Integrating Fun into Competitive Drills

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Head Coach Bobbi Petersen Integrating Fun into Competitive Drills I. Why integrate fun? a. Definition of fun a. Something that provides amusement or enjoyment b. Reasons for adding fun a. Ultimately, should have more production b. Can rejuvenate or give something to look forward to c. Develop mental/physical abilities and team chemistry d. Reminder of why we do what we do c. May have to determine what is fun for your team a. Based on this will determine how much fun b. May have drills that can achieve goals you are looking for and still fun for players c. May be something that has no benefit for volleyball d. Adding a competitive component to the drill or exercise creates fun for our group e. For us, when fun becomes nonproductive we will stop f. Ultimately we would love for all of our drills to have some enjoyment to them, but probably not possible g. Sport that requires a lot of repetitions, so there will be some monotony 1. Trying to find ways to break that, by maybe having the same goal, but a different way of doing the drill 2. The best drills are the ones that you get what you want as a coach, but still provide enjoyment for the team, however your ultimate goal is to make your team the best it can be, so will probably need some give and take

II. Ways of adding fun III. Non skill ideas a. Make warm ups or cool downs more fun b. Add competition c. Add a twist to the same old drill d. Break up into teams within the team e. Birthday drills f. Theme drills, exercises, or games g. Add fun to conditioning activities a. Survivor Team Challenge b. Preseason/Off season Conditioning c. Team Building 1. Blind Team 2. Tight Rope 3. Two Truths and a Lie 4. Scavenger Hunts 5. Trade up Game 6. Iron Chef IV. On Court Drills/Exercises a. Contest Activities b. Bogan Tennis c. Bjerring Triples d. Short Court e. 12 Player Defense f. Hammertime g. Knockout

h. Up and Down the River i. Tug of War j. Two Ball k. Bongo l. Bonus Ball m. Baseball n. Around the World BOGAN TENNIS Description: A fun competitive knockout drill that encourages competition, movement, team work, and communication. You can adjust this drill for all levels of play. Objective: Be the last team remaining on the court. 1. The coach or players divides the team into pairs. If you have an odd number, then split the players and have them in two lines on each baseline 2. The first pair (or first player from each line on the baseline) starts on the court (2 v 2) 3. A coach will interject the ball over the net to one of the pairs. If you have two coaches, they can alternate hitting free or downballs over the net 4. A team gets one contact to play the ball over the net to the other pair 5. After playing the ball over the net, the pair that just played the ball must then run around the outside of the court to the opposite baseline 6. Each team only gets one contact to play the ball over the net 7. A pair is knocked out of the drill if: a. Their contact results in an error (ball in net or out of bounds) b. They play the ball more than once (if the rules only allow one contact) c. Interfere with another team s play of the ball (ex. Forget to run to the opposite baseline after playing the ball)

d. Do not run around the outside of the court (run under the net and through the opposite side of the court 8. When a team is knocked out of the drill you can have the players perform fun and/or physical activities (ie. jumping jacks, run in place, shuffle, cheer for a particular team, etc.) 9. After a team is knocked out, have the remaining players balance the players on each baseline (not possible when you only have 3 teams remaining) 10. When you are down to 3 teams remaining, the coach must initiate the ball to the side with two pairs 11. When you are down to 2 teams remaining, the teams stay on their respective sides of the net (no running to the opposite baseline). 12. The winner is the last team remaining on the court 13. The winning pair earns a point 14. Repeat and play a game to 5 points (usually takes around 10 minutes for a team to get to 5 points) Variations: 1. 2 or 3 contacts 2. Progressive contacts (the first couple of games are 1 contact, then 2 contacts, then 3) 3. Restricted contacts: a. Cannot jump and hit the ball over the net (encourages control, ball placement, and movement) b. Must jump and attack the ball over the net (encourages aggressive play and ball control) ATTENTION TRAINING DRILLS 1. 1 ball two players first bump 2 forward, then turn sideway and pass back to your partner and run back while your partner does the same forward. (variations turn and bump front to front or back pass to partner) 2. 1 ball two players player A set 2 forward sets forward then turn all the way and set front to front to player B and run back while your partner does the same. (Variation third contact back set or side set) 3. 2 balls two players juggling, one tosses at the time the other bump

4. 2 balls 2 players and one path set and one path bump 5. 2 balls 2 players and one path set and one path bump 6. 2 balls set self set partner (6 feet apart) 7. 2 balls bump to self then set partner 8. 2 balls bump one ball while rolling the other on the floor. Keep head up looking at the bumping ball only. 9. 2 balls one ball in the air (bump or set) while rolling the other on the floor. Keep head up looking at partner and mimic the options of bump or set. 10. 3 balls 4 players either pepper or over the net each side one ball is handed over to partner before the actual bump set and down ball (over the net or away from the net). 12 Player Defense Goal: The team who scores a certain number of points first wins Scoring: Rally scoring, every ball is a point Description: Six players on each side of the net. Three players are on the court and three are waiting off the court. This is a three on three back row attack only game. After the ball crosses the net, the three players who just sent the ball over, switch with the three players off the court. Then when the other side sends the ball over, they switch with their three waiting off the court. This switching continues as long as the rally does. Down balls or free balls are initiated to the winning side. Variations: 1. Add a setter who can only attack standing 2. Add a setter who can attack front row (can have different scoring with this) 3. Whoever passes can swing front row 4. Left passes middle s front, middle passes right s front, right passes left s front, setter passes everyone s front. 5. When adding setters that are live, stay until the ball dies, then switch

Hammer Time a. Divide teams into smaller groups of 3, other players divide into two hitting lines with a setter (setter alternates setting to LH then RH hitting line) b. Pick one team of 3 to start in the Hammer Zone (see diagram) c. Points i. Diggers get a point if they dig and catch a ball on the fly or attacker error ii. Hitters get a point if they kill a ball in the hammer time zone, or if the diggers do not catch the ball iii. Ball in court but not in hammer zone is a wash

Up and Down the River Team A Team B 6 players 3 contacts 3 stops 5 players 3 contacts 3 stops 4 players 3 contacts 3 stops 3 players 2 contacts 2 stops 2 players 2 contacts 1 stop 1 player 1 touch 1 stop

Tug of War 6 vs 6 Score starts at 10 Team A's goal is to get the score to 0 Team B's goal is to get the score to 20 Initiate down ball to either team. If team A wins, the score moves to 9. If team B wins the score moves to 11. The winning team gets the next down ball. This can also be done using Serve Receive. 2 Ball Drill 6 vs 6, 2 coaches 1 on each sideline tossing balls into their court. Goal is first team to 6 points. You must win both balls that are in play to get the 1 big point. Coaches toss the balls into the court at the exact same time. As the two balls are going, the teams must use three contacts and they must set the third ball over. The object is to try to score on the ball that is on your side of the court by pushing the ball over with two hands and catching the other team off guard. If the ball is put over by one hand, or not in 3 contacts, or the player jumps to put the ball over it is a violation and results in a point for the other team. As soon is one ball is dead, the coaches on the side line yell "PLAY IT OUT"! Play it out means anything goes. You may put it over in two, you may jump and swing, etc. If one team wins one ball and the opposite team wins the second ball that is called a "WASH". No points are rewarded and we start again with tosses from the coaches on both sides. After each initiation, front row back row switches if it is a wash or if you lose the point. If you win the point you stay.

Knockout S/SR Drill Split your team in half Both sides start with three players out for SR and the rest of their teammates behind them on the end line serving One team serves first at the opposing team. If the passer passes a 2 or 3 point pass (coaches decide the target zone) or the server errors, then the server is knocked out. If the passer passes a 0 or 1 point pass, the passer is knocked out. This continues on until you start getting down to the final few. You must always have 1 person back to serve, unless you are down to the last one. So, with three you must have 2 people passing and 1 back serving. With 2 people left, one passing and one serving. Who ever has the last player standing is the winner! Those knocked out can do something along the side until game is over (jog, jumping jacks, crunches, etc) Play best of something (3 out of 5) B O N G O 6 v 6 drill Team A receives four balls (Serve from Team B, then a Dball, Fball, and Virus ball from a coach). Each ball is played out Team A must win all four balls in order to receive the first letter of BONGO (similar to HORSE in basketball) If Team A does not win any of the 4 balls, the Team B takes a turn If a team wins all 4 balls in sequence, then they receive a letter and rotate The team that gets BONGO first wins VARIATIONS: i. Change sequence if one/either team cannot serve receive (ie. Start with free balldownball virus serve receive ii. Use only three balls for letter (use if short on time)

BASEBALL One team serves and the other receives The serving side is pitching and defending (trying to get 1 3 outs you decide). The receiving side is batting (scoring) A coach has a bucket of balls on the sideline ready to pop free/downballs to the serve receiving side If the serve receiving side wins the serve (they get a hit). The coach then pops a down/free ball to the serve receiving side. They will score consecutive points on free/down balls from the coach if they keep winning the coach interjected ball The scoring (and free/downballs being interjected) stops when the serving teams wins the rally, thus resulting for an out for the serve receiving side Once an out occurs (if you are playing a 3 out game), the serving team (same server) goes back and starts the process again The serving team gets to receive (the opportunity to bat and score points) when they get the other team out of the inning The serve receiving team, then rotates and they become the pitcher/ defenders trying to get outs Play six innings (six rotations) Bonus Ball 6 on 6 drill Each team has five balls with the 5 th ball representing the bonus ball Start initiating balls to one side. They will continue to get balls until they are stopped If they are stopped, balls are initiated to the opposite side This continues until each team has an opportunity to score on the bonus ball You only score if you win on your own bonus ball.play to a certain amount of points