes in him shall not perish but have eternal life. John 3:16 (NIV)

17 Devotion Huddle All Scripture verses for the season will be made available to players through practice cards. Devotion guides are found in your coach playbook as well as on MyUpward.org. It is important to prepare for each week s devotion prior to practice. On page 35 of your coach training guide is the first practice devotion. If you do not receive your coach playbook by your first practice, follow this guide during your devotion huddle.

18 Last Practice Devotion During the last practice of the season, you will share a special devotion with your players that reviews the season s virtues while sharing more about Christ in preparation for the awards celebration. No matter when your last practice occurs, make sure to skip to this last devotion in your coach playbook.

19 Practice Cards Each player will receive a practice card at the end of Practices 1, 2, 5, 8 and the last practice. With the exception of the first practice card, each one will contain the Scripture verse being learned for the next two practices as well as an unlock code for TeamUpward.com. The first practice card details does not include a verse, but gives information on how to get registered on TeamUpward.com by including a sport specific launch code.

20 Green Practice Stars Green sticker stars known as practice stars are found in the back portion of your coach playbook. These stars are distributed to each player at practice for participating in learning the Scripture verse. Players are not required to memorize the verse individually to receive a star. Players will display these stars on their flags along with the game day stars they receive.

21 You Get To Referee! 8Game Days x 18 Games Per Day 144 Total Games Played x 2 Refs Per Game 288 Refs Needed We have 49 volunteer coaches and we ask each coach to referee a minimum of 2 games per season. $$$ This helps keep your costs low! $$$

22 Rules Unique to Upward Flag Football Field Diagram and Rules The offensive team is awarded a first down when it crosses the midfield line. The lines 5 yards from each end zone and on both sides of the midfield line are no run zones. No run zones do not apply to the K5 division. The offensive team begins the game and second half by taking possession of the ball at its 5 yard line.

23 End Zone No run zone No run zone No run zone No run zone End Zone

24 PreK 1 st Grade Rules Unique to Upward Flag Football Down Format The offensive team has four plays to gain a first down by crossing midfield. Once a team crosses midfield, it has four plays to score a touchdown. If the team fails to cross midfield in four downs or score a touchdown, the other team takes possession on its own 5 yard line.

25 2 nd 7 th Grades Down Format The offensive team has four plays to gain a first down by crossing midfield. Once a team crosses midfield, it has four plays to score a touchdown. On fourth down, a team has two options. A team may attempt to gain a first down or a touchdown. If a team fails to convert on fourth down, either by scoring or picking up a first down, the ball changes possession at the no run zone going into the first down. A team may punt as its fourth down play by notifying the referee. In this case, the ball will be placed on the opposing team s 5 yard line, and there will be a change of possession.

26 Offensive Starting Points PreK 1 st Grade Situation After a touchdown and extra point(s) attempt After a turnover on downs After an interception Starting Field Position after change of possession Offense s 5 yard line Offense s 5 yard line At the spot of the interception

27 Offensive Starting Points 2 nd 7 th Grade Situation After a touchdown and extra point(s) attempt After a punt After a turnover on downs After an interception Starting Field Position after change of possession Offense s 5 yard line Offense s 5 yard line No run zone going into the first down (midfield line) At the point the flag is pulled during return.

28 End Zone Change of possession 4 th down Fails to convert End Zone

29 End Zone 4 th down Fails to convert Change of possession End Zone

30 End Zone Change of possession 4 th down Punt is declared End Zone

31 Clock Format Games consist of four quarters with up to a 8 minute halftime. PreK 1 st Grade 9 Minute Quarters 2 nd 7 th Grades 12 Minute Quarters The game clock stops briefly at the end of every quarter for predetermined substitutions. Each team has one 30 second timeout per half. Unused timeouts do not carry over to the second half. The clock will stop during the timeout. A 30 second play clock begins after the referee spots the ball as ready for play.

32 Clock Format The clock will stop in the final minute of the first half and the final minute of the game in the following situations: After an incomplete pass After the ball carrier goes out of bounds After a touchdown During an extra point attempt For an official s timeout After an interception During a called timeout until the ball is snapped On a change of possession

33 Game Format Referees lead both teams in prayer at midfield before every game. The visiting team (wearing the lighter colored jerseys) calls the coin toss. The team that wins the coin toss may choose to play offense or defense first or choose which goal to defend. The other team has the choice (possession or end to defend) not made by the team winning the toss. The team that plays defense first will play offense first to start the second half. Because the end of a quarter does not signal a change of possession, the team with possession at the end of the quarter will retain possession after substitutions take place. Teams will switch ends of the field at the half, not after each quarter.

34 Game Format (Continued) Score will not be kept in the PreK, K, or 1 st grade divisions. Standings are not kept in any division. Each team will have six players on the field at a time. Coaches are allowed to walk the sidelines and encourage their players without stepping in the playing area.

35 Game Format Continued In the PreK, K, and 1 st grade divisions, each team can put one coach in the huddle throughout the season. In the 2 nd 7 th grade divisions, each team can put one coach in the huddle for the first two games of the season. Teams will use the Upward Flag Football substitution system.

36 Scoring Touchdown: 6 points Extra point: 1 point (played from the 5 yard line with a pass) or 2 points (played from the 10 yard line with a run or pass) Safety: 2 points. The scoring team will also receive possession on its own 5 yard line

37 Offensive Basics A minimum of three players must be on the line of scrimmage at every snap. Only one player can be in motion when the ball is snapped. Inthe2 nd 7 th grade divisions, the ball must be snapped between the legs to begin play. PreK 1 st gradeplayersmayusethesidesnap. Before handing off or passing, the quarterback must have complete possession of the ball. A low profile field cone or beanbag may be used to mark the line of scrimmage.

38 Running the Football The quarterback cannot run the ball across the line of scrimmage. The person who receives the snap from the center (under center or shot gun) is considered the quarterback and cannot run the ball across the line of scrimmage. A pitch from the quarterback can be executed immediately after the snap or on a delay (similar to the option play without the quarterback being able to advance the football). The quarterback is the only player who can make the pitch. The pitch can occur at anytime while behind the line of scrimmage. Once the pitch is received, the ball carrier can run the ball, hand off the ball (behind the line of scrimmage) or pass the ball (halfback pass).

39 Running the Football (Continued) Direct handoffs behind the line of scrimmage are legal. Multiple handoffs may be used. After the ball crosses the line of scrimmage, handoffs and laterals are not permitted. The 5 yards leading toward the goal line and the 5 yards leading to the midfield first down line are no run zones. The no run zones do not apply to the PreK or K division. Plays beginning in the no run zones must have a forward pass beyond the line of scrimmage. A player receiving a handoff or immediate pitch can pass the ball (halfback pass) from behind the line of scrimmage. A ball carrier may not dive. A dive will result in a penalty. The ball carrier s feet determine the spot of the football when a flag is pulled, not the location of the football.

40 Receiving the Football All six players are eligible to receive passes. (The quarterback becomes eligible after a handoff or pitch.) A completion consists of a receiver gaining control of the football while having at least one foot in bounds. If a player catches a pass with his knee(s) on the ground, the play is dead and the ball is spotted at the point of the completion.

41 Passing the Football All forward passes can be completed behind or beyond the line of scrimmage. Only one forward pass can be completed per play. However, while in the no run zones, all forward passes must be completed beyond the line of scrimmage. Once the ball leaves the quarterback s hand, the defender can make a play on the ball. The defender must avoid contact with the receiver. The quarterback has 7 seconds to throw a pass. If a pass is not thrown within 7 seconds, it is treated as an incomplete pass (loss of down). A handoff or pitch will end the 7 second pass count.

42 Dead Balls Play is ruled dead when one of the following occurs: The ball carrier s flag is pulled or falls out. The ball carrier steps out of bounds. The ball carrier s knee hits the ground. A touchdown or safety is scored. A pass falls incomplete. The ball hits the ground as a fumble. The ball will be spotted at the point of the fumble. One exception to this rule is with the center/quarterback exchange. If a snap is mishandled, the quarterback (and ONLY the quarterback) may pick up the ball and continue play. If a defender gets to the ball before the quarterback, the play is rules dead and the ball is spotted at the point of the fumble (treated like a sack).

43 Defensive Basics Teams may run man to man, zone defenses or combination of both. Interceptions can be returned. Interceptions made in the end zone can be run out of the end zone or the player may take a knee resulting in a touchback and the ball will be spotted at the 5 yard line. If the player advances the ball and the flag is pulled before taking a knee, this will result in a safety.

44 Rushing the Passer All players who are rushing the quarterback must begin 7 yards behind the line of scrimmage. Before each snap, the referee will designate the 7 yard rush line. Withthe2 nd through 7 th grade division, any number of players may rush the quarterback. The PreK, K, and 1 st grade divisions may only rush one defender. Defenders not rushing the quarterback may line up on or off the line of scrimmage.intheprek,k,and1 st grade divisions, three defenders must line up 7 yards behind the line of scrimmage. Once the ball is handed off or pitched, the 7 yard rule is no longer in effect, and all defenders may cross the line of scrimmage to pursue the ball carrier.

45 Penalties Referees will call all penalties. If penalties are not called, the players are not learning the game. If a penalty happens near the end zone where the penalty yardage would place the ball in the end zone, then the penalty will be half the distance to the goal.

46 Penalties Defense Encroachment: The penalty is 5 yards from the line of scrimmage and replay of down. Illegal Rush: The penalty is 5 yards from the line of scrimmage and replay of down when rushing inside the 7 yard marker. Interference: The penalty is the spot of the foul and automatic first down. Illegal Contact: The penalty is the spot of the foul and automatic first down. Illegal Flag Pull (before the receiver catches the football): The penalty is 10 yards from the line of scrimmage and an automatic first down.

47 Penalties Continued Offense Illegal Motion (more than one person moving): The penalty is 5 yards from the line of scrimmage and replay of down. Illegal Formation (not enough men on the line of scrimmage): The penalty is 5 yards from the line of scrimmage and replay of down. Illegal Run (a running play in the no run zone or a quarterback crossing the line of scrimmage): The penalty is 5 yards from the line of scrimmage and replay of down. Delay of Game: The penalty is 5 yards from the line of scrimmage and replay of down.

48 Penalties Continued Offense Continued Illegal Pass (a pass thrown after the ball carrier has crossed the line of scrimmage): The penalty is 5 yards from the line of scrimmage and a loss of down. Intentional Grounding: The penalty is 5 yards from the line of scrimmage and a loss of down. Flag Guarding (intentional or unintentional use of the arm to prevent the flag from being pulled): The penalty is 5 yards from the spot of the foul and a loss of down. Diving (diving toward the end zone or first down): The penalty is 5 yards from the spot of the foul and a loss of down. Shielding (a non contact block that impedes a defender from making a tackle): The penalty is 5 yards from the spot of the foul and loss of down.

49 Offense Continued Penalties Continued Offensive Pass Interference (illegal pick play, pushing a defender): The penalty is 10 yards from the line of scrimmage and a loss of down. Illegal Use of the Hands (stiff arming, blocking): The penalty is 10 yards from the spot of the foul and a loss of down.

50 Substitutions This substitution system is designed to provide every player an equal opportunity for improvement. The substitution system ensures that: No child sits out more than one possession at a time. Every child plays offense and defense in every game. Every child will start on either offense or defense in each game. In most cases, each child will play against someone of equal ability. Coaches are not able to make unfair substitutions or to be accused of doing so. Coaches do not have to monitor playing time for each player. Playing time for all players is virtually even over the course of the season.

51 Substitutions (Continued) Here are a few basics of the substitution system: Each team fields six players at a time. In each quarter, each team will have an offensive and defensive group, and this group will change in each quarter according to the substitution rotation. The coin toss will determine if the first group will play offense or defense first. The second group will play the opposite side of the ball for the entire quarter.

52 Implementing the System To provide an example, we will create a 10 member team called the Hurricanes. Tommy, Chris, Julio, Shane, Jerome, Tim, Marc, Gregg, Felix, and Derek are ranked players Both Tommy and Marc have shown to be the two best passers. Excluding these two passers, Chris has the highest skill ability and evaluation score. Derek has the lowest evaluation score and has the most room for improvement.

53 GAME 1 Player s Name FIRST HALF SECOND HALF 1 st Quarter 2 nd Quarter 3 rd Quarter 4 th Quarter Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def Tommy Step 3 Beginning with your first player in the first column, Chris place an for the first six Julio players. Step 1 Step Place 4 your In the two second best passers column in of slots the 1 Shane st Step 5 Based on whether and 7. These Quarter, your slots team place are will an the start designated the with game the passer first on player Jerome offense or defense slots decided and not at were in the the created coin previous toss, circle ensure column the that (Player the 7) and appropriate abbreviation team has in continue the a passer first down column. in the the game If list Def to at include all is times. six players Tim Step 6 To circled, determine this who means will that begin the the total. players 2 Do in NOT the continue first column with will the second nd quarter, Marc place an start in the on defense. third column Continue quarter circling column this alternating until later. for the player who pattern follows next in in the the remaining rotation from columns. the second column Gregg (Julio). Then fill in the remaining 5 players. Then, begin Step 2 After filling in the passer slots, fill Felix with the next person in the rotation for the in the rest next column. of the substitution form with This process should be done quarter by quarter. Derek your remaining players according to their ability levels starting with Slot 2.

54 Game 2 Your Turn Now that you know the basics of how to fill out the substitution form, let s practice it. In this scenario, it is Game 2 and all players are present. To determine who will be the first starter for Game 2, you will begin your form with Player 2 (Chris). Then, continue in the lineup with Julio, Shane, Jerome, Tim and Marc. This will be your starting lineup playing either offense or defense. The coin toss has determined that your team will play offense first. Using the procedure we just learned, fill out the rest of the form.

55 GAME 2 Player s Name Tommy Chris Julio Shane Jerome Tim Marc Gregg Felix Derek FIRST HALF SECOND HALF 1 st Quarter 2 nd Quarter 3 rd Quarter 4 th Quarter Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def Week 3 will begin with Julio Week 4 will begin with Shane and so on each week.

56 Substitution Scenario It s Week 3 and, as game time approaches, Tim has not arrived (he is supposed to be in the starting lineup for Week 3). He did not call prior to the game and inform you that he would not be present (so you are not sure if he will show up or not).

57 GAME 3 Player s Name Tommy Chris Julio Shane Jerome Tim Marc Gregg Felix Derek FIRST HALF SECOND HALF 1 st Quarter 2 nd Quarter 3 rd Quarter 4 th Quarter Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def Step 1 Begin with your original starting three As you can (Julio, see, Shane it is and important Jerome). For to the NOT first segment only, draw a line through the fill out your form prior to the game. If a box for Tim. Fill in the boxes for Marc, player is absent, Gregg and it then is best Felix. to fill out your form segment by segment game. in case the player arrives at some point during the game. Continue the new rotation, placing a line in Tim s column for each one that he is not present. If Tim arrives at the second quarter, continue with the proper rotation including Tim when his turn arrives. Then continue with the rest of the rotations through the end of the 12.

58 Game Day Stars Game day stars are multi colored stickers that you give to players at the end of each game. This presentation should be an exciting time with parents encouraged to cheer for players as each star is presented. Make a point to explain why each child received a particular star. The Star Distribution Form will help you track which stars players receive throughout the season. Both the form and the stars are located in the back of the coach playbook.

59 End of Season Celebration The end of season celebration is another highlight of the season. This is a tremendous opportunity for you to communicate your love and support to the most important people in the league the children. At the celebration each child will receive an end of season award. You will receive your team s awards prior to the celebration so that you may distribute them at the appropriate time. You should plan to attend this wonderful time of fun and fellowship and encourage players and their family members to do the same.

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