Introduction. Coaching Principles

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Introduction Welcome to Quick Stix INFORM Session guide. The overarching principle of the Quick Stix program is to be give the participants a fun, engaging and practical experience of lacrosse. The use of scaled and modified equipment, smaller playing area and smaller teams ensures that young people are introduced to lacrosse in a manner that suits them and makes the experience a fun one! Our focus is to provide a positive experience, where the emphasis is not on the techniques of the game, but the enjoyment of participation and success. It is not how they throw the ball it s that they can! With all this in mind the following structure is suited to a 45 minute to 1-hour session. If the skill level of the participants requires the activity to be adapted, see and use the below coaching principle model to help you as a coach achieve this. Coaching Principles Firstly, to run a Quick Stix program all coaches need to be accredited as a Quick Stix coach. To find out more on how to become accredited please visit the Quick Stix Website under the clubs tab or contact us. Throughout the Quick Stix program the below coaching principles are valid and should be reflected upon, however, for the Quick Stix inform Session (where the main goal is to introduce new players to lacrosse) the below principles should be followed. 1) Coach to only talk for 2 mins. 1min to explain the drill and 1 to show how to complete the skill. 2) Use terminology that the participants understand and can relate to. 3) Ensure there is a high level of involvement for all. 4) Use the TREE principle to modify your coaching to increase involvement. T Teaching style in teaching the skills there are a number of alternative techniques or different types of cues (visual, verbal, tactile) that may be used to cater for different learning styles and preferences. R Rules the rules of the game or activity can be constantly modified. Rules should be redefined to enhance the chance of participant success in an activity. Remember, if the activity is not engaging the participant, then change the conditions/rules. E Equipment Using a range of lacrosse-related equipment to enhance participation e.g. use larger or brighter balls; use lighter and softer balls, use brightly coloured cones to mark out the boundaries of the court; low compression balls. E Environment Use Game Based Approach activities, in particular, may be played on an oval, park, indoors, on squash courts, basket/netball court.

Rules of Quick Stix Start of Play The official/teacher/coach gives a short, sharp whistle to start play. The game begins with a pass from the centre. The player with the ball must pass while keeping one foot on the white line. Everyone else must be 3 metres away. Centre passes alternate between players, no matter who Boundaries Indoors: play rebounds off walls if possible. Outdoors: the official chooses an area of play (soft boundaries). Play should be as continuous as possible. When the ball goes out of bounds or is trapped (in fencing, for example), then the nearest player takes possession of the ball. Everyone else must be 1 metre away. And everyone must stand at least 1 metre from the boundary. Start and stop of play A whistle is used to start and stop play. The throw For a simultaneous foul, or when players are equidistant from a boundary when the ball is out of bounds, two opponents stand 1 metre apart. The official blows the whistle while tossing the ball underarm between the two players at shoulder height. Play continues. Scoring To indicate a goal, the officials/teacher/coach will give a long whistle. To score a goal, a player shoots the ball with their stick, and the whole ball passes over the goal line. An own goal is scored when the ball comes off a defender s body or stick. Players may score a goal only from the attacking half of the pitch. No player may cross the goal line, but they can retrieve the ball from the goal with their stick. Substitution Players can substitute for each other on the fly, so long as each team uses only four sticks on the pitch that is, a player coming off must give their stick to the player going on. Players must go on and off the pitch through a gate (marked by two cones) at the centre line. Players not on the pitch must sit on the bench and must not stand until handed a stick.

Fouls A foul occurs when: A player touches another player with their stick or their body. A player intentionally hits a ball off another person s body there is dangerous propelling. there is dangerous follow-through with the stick (from a pass or shot). A player crosses the goal line. A players traps or guards the ball (although raking is allowed). A player possesses the ball for more than 4 seconds. The player cannot increase the time by throwing or rolling the ball to themselves. A player defends the goal by standing within 5 metres of it, unless the defender is a stick s length from an attacking player. Penalties for a foul The nearest opponent can move to a free position to take a shot. The offender has to stand 3 metres behind that players. Everyone else has to stand 3 metres away from the player. If a foul occurs within 5 metres of the goal, the free shot is taken on the 5 metre arc around the goal. Umpire s discretion During play, an umpire may award penalties for dangerous play or unacceptable behaviour. As a last resort, they may send off a player. If an unintentional foul does not help the offender (or their team), then the umpire does not use the whistle. The umpire may call advantage, and the play continues. The umpire should give a short, clear explanation of any foul, and point to the attacking goal of the team that takes possession of the ball. In play, the umpire may call out the 4 seconds for possession (starting after a second from the player s possession of the ball). Game timing 2 x 4 minute halves 1 minute break at halftime Two games, one instructor Set up the games alongside each other, so you can walk up and down the middle.

Quick Stix INFORM - Program Overview: Within the 45min 1 hour session you will: Complete a fun warm up Teach and practice the 3 fundamental skills scope, throw & catch Let the participants play mini games Wrap up the session Equipment Required: 1 x Quick Stix Stick per participant 1 x Quick Stix lacrosse Ball or Tennis Balls per participant Cone (25+) 4 pop up Goals or items to be used as targets bin, flat discs, etc setup: before class arrive Use an oval or basketball court. Layout stick on the ground Mark out area 20m X 20m for warm up game Set up 5 stations using 2 cones for each station 7 m apart. Leave two set of goals at each end of the court. Once participants arrive have them line up on the base line Layout sticks in this See the diagram to the right

Introduction/Warm Up 10mins Once participants arrive have them line up so they can all see you. Make sure they are not looking into the sun Introduce yourself, let them know your name and what club you re from and that is it! Ask the participants, has anyone played lacrosse before?, This will help you understand the groups experience and skill level plus you can identify some helpers to demonstrate skills throughout session. Let the participants know that you will be teaching 3 skills and then playing some lacrosse games. Show them how to hold the stick and explain the basic rules Warm up game - Cone mountains and valleys Split class into 2 or four teams. (if you split into four teams play in two separate areas.) Place cones in random spots in the marked-out area. Ensure some cones are up right (mountains) and upside down (valleys). One team needs to place the cones into the mountain position while the other team must place the cones in the valley position. Play for 30 secs, see how the teams went, play again for another minute. To increase motivation, intensity and challenge play boys v girls or have the two teams split into another two groups. Have 1 group from each team playing for 30 sec and yell swap to have the other groups from each team come on to the court to play. The group standing on the side line should be cheering on their team.

Skills & Activities Scooping 20mins 10mins Now that the participants are warmed up get them to line up again to receive a stick. Lead them along a court line to the sticks. Before picking up a stick instructed the participates that once they receive a stick to line up behind one of the station cones. Now that all participants have a stick and are in lines 4-5 participants behind a station, demonstrate to all participants the scoop. Instructed the participants to bend their knees and get low to the ground. Don t over coach them. During the drill you can provide some coaching points to individuals if needed. Coaching points may be: 1. Foot position is key in relation to head position which needs to be over the ball 2. Bending at the knees and getting low are paramount to ground ball success 3. Hand position is optimal when the top hand is as high as possible and the bottom/back hand is up the shaft Scooping Activity Relays Place 4-5 balls (depending how may participant in each line) in between the first and last cone of each station. Teams will complete a relay. One at a time a participant will run, scope up one ball only and run around the cone and back to their team. Once the first person in back the second person can take off, scoop up a ball and return. The first team home with all balls and team mates wins. Complete this twice. While the relays are happening, the coach should be walking along each station cheering on teams and participants but, also keeping an eye out for anyone who may need some extra tips and help in scooping.

Catching & Throwing 10mins Now that the participants have mastered scooping you will need to teach them catching and throwing. Once again demonstrate to the participants while they are in their groups. Use a participant who you believe can do these skills either from asking the question who has played before in the introduction or from observing the relays just before. If not, have a participant use their hands so you can demonstrate alone. Demonstrations below should only take 2-3min total for both catching and throwing allowing plenty of time for activities Catching Demonstrate under arm catch and catching target. Provide simple coaching points during demonstration of each; 1) Treat the ball like an egg. 2) Have soft hands, don t grip the stick too tight. 3) Receive/cushion the ball into the head of the stick, give a little with your hands. Throwing Underarm Catch Catching target Demonstrate throwing to the participants, provide simple coaching points while demonstrating. 1. Place left hand on the very bottom of the stick shaft. Opposite for left handers. 2. Take the stick back to 45 degrees. 3. Step forwards while throwing. 4. Follow through, by moving left hand under right elbow.

Catching & Throwing Activity Pairs & Piggy in the middle Have participants pair up. Ask them to spread out but only being 7m apart. Allow them to practice passing in pair for 2-3 mins. As the coach walk around providing coaching points to participants if required. After 2-3 minute ask pairs to partner up with another pair (creating groups of 4, if there is an odd number that is ok, just have one group of 3). Now in groups of 4 explain that they are to play piggy in the middle, with 3 on the outside and 1 in the middle. If the piggy can scoop up a loose ball or cause a miss pass they are out of the middle and another person goes in. To make these more challenging get participants to pass with the wrong hand or spread the distance of the pairs. Passing in pairs Piggy in the middle

Games Activities Hungry Hippos with a pass. 25mins 15mins While the participants are playing piggy in the middle start to spread out the station cones along the whole side line of the court. Ask the groups (of 4) to make their way behind one of the station cones and while doing this to place the ball(s) anywhere in the court. If you have more balls also place these out randomly in the court. Explain to the class that the object of the game is for your team to have as many balls behind your station once all balls have run out. Teams must send one person out at a time to scoop up 1 ball, once they have the ball the participant must throw the ball back to the next person who will catch it. The next person in the line can then place the ball down behind the station cone and run out to scoop up their own ball, they will need to throw the ball back and so on. The teams play until there is no more ball left. Play this activity twice.

TEAM 2 TEAM 2 Lacrosse Numbers Game 10mins Depending on the number of participants split the class into 2 teams or 4. In this example there are 4 teams. Line up each team along a line of the court. Provide each participant within a team a number, try to have even numbers in each team. Once every player as their number explain the game. The coach will call out a number, the participants with that number must run into the middle scoop up the ball and try to score a goal for their team. Allow the numbers/participants to play continuously for 30secs or until someone scores. To keep participants involved you can call out multiple numbers which would mean they can work together with the one ball or call out multiple numbers and throw out multiple balls to have multiple mini games playing at the same time. Ensure you keep the games rolling over and ensure everyone gets a fair turn. Either ask the teacher to help with this game or stand in the middle of the court and both courts will play at the same time and the same numbers. TEAM 1 TEAM 1

Wrap up & Thank-you Once you have 5min left in the session. Stop the numbers games. Ask the participants to collect all the balls, cones, goals and place there stick in the bag. Once they have finished that ask them to make there way over to where you start the session. Thank the participants and teacher for allowing you to visit their school and teach Quick Stix. Recap the session; the skills they learnt scoop, catch and throw and let them know that if they would like to play more Quick Stix they can at your local club. Be sure to have some flyers ready to pass on to the participants and so the school can place it in the newsletter. There is a template on how participants can join your Quick Stix Involve Program and how schools can get involved via Sporting Schools on the Quick Stix website. Quick Stix Involve Flyer, available from the Quick Stix Website under Involve Heading. Get schools involved Flyer, available from the Quick Stix Website under Inform Heading.