Ebook Code REAU6017. Physical Education. For year olds

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Ebook Code REAU6017 Ready-Ed Publications Physical Education Games For 10-18 year olds Contains a wealth of fun and challenging team games and drills for the whole class. Ideal for developing hand and foot-eye coordination, spatial awareness and locomotor skills. PHOTOCOPY MASTERS Written by Tony and Tim Abbotts. Design and Typesetting by Shay Howard. Published by Ready-Ed Publications (2006) Ready-Ed Publications - 2006. P.O. Box 276 Greenwood Perth W.A. 6024 Email: info@readyed.com.au Website: www.readyed.com.au COPYRIGHT NOTICE Permission is granted for the purchaser to photocopy sufficient copies for non-commercial educational purposes. However, this permission is not transferable and applies only to the purchasing individual or institution. ISBN 1 86397 671 X

Contents Teachers Notes... page 2 Curriculum Links... page 3 Activities Skill Drills: Speed And Agility... page 5 Gaelic Basketball... page 10 Grid Ball... page 11 Gym Ball Tennis... page 12 Hand Soccer... page 13 Thomo s Froccer... page 14 Vortex Aussie Rules... page 16 Frisbee Forcing Back... page 17 Reduction Basketball... page 18 Bin Ball... page 19 Frisbee Ball... page 20 Skill Drills: Using a Football... page 21 Zone Touch... page 27 Circle Tag... page 28 10 Tag... page 29 Colour Tag 1... page 30 Colour Tag 2... page 31 Two-Ball Touch... page 32 Evasion Tag... page 33 Double Evasion Tag... page 34 Footy Baseball... page 35 Four-Team AFL... page 36 Touch-a-Hat Tag... page 37 Skill Drills: Using a Soccer Ball... page 38 Collect-a-Hat... page 42 Grid Soccer... page 43 Two-Ball Soccer... page 44 Soccer Volleyball... page 45 Aerial Soccer... page 46 Circular Soccer... page 47 Colour Soccer... page 48 Safe Ball... page 49 Skill Drills: Using a Tennis Ball... page 50 Racquet Ball... page 53 Racquet Cricket... page 54 Team Ball... page 55 Hit the Mark... page 56 Four-Person Cricket... page 57 Cone Ball... page 58 Two-Ball Cricket... page 59 Double Circular Cricket... page 60 Three-Ball Throwball... page 61 Gamble Cricket... page 62 Continuous Stop Ball... page 63 3

Skill Drills: Speed and Agility 1. Over a distance of 30 metres, use markers to mark 5 metre intervals. Have the players sprint the 30 metres, then spinning around to run forwards and then backwards at each marker. Do sets of 5 with a jog back recovery between each. Spinning Forward Running Backward Spinning Forward 30 m Running Backward Spinning Forward Running Backward 2. Over a distance of 40 metres, use markers to mark every 10 metres. Have the players complete this routine: Sprint forward 10 metres, drop onto their stomachs; Spring up and run backwards 10 metres, then drop onto their backs; Spring up and sprint forward 10 metres, drop onto their stomachs; Spring up and run backwards 10 metres; Jog back to the start and repeat. Do sets of 5. 1.Sprint Forward 2.Drop onto stomach 3.Run Backward 8. Jog back 4.Drop onto back 40 m 5.Sprint Forward 6.Drop onto stomach 7.Run Backward 3. Over a distance of 20 metres: Sprint in a straight line; Sprint with a side-step to the left or the right at the end; Sprint with a swerve over the last 5 metres; Sprint with a side-step every 5 metres. Do 2 of each with a walk back recovery in between. 5

Skill Drills: Speed and Agility 4. Have 2 players lie 5 metres apart facing each other. Position a marker 10 metres apart behind each player. A player is nominated to backpeddle 10 metres to the marker before the player running forward can tag him. Continue, alternating roles. 10 m 5 m 10 m 1 2 5. Group the players in threes and position them as shown below: C C C A A A Backpeddle a a Tagger a CONTINUE, ALTERNATING ROLES. Tagger b b Backpeddle 50 m B B B Player A sprints to player B, player B sprints to player C, and player C sprints to player A and so on. Introduce a ball and have students run and offload the ball. 6. REFLEX SPRINTS Have the players (any number) stand on a baseline with their feet close together. On the call of LEFT the players must start sprinting on their left foot. The same applies for the RIGHT call. Vary the sprints between 10 and 20 metres. 6

Hand-eye Co-ordination Rules Gaelic Basketball Equipment: Small witches hats large gym ball (90 cm is a good size.) Area: Large, flat, grassed area approximately 40 m x 30 m. Outcome: Consolidates and refines throwing, catching, dribbling and paddling skills in a game situation. Note: Diagram not drawn to scale 78901 78901 78901 78901 78901 78901 78901 78901 78901 78901 78901 78901 78901 78901 78901 78901 78901 78901 78901 10 m 10 m 78901 78901 78901 78901 78901 78901 GOAL CIRCLE GOAL CIRCLE 78901 78901 78901 78901 78901 78901 78901 78901 78901 78901 40 m Two 10 metre diameter circles are set up inside the playing area. Structure: Divide the class into 2 teams. Each team has 1 goalie. Aim of the game: The game begins with a bounce up in the centre of the playing area. The players cannot run with the ball but can pick it up and throw it, paddle it or dribble it up the field. They must throw, dribble or paddle the ball into the opposition s goal circle to score a point. The game then recommences with a centre bounce up. If the ball crosses the sideline the non-offending team throws the ball in with an overhead throw. Each team is allowed to have 1 goalie inside their goal circle. The goalie cannot catch the ball but can only deflect or paddle the ball out of the circle before it hits the ground. If, at any stage, the ball becomes stationary (i.e. 2 players have a hold at the same time) then the game resumes from a bounce up on the spot. The use of sashes or vests to distinguish the teams is very helpful. 30 m Throw, dribble or paddle the ball into your goal circle. 10

Grid Ball Hand-eye Co-ordination Rules Equipment: Witches hats 1 large gym ball or beach ball Area: A square 20 m by 20 m for gym ball and 30 m by 30 m for beach ball. Outcome: Develops skills in striking, paddling, teamwork and communication. 20 m The playing area is divided into quarters using witches hats. Structure: The group is divided into 4 teams of no more than 6 players. Aim of the game: The aim of the game is to stop the ball from landing in your quadrant. If the ball touches the ground then that team (group) loses a point. Each team starts the game with 5 points. When one team has lost all 5 points the game is declared over and the team with the most points is deemed the winner. There is no limit to the number of times the ball can be struck in a quadrant before being propelled to another quadrant, but a player cannot strike the ball more than twice in succession. All strikes of the ball must be in an upward motion. If the ball is propelled out of the playing area by a team then they will lose a point for the offence. 20 m Do not let the ball land in your quadrant! 11