Net ball Fun and Games!

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Title: Net ball Fun and Games! Date: Venue: Session Goals: Net ball Court Duration: 1hr 15 minut es No of Players: Minimum of 14 players This session looks to develop your players team identity and cohesion through fun and challenging activities. This is a great session to use for after the off-season break. This session also works on players attacking and defending principles through competitive situations focusing on vital skills such as; speed, agility, reaction time and decision making skills.each of these skills are so important for the modern game and ensures your players are on the right track to success. The session has progressions to stretch and challenge your more able players and conditions to support your developing players. Ability / Level: Beginners Equipment: Personal Coaching Goals: Net balls, Cones, Bibs and Whist le To effectively get your players working together to successfully increase the cohesion within the team and get your players talking and communicating with one another to increase attempts on goal. To get your players to have fun whilst training and and bond with players within the team! pg 1 / 7

Warm Up Time Task / Activity / Session Content Coaching Points Running Tag Any number of players can play this game and set up as per diagram. Set up: Choose 1 player to be the catcher - they start standing on the line between 2 thirds, wearing a bib. All other players start spread along the goal line facing the catcher. Game: The aim is for all the other players to run and get past the catcher into the end zone without being caught - the last player still active is the winner. The catcher must try and catch as many players as possible before they reach the end zone. Rules: If a player is caught by the catcher they then become a catcher and start this role on the line for the next run back. Players must not go outside of the blue coned area. Once a player has reached the end zone line they must wait there until the coach signals they may try to run back once all players have attempted to run across. Players can only wait a maximum of 5 seconds after the coach signals they can run from the end zone line - if they do not move after this time they automatically become a catcher. The catcher (defender) needs to be encouraged to use tactics in order to catch players successfully. Do they home in on one player or a group of players? Thinking about their body positioning, being prepared and on their toes. Both players need to use their peripheral vision if balls are added into the game - this will be vital when working with your team later in the session. The runners (attackers) need to use a change of pace and change of direction in order to beat the catchers (defenders). Encourage attacking players to explore different ways to get free from the catcher (the defender) especially when more catchers are added. Players should be demonstrating the following skills in order to beat the catcher/s: Dodging Change of direction Change of pace Coach to switch the catchers every go and to add more catchers when necessary. Coach to decide on size of playing area dependant on the ability of their players. For the Less Able (LA): Larger area - more space to move Players can stay in the safe zone for a longer period of time before having to move For the More Able (MA): Players have to run as soon as coach signals Smaller working area - less space to move (harder for the attackers) Give players a ball between the group they have to look after it and get it to the other side by passing the ball between them. Only the person holding the ball can be tagged. More catchers to start with - extra pressure Ball in pairs have to get it to the end zone - harder for the catchers (defence) pg 2 / 7

Sumo Wrestlers Split players into pairs in a small square with the 2 players facing each other. The idea is that each player has to try and touch the calves of their partners and at the same time ensure that they do not get caught. Players must use quick feet and change of direction to avoid being tagged by their partner. Different tag areas: foot thigh shoulder ear Players needs to have their head up and eye on their partner at all times (link this to a game situation they need to have their eye on the ball and opponent at all times in order to make an interception/force ball out of court or cause 3 seconds). Try to get players to develop body awareness and different ways to shield themselves (in a game shield the ball). Ensure players are aware on their players own personal space. Larger working area - more space to lose their player Player only has to tag their opponents leg - rather than the calf (larger surface area). Smaller working area Player has to touch the foot - smaller surface area Player has to touch and hold the chosen area for 3 seconds pg 3 / 7

Skill Development Pract ices Crazy Relays Split players into even groups of at least 4 per group with a ball per group. Players all start behind the cone assigned to their group on the baseline of the netball court (facing the opposite baseline. The ball starts with the player at the front of the queue, behind the cone. The coach will give the commands to each group. Each command will be performed by each person in the group then they move to the next command. The numbers of the court signify the line to which players must travel to on the command. Commands (numbers for the line): Encourage players to work together as a team and support one another. Players should be communicating with each other- encouragement is key! Players need to focus on their hand eye coordination during this practice once this is established players can increase he speed they travel once the skill is mastered. Players need to be ready to receive the ball/complete the command on their toes. Most of all encourage your players to have FUN with the practice! Coach to mix groups of players up with players they may never have been with before - good ice breaking activity. 1. run whilst moving the ball around the waist (it must not touch the body) then sprint back. 2. figure of 8 with the ball through the legs then sprint back. 3. run whilst tapping the ball in the air between both hands then have a shot on goal,sprint back. First team back wins! Coach can do 2 or 3 different relays and award points for each relay and then have an overall winner. Different commands include: dribble with ball in the right hand dribble with ball in left hand side step (no ball) run backwards (no ball) high knees (no ball) heel flicks (no ball) Smaller distance to travel bewteen lines Easier commands to start off with Allow a practice run before competition introduced Increase intensity - they have a time frame in which their group has to complete the relay - you can do it a few times and decrease the time every go Complex commands - e.g. has to shot in the post at line 3 until it goes in If ball drops in any command they have to start again pg 4 / 7

Up 'n' Under Dependant upon numbers split players into 2/3 groups of even numbers with one ball per group. All players line up one behind the other facing there cone with the person at the front with the ball. The players need to have 1m between them and the next player in their group. Players must pass the ball amongst themselves until the ball crosses over the baseline at the opposite end then all players sprint back and have to sit down in their lines as they started with the ball at the front. The first team back wins! Do a few of these relays and award points each team and coach to keep a tally of the teams points throughout the session. HOW to pass the ball? The coach will provide the commands for each relay (as below): Encourage players to communicate with their teammates continuously throughout the relays. Players need to keep control of the ball if the ball hits the floor the team needs to start from the beginning again and chase the other teams down. Try to get players to enjoy this practice and not take themselves too seriously - this is a great practice for new players to interact and get to know one another. Coach can completely mix players up - ability and social groups to take advantage of the scenario as an ice breaker. 1. Up n Under - ball is passed from one player to another by first person puts the ball through their legs backwards to the next player they then pass the ball over their head to the next player this continues on. After you have passed the ball you run to the back of the queue. 2. Up, Under, Lef t, Right - player passes ball under legs runs to back, next player passes over runs to the back, next player passes ball to the left runs to the back, next player passes ball to the right runs to the back. Then REPEAT! 3. UP, Lef t, Under, Right 4. Under, Right, Up, Lef t 5. Under, Under, Up, Up 6. Up, Under, Up Right 7. Up, Under, Lef t Under et c... Coach can award t he t eam who are chant ing t he command t he loudest wit hin t heir t eam wit h ext ra point s! Limit the distance travelled - only use two thirds of the netball court Allow a practice run through before introducing competition Limit the commands to two per relay Do not allow players to communicate - will make it harder as they have to remember the commands Give the teams harder commands - 4+ words i.e. up, under, left, under, right up Have two balls going in each group pg 5 / 7

Number Ball Split players into two teams of up to 15 players. All players in each team are given a number from 1 to 15. When the teacher calls out a series of players' numbers they should run onto the court. The players' whose numbers have just been called then play using normal netball rules until a goal is scored. Start the ball in the centre of the court - this way it's fair for both team and the fastest players will get possession of the ball to start with. Encourage players to react to the coaches command quickly to take advantage of the all and the play. Players should communicate with their fellow team mates to successfully get as many attempts at goal as possible. Coach to split players in teams dependant upon ability. s: have two balls going at once players are only aloowed 1 second on the ball Decrease the size of the playing area Have two balls going at once Players are only allowed 1 second on the ball pg 6 / 7

Modif ied Game Multi Ball Madness Split players into 2 teams and set up as per a normal game - see diagram. Two way game of netball with 2 teams and 2 balls! Each GK starts the game at their end with a throw-in from the back line. Each team has to look after their ball and give their GS opportunity to score. If their GS scores the ball goes back to the opposition's GK. Stay close to opponent. Pressure the pass. Deny space to win turnover of the ball. Players should try to win an interception so that they can keep possession of both balls and should use their defending skills to stop the other team from scoring. Other Comments: Allow players unlimited time holding the ball Encourage players to communicate with their team mates to successfully gain possession of both balls to increase attempts on goal. In order for players to make an interception they will need to talk to the fellow team mates by using man to man or zone defence. Players will need to use change of pace and change of direction in order to beat the defenders and keep/gain possession of the ball. Players should try to win an interception so that they can keep possession of both balls and should use their defending skills to stop the other team from scoring. Players can only have 1 second on the ball Add an extra ball when players are well established with 2 balls Evaluation: pg 7 / 7