Ballinteer St Johns GAA Club Juvenile Football Coaching Book Volume 1

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Ballinteer St Johns GAA Club Juvenile Football Coaching Book Volume 1 Hurling Coaching Book Volume 1 Developed by Nora Stapleton Games Promotional Officer

2 H u r l i n g S k i l l s a n d G a m e s Skills Games Page Introduction 5 Discipline and Organisational Tips 6 Skill 1 Grip (Key Points) 7 1.1 Introduce the parts of the hurley 7 1.2 Ready Position 7 1.3 Simon Says 8 1.4 Tag Games 8 1.5 Ready, Lock, Catch 8 1.6 Hurl Tag 8 Skill 2 Ground Strike (Key Points) 9 2.1 Tyre Strike 9 2.2 Tyres (A) 9 2.3 Tyres (B) 10 2.4 Striking in Pairs (accuracy) 10 2.5 Goal to Goal 11 2.6 Hit the Targets (A) (B) 11 2.7 Empty the Square 11 2.8 Empty the Circle 12 2.9 Hurling Tennis 12 2.10 How Many Shots 13 2.11 Rounders 13 2.12 Golf Goals 14 2.13 Four Goal Game 14 2.14 Snatch the Bacon 14 2.15 Find a Goal 15 Skill 3 Stopping a Sliotar on the Ground (Key Points) 16 3.1 Roll and Block 16 3.2 Run to Block 17 3.3 Pass the Guards 17 3.4 Turn and Block 17 3.5 Piggy in the Middle 17 3.6 Tower Ball 18 3.7 Striking in Pairs (p 10, 2.4) 18 3.8 Goal to Goal (p11, 2.5) 18 3.9 Hurling Tennis (p12, 2.9) 18 3.10 Empty the Square (p11, 2.7) 18 3.11 Empty the Circle (p12, 2.8) 18 3.12 Target Games (p11, 2.6) 18

3 H u r l i n g S k i l l s a n d G a m e s Skills Games Page Skill 4 Dribble (Key Points) 19 4.1 Take the dog for a walk 19 4.2 Bridges and Boats 19 4.3 Signal and Turn 20 4.4 Dribble and Score 20 4.5 Dribble through cones 20 4.6 Minefield 20 4.7 Clear Away 21 4.8 Rob the Nest 21 4.9 Dribble Tussle 22 4.10 Cops and Robbers 22 4.11 King/Queen of the Square 23 4.12 Foxes and Chickens 23 4.13 Dribble and Strike (1) 24 4.14 Dribble and Strike (2) 24 4.15 Traffic Lights 25 4.16 Bulldog 25 4.17 Tackle Alley 26 4.18 Home and Away 26 4.19 Out of Control 27 4.20 Pass the Guards 27 4.21 Snatch the Bacon (p14, 2.14) 27 4.22 Grid Swap (p37, 7.4) Skill 5 Throwing and Chest Catch (Key Points) 28 5.1 Individual Throws and Catches 28 5.2 Partner Catch 28 5.3 Move to Catch 28 5.4 Beat the Circle 29 5.5 Keep Ball 29 5.6 Piggy in the Middle 29 5.7 Partner Work 30 5.8 Target Throws 30 5.9 Hit the Cones 30 5.10 Dodgeball (A) 31 5.11 Dodgeball (B) 31 5.12 Wall Throws 31 Skill 6 Shoulder Clash (Key Points) 32 6.1 Tyre Clash 32 6.2 Clash on the Hurl 33

4 H u r l i n g S k i l l s a n d G a m e s 6.3 Jog and Clash (balls) 33 Skills Games Page 6.4 Roll and Clash 33 6.5 Race to Clash and Score 34 6.6 Zig-zag Clash 34 6.7 A Race Against Time 34 6.8 Flick & Strike 35 6.9 Snatch the Bacon 35 Skill 7 Roll Lift (Key Points) 36 7.1 Stationary Roll Lift 36 7.2 Pick the Sliotar 37 7.3 Lift Off 37 7.4 Grid Swap 37 7.5 Musical Sliotars 38 7.6 Agility Roll Lift 38 7.7 Zig-Zag Roll Lift 38 Skill 8 Solo (Key Points) 39 8.1 Last Man Standing (Hand Solo) 39 8.2 Chase the Hound 40 8.3 Solo and Pass 40 8.4 Zig-Zag Solo 40 8.5 Through the Middle 41 8.6 On the Run 41 8.7 Bulldog (p25, 4.16) 41 8.8 Relay Races 41 8.9 Minefield (p20, 4.6) 41 8.10 Foxes and Chickens (p23, 4.12) 41 8.11 Find a Goal (p15, 2.15) 41 8.12 Signal and Turn (p20, 4.3) 41 8.13 King/Queen of the Square (p23, 4.11) 41 8.14 Traffic Lights (p25, 4.15) 41 8.15 Grid Swap (p37, 7.4) 41

5 H u r l i n g S k i l l s a n d G a m e s Introduction Welcome to our new GAA coaching resource. This coaching book has been designed to assist coaches/mentors/parents when coaching children. Use this resource in conjunction with the Ballinteer St Johns Player Pathway (download from www.beanneadair.com). The drills and games included in this book range from basic to intermediate to advanced levels. Not all games suit all players. It is up to the mentor to change different aspects of the activities so that they tailor it to their own players. Many resources have been used to put this coaching book together. The following links and coaching resources were used. - www.gaa.ie (http://gaa.ie/coaching-and-games-development/resources-and-publications/) - www.munster.gaa.ie (http://munster.gaa.ie/coaching-2/resources/coaching-planner/) - www.ballinteerstjohns.com - Ulster Council GAA Gaelic Start & Fundamentals Programme Coaching Folder - McDonald s Lift & Strike Programme - Give Us A Game, Gerard O Connor A lot of the games and activities in this book can be used for multiple skills. For example if we have a throwing game then this can also be used for handpassing and maybe tackling. Rather then repeating the games in this document I have just directed you back to where the game first appeared. You can then tailor it to suit the skill you want to coach. If you have any questions or other material which you think we could use then please get in touch with us. Regards, Beann Eadair Coaching Committee

6 H u r l i n g S k i l l s a n d G a m e s Discipline and Organisational Tips The following are a few discipline and organisational tips, which will assist mentors in coaching nursery players. - Prepare beforehand. Have a few games/drills in your head that you are going to make the kids play. A little notebook that fits in your pocket is great as you can jot down ideas that will keep the session going. - Arrive on time - Always bring a whistle - Gather children in semi-circle - Gather sliothars in middle. - Don t start talking/start drill until everybody is quiet and you have control of all the balls. - Face players away from sun and other distractions - Speak with the wind - Control your voice - State rules beforehand - Separate 'giddy' players - Use Time-Outs or a Sin Bin if child misbehaving/breaks rule 3 times (Involve parents if necessary) - Always demonstrate the skill and the drill - Take your time. Don t rush through a demonstration but take as little as possible - Try to have appropriate adult/child ratio - Put different coloured vests/bibs on each group - Implement rules of the game consistently. E.g. do not allow the children to pick the ball up off the ground. TIP: Talk less do more! (Get the players playing ASAP)

7 H u r l i n g S k i l l s a n d G a m e s SKILL 1: Grip 1.1 Introcuce the parts of the Hurley 1.2 Ready Position

8 H u r l i n g S k i l l s a n d G a m e s The hand that the child writes with must be placed at the top of the handle and their other hand near the bas. Get players in a semi circle, put the hurl flat on ground in front of them and tell them to pick it up by the handle with their writing hand work from there. Strong Hand Lock Position Introduce the Lock position for striking. The hand that the child writes with must be placed at the top of the handle and slide the other hand up beside this hand. Practice moving from the hurl on the ground to Ready to Lock. Coach makes various wrist movements in the lock position and players copy. Players write names in air and on ground from that position. Practice air-swings. 1.3 Simon Says (game to practice the grip and naming the parts of the hurley) Simon says.get in to the Lock Position, Simon says touch the toe of the hurley. 1.4 Tag games Incorporate the different positions when doing your warm ups. When the players get caught they hold their hurl up in the air in the Lock Position. To get free someone must touch their hurleys together. 1.5 Ready, Lock, Catch This game is based on the idea of Ship, Sea, Shore. There are 3 lines; Ready, Lock and Catch. The children start on the Ready line in the ready position. If the coach calls Lock, all the children run to the Lock line in the Lock Position. If the coach calls Catch, all the children run to the catch line in the Catch position. (Use other positions e.g. lift, ground block, hook) 1.6 Hurl Tag Nominate 2 or 3 taggers. All other children hold and run with their hurls in the ready position. Taggers do not have a hurl. When a child is tagged, they must freeze in the ready position. Children are freed when their team mate touches hurls with them in the ready position making an X. Alternate taggers.

9 H u r l i n g S k i l l s a n d G a m e s SKILL 2: Ground Strike 2.1 1. Adopt the ready position. Feet shoulder width apart 2. Slide the non-dominant hand into the lock position. Bend the elbows to raise the Hurley 3. Swing the Hurley down. Strike the sliotar flat on with the bas Players in pairs, one tyre per pair. Each pair in turn strikes the tyre. 4. Keep the head down. Follow through in the direction of the strike 2.2 Tyres (A) - Players have a tyre each. - Coach demonstrates the swing. (Feet shoulder width apart. Move from the Ready Position to the 'Lock' position by sliding the lower hand up the hurl into lock position, bending elbows raise hurley, swing back high and far). - Players practice their swing by striking the tyre. - Players shoulder should be pointing to the target. - Make sure both sides are practiced.

10 H u r l i n g S k i l l s a n d G a m e s Variations: - Players walk clockwise/anti clockwise around the circle of tyres striking each one as they pass. - Repeat but increase the pase to a jog, etc. - Repeat the above but when they hear the whistle they stop and go the other direction. 2.3 Tyres (B) - Players are moving in a straight line and striking the tyres. Variations: - Number the tyres 1, 2, 3. The coach calls out a number. The player must run out and strike the tyre that the coach calls. E.G. 3 the players run out and strikes on the 3 rd tyre. - In Pairs, Players go in pairs and strike the tyre at the same time. 2.4 Striking in Pairs: Accuracy Intermediate Drill Players in pairs, one sliotar per pair. Players strike the sliotar through the goal to their partner. Variations: - Increase the distance 3m, 5m, 10m, 20m! - Strike off both the left and right sides

11 H u r l i n g S k i l l s a n d G a m e s 2.5 Goal to Goal - Players have a goal each. They strike the ball to try and score a goal on their partner. - After a certain number of strikes move the goals further apart 2.6 Hit the Target (A) (B) - Divide the group in to two teams. - Place cones in-between the two teams. - The teams must strike the ball to try and hit the cones. For every cone that they hit they win a point for their team. - Place a hurdle in-between two players. - They must try and strike the sliotar underneath the hurdle. - Award 1 point for every ball that goes under. 2.7 Empty the square - Mark out two squares (7mx7m) - Split the group in to two teams. One in each square. - Put about 10 balls in each square (the light plastic balls are good for this) - Object of the game is to empty your square by striking all the balls in to the other teams square. - The team with the least number of balls in their square after a set time wins.

12 H u r l i n g S k i l l s a n d G a m e s 2.8 Empty the circle - One team is inside the circle the other team are outside. - The inside team are trying to strike all the balls out of the circle as far away as possible. - The outside team are gathering up the balls and putting them back in the circle. - The team with the least number of balls after a set time win. 2.9 Hurling Tennis - Set up a square with a dividing line in the middle. 2 balls. - Cones to mark the boundaries. - Divide the group into 2 teams. One team on each side of the line with their own goals. - The object of the exercise is to hit the ball using the groundstroke through the other team s goals. Start with 1 ball per game and move it up to 2 after a couple of minutes to increase participation. - Count the amount of goals scored in 4 minutes and then start again.

13 H u r l i n g S k i l l s a n d G a m e s 2.10 How many shots? - Mark out a distance about 30m (depends on the ability of the players). - Player must strike the ball until they reach the end line. How many strikes did they have to make? Can they beat their score on the way back? - If it s a ball between two. One partner goes first (up and back) then the other partner goes. - Who got the least number of strikes? 2.11 Rounders 3m - Split the group in to two teams. Strikers and Fielders. - The distance between the cones vary depending on the age and ability of the kids. - Players start at the red cone. - They strike the ball on the ground as far as they can and run around the cones before the other team get the ball back to the red cone. - If they get to the yellow cone before the ball gets back then they get 1pt. If they get to the pink cone they get 2pts, white cone 3pts and the whole way around to red is 4pts.

14 H u r l i n g S k i l l s a n d G a m e s 2.12 Golf Goals 2.13 Four Goal Game Fun Game Modified Game Mark out a course. Players to strike in turn through the goals and around the course. Variation: 2/3 players going at the same time. Make the goals bigger/smaller Place 4 goals 1 in each corner of the pitch. Teams attack and defend two sets of the goals. (Colour coded goals work well e.g. blues defend the two blue goals) Increase or decrease the size of the pitch. 2.14 Snatch the Bacon - Split the group in to two teams. Line up facing each other about 5m apart. Each player is given a number. - Place one sliotar in the middle between the two groups. - The coach calls out a number, e.g. 1, the number 1 s from both teams have to run out and try to strike the ball. Whoever strikes the ball first wins. Variation: This game can be used for nearly all of our skills. - Players try to strike the ball for a score. - The coach can call out 2 numbers. Now it becomes a 2 v 2. - Encourage the players to tackle if they don t get the ball first. - You could add in two goals. Now the greens score one side and the oranges score into the other goal. - Whoever Roll Lifts the ball first wins.

15 H u r l i n g S k i l l s a n d G a m e s 2.15 Find a Goal - In pairs, players work with each other to dribble the ball around the area. - Players look for a free goal. - Strike the ball through the goal to your partner at opposite side to score a point. Variations: Make the goals smaller/bigger. Set time limits or give them a target number to be achieved Put a defender in to block the goals being scored. Use a bigger/smaller ball.

16 H u r l i n g S k i l l s a n d G a m e s Skill 3: Ground Block/Stopping the Sliotar on the ground Blocking Positions 1. Adopt the ready position 2. Move into blocking position on side or lifting position in middle. 3. Keep legs together to block the sliotar if missed by the hurley. Head - Hands Feet STEP - Vary the activity Vary Space Vary Task Vary Equipment Vary Players 3.1 Roll and Block Players/coach roll the ball for their partner to stop. Alternate the rolls. Start near then move further back. Start with easy rolls then make it faster and maybe to the side. Players have a goal each. If they miss the ball then their partner scores a goal.

17 H u r l i n g S k i l l s a n d G a m e s 3.2 Run to Block 3.3 Pass the Guards Intermediate Drill Fun Game Coach rolls the ball for Player to run out and stop it. Variations: Make the distance shorter/longer to suit your players. Let the players roll the ball for their partner Players A and C, strike the ball to each other, while Player B (Guard) tries to stop the ball. Make the distance shorter/longer to suit your players. Award pts to the Guards for blocks. 3.4 Turn and Block 3.5 Piggy in the Middle Corner Players in turn roll the ball for the centre player to block and return it. How many blocks out of 4 can they get? Outer players must block the ball when it s hit back to them. Player in the middle tries to stop the ball as the outer players pass it around. Let the outer players roll the ball to each other but the middle player must use their hurl to block.

18 H u r l i n g S k i l l s a n d G a m e s 3.6 Tower Ball - Mark out two areas with cones in between. - Split the group in two with one Protector from each. The two groups try to strike the ball to knock the cones. The Protectors have to try and block the ball from hitting the cones. Protector Protector Variations: Add points if they Protectors block the ball. Add in more sliotars Swap the Protectors Use the same games as seen in Skill 2- Ground Strike, but put the emphasis on the blocking as opposed to the striking. 3.7 Striking in pairs (p2.2) 3.8 Goal to Goal (2.3) 3.9 Hurling Tennis (2.7) 3.10 Empty the Square 3.11 Empty the Circle 3.12 Target games (the other team must prevent the ball from going past them).

19 H u r l i n g S k i l l s a n d G a m e s SKILL 4 : Dribble 1. Adopt the Ready Position 2. Non-dominant hand, placed down the handle of the hurley 3. Use alternate sides of the hurl when dribbling Head - Hands Feet STEP - Vary the activity Vary Space Vary Task Vary Equipment Vary Players 4.1 Take the ball for a walk Dribble out to the far cone and back in turn. Variations: Ball each, players dribble out to the cone and back. Who is the fastest? 4.2 Bridges and Boats - In Pairs, number 1 &2 - Number 2 s find a bit of space in the area (10m x 10m) and stand with their legs open (Bridge). - Number 1 s (Boats) have to dribble around the area and pass their ball under as many bridges as they can. Variations: What other way can the players make a bridge? How many can they go under in 1min? Add in 1 or 2 defenders attempting to prevent scores.

20 H u r l i n g S k i l l s a n d G a m e s TIP: Footballs are great to use when players first start to dribble then move on to sliotars. 4.3 Signal and Turn 4.4 Dribble and Score Change Direction when signalled by the coach. Dribble and pass using the ground strike. Dribble the ball over the line to score. 4.5 Dribbling through cones - Cones are placed 2m apart. Three children at each line of cones. Children must dribble the ball between the cones and back to the start using both sides of the hurl. - Emphasise keeping the ball under control by not having it more than hurl length away. Encourage the children not to let the ball hit any of the cones. - If they are taking very long then only have the players dribble out. They can strike the ball home instead. - Let the players dribble footballs to start as this is easier. 4. 6 Minefield

21 H u r l i n g S k i l l s a n d G a m e s - Place lots of cones in an area as shown above - The players dribble in and around the cones for 1min. If their ball touches a cone they lose a life. Variations: The players start at one side of the grid. They must race to the otherside without touching a mine. If they touch a mine they have to go back to the start. First person across wins. 4.7 Clear Away - Use the same set up as in the game Minefield above but take out a few of the cones. - Players dribble the ball around and about the cones. - Introduce a Clearer (defender) to try and knock the ball away from the dribbler s. - If the Dribbler s ball is knocked away they are allowed to retrieve it and continue. - Rotate the Clearer. Variations: Let the players use a football when dribble (bigger ball makes it easier). If the Clearer gets a ball they become a Dribbler and the Dribbler becomes the Clearer. Let the children make up their own scoring systerm. Make the area bigger/smaller. Add in extra Clearer s. Add in a den/safe area. The Clearer is not allowed in this area. Players can only stay in the safe area for 5/10 secs. Add in extra safe areas. 4.8 Rob the Nest - Small plastic balls are good for this game. - Place lots of balls in the middle as shown above. (at least 3 per person playing) - Split the group up in to 3 or 4 teams.

22 H u r l i n g S k i l l s a n d G a m e s - On the whistle the first person from each team sprints in to the middle and dribbles a ball home to their base. Once back the next person goes. Keep going until there are no balls left in the middle. The team with the most balls wins. 4.8 Dribble Tussle Coach 0 (ball) - 2 players wait at cone - Coach throws ball out in front of players about 10m - On signal from coach players run out and compete for ball - The player that dribbles the ball back past the cone is the winner 4.9 Cops and Robbers - Set out a square approximately 10m x 10m. Each player has a ball and dribbles around the square with their ball avoiding the other players. - The coach (cop) walks around the square and tackles the players (robbers) dispossessing them. The player must work to get their ball back off the coach. - The more involved the coach is in this game, the more the players enjoy it.

23 H u r l i n g S k i l l s a n d G a m e s 4.10 King/Queen of the Square - Mark out and area about 10m x 10m. - Each player has a ball - They must protect their own ball but try and hit other peoples balls out of the square. If your ball gets hit out of the square you are out (have some kind of activity for those who get knocked out e.g. practice roll lifting/playing a mini match) - The player who doesn t lost their ball wins. 4.11 Foxes and Chickens - Mark out an area as shown. - Split the group in to pairs. One partner is the fox and the other is the chicken. - All the chickens have a ball. - On the whistle the foxes enter the square and have to try and flick the ball away from their partner (chicken). - The chickens protect their ball by dribbling it away from the foxes. The coach should show the chickens how to keep their body between the ball and the fox. - If a fox wins the ball they should try and get it out of the square before the chicken gets it back off them. - Let them play for 30secs/1min. If the chicken don t lost their ball they score a point. - Reverse the roles.

24 H u r l i n g S k i l l s a n d G a m e s 4.12 DrIbble & Strike (1) - 2-3 lines of cones with players lined up. Each group has a ball or two, coach can stand in goal or just have a very narrow goal. - The first player dribbles the ball in and out between the cones, until the last one and then strikes at goal. Retrieve the ball and go to the back of the line - Emphasise keeping the ball under control by not having it more than hurl length away. Encourage the children not to let the ball hit any of the cones. - Make sure they change sides each time and strike using right side from line B, and left side from line A. Goal 4.14 Dribble & Strike (2) - Similar to above except the players have to dribble through random positioned cones. - Best if the players have a ball each (use the coloured plastic balls if necessary). - Players start at one side, they must dribble through the minefield and score a goal at the end. Start Goal Variation: How many times can they dribble through the grid and score in 1min? Move the goal back a bit so now it s harder for them to score.

25 H u r l i n g S k i l l s a n d G a m e s 4.15 Traffic Lights Set up One ball per player, a grid. - Players stand side by side with a ball at one end of grid and coach at the other with back to players - Coach says green light and each player begins dribbling the ball forward - When coach says "1, 2, 3, red light players must trap ball and remain still. - Coach quickly turns around and if any player or ball is still moving, that player must take 3 steps back. - Game continues till first player reaches coach at the end of the grid. - Start again and see who wins next time. - The winner could take the role of the coach. 4. 16 Bulldog - All the players line up at the start line with a ball. - The player in the middle shouts out Bulldog, bulldog, I call ------- over. - Whoever is called must start dribbling the ball out. If he or she call Open Gates then everyone gets to move. - The idea is to get to the other side of the grid without losing your ball. If you lost your ball you must also go in the middle and be the tackler.

26 H u r l i n g S k i l l s a n d G a m e s - Once everyone is over the game starts again and players try to get back to the start line. Players keep moving over and back until there is only one person left with a ball. - For young players you could have 3 winners at the end. 4.17 Tackle Alley - Mark out an area as shown above. Place hula hoops inside the tackle alley. - Nominate 4 tacklers to stand in the hula hoops. - The dribbler must try and get through the tackle alley without the tacklers getting their ball. The tacklers are not allowed to step out of the hoops. They must use their hurley to try and steal the ball off the dibbler. - The dribbler scores a point if they can make it to the green cone without losing their ball. 4.18 Home & Away HOME AWAY - Set up as shown. Hoops should be about 7m apart, depending on the ability of players. - Teams can be any number 1 v 1, 2 v 2, etc. - Attackers attempt to dribble the ball from home base(hoop) to the away base. - The defender is trying to stop them from getting the ball in to the hoop. - If the defender gets the ball they put it back in to the Home base.

27 H u r l i n g S k i l l s a n d G a m e s 4.19 Out of Control - Mark out a grid about 15m x 15m. Every player is dribbling a ball inside the grid. - The coach calls out the directions. Green = go, Yellow = slow down, Red = stop. Variations: Coach calls out Crash which means all the players fall to the ground. Coach call s out Runaway Speeder and then runs into the grid to try and tackle the players and strike their ball away. You could let one of the players make the calls. 4.20 Pass the Guards Fun Game In pairs or 3 s. First player has to try and dribble the ball pass the guards (middle players) to the end line and back. If they make it up and back they score 1pt. If the guards get their ball they have to go back to the start line and their partner goes. Start off with only 1 or 2 guards in the middle then increase the No. Mark out and area which the guards must stay inside. Rotate the guards so that everyone has a turn. Also can be called Sharks & Fist. The shards are in the middle and the fish have to get past. See also: 4.21 Snatch the Bacon (p14, 2.14, players must dribble back to their line to score or through the goal to score) 4.22 Grid Swap (p37, 7.4 players transfer the ball by dribbling).

28 H u r l i n g S k i l l s a n d G a m e s Skill 5 Throwing & Chest Catch 1. Adopt the Ready Position 2. Release non-dominant hand 3. Move to meet the ball 4. Cushion the ball on impact between chest and cupped hand Head - Hands Feet STEP - Vary the activity Vary Space Vary Task 5.1 Individual Throw and Catch Vary Equipment Vary Players - Young players should start with a bean bag then progress to a ball - Let the player throw up the ball/bean bag to head height and chest catch. - Gradually encourage the players to throw the ball higher and higher. - How many catches can they get without dropping the ball? How many in 30 secs? - Can the players throw the ball, clap their hands and catch? 5.2 Partner Catch 5.3 Move to Catch Intermediate Drill Throw the ball for partner to catch. How many can they do without dropping the ball? How many catches can they do in 15 secs. B runs to catch the ball A throws. Coach may have to throw the ball. Vary the height of the ball. Start with no hurley then get the players to hold their hurl.

29 H u r l i n g S k i l l s a n d G a m e s 5.4 Beat the Circle 5.5 Keep Ball Fun Game Fun Game Team A throws the ball/bean bag around the circle while Team B runs around the circle in relay. How many catches can Team A get before all of Team B have run around the circle? No hurley; Players maintain possession by throwing the ball/bean bag for a team mate to chest catch. If a team get 3 catches in a row they score 1 pt. Try playing with uneven teams (4v2) so that the big team get more catches. 5.6 Piggy in the Middle This can be done with any combination of players. 2 v 1 (= 2 players against 1 player), 3 v 1, 3 v2, etc 2 v 1 3 v 1 4 v 2 Yellows against Red - How many passes can the team get without losing the ball - Cones to mark out either or help. Different kinds of throws - Underarm - Sidearm - Overhead

30 H u r l i n g S k i l l s a n d G a m e s 5.7 Partner work (bean bags and balls) - Working with their partner underarm throw to one another. - How many can they get without dropping? How many in 30secs? - Make the distance longer 5.8 Target Throws (A) - Set up a box/hula hoop on the ground. - One point for every ball/bean bag you throw in the box - Increase the distance by moving back cones. (B) - Instead of leaving the hula-hoop on the ground get someone to hold it up in the air. Now players must aim higher. 5.9 Hit the Cones Players throw the sliotar to attempt to knock the targets. Award points for each cone they hit. Add in a defender who tries to protect the cones by using their hurl to block the sliotars.

31 H u r l i n g S k i l l s a n d G a m e s 5.10 Dodgeball (A) - You can either use the small plastic balls or large soft balls (good if you want them to do catching also). - Make two teams. One in each square. Mark out an area in the middle which neither team are allowed in. - Teams try to throw the balls across the middle to strike the other team. If you get hit with a ball you must go outside the square and do 3 star jumps (or whatever you make up). 2m 5.11 Dodgeball (B) - Mark out a grid 20m x 20m. Players in pairs with a ball between two. (The small plastic balls are good for this). - Number the players 1 and 2. - On the signal the No.1 players chase the No.2 players and try to catch them by throwing the ball at their legs. - If a player is hit the thrower wins 1pt. Variations: The No. 1 has 1 min to see how many times they can catch their partner by throwing the ball. Let the throwers catch anyone they want to. 5.12 Wall Throws - Throw against a wall and catch with two hands - Throw against a wall and catch using the Chest Catch. - Throw with the right hand, catch with the left and vice versa. Variations: In pairs, one player throws while the other catches. Which pair can get the most catches? Allow the ball to bounce before the player catches. Hold the hurley really short (or use a bat). Players strike the ball and try to catch on the return.

32 H u r l i n g S k i l l s a n d G a m e s SKILL 6 Shoulder Clash Key Points & Demo 6.1 Tyre Strike V Move towards the sliotar in ready position. Move to lock position, eyes on the ball. Get shoulder to shoulder or hip to hip with partner with one foot on the ground Use a 2-handed wristy action to swing. Important: get close to your partner so that you don t get hit by their hurl when they follow through. Head - Hands Feet STEP - Vary the activity Vary Space Vary Task Vary Equipment Vary Players Players in pairs, one tyre per pair. Each pair in turn strikes the tyre. Variation: line up the tyres, now the players strike each tyre together

33 H u r l i n g S k i l l s a n d G a m e s 6.2 Clash on the hurl 6.3 Jog and Clash (balls) Intermediate Drill The coach holds out their hurl. Players move forward in pairs and strike the coaches hurl at the same time. By striking on the coach s hurl they are getting use to the clash of the ash. Each pair jogs forward and clashes on each ball in sequence Use footballs (bigger and easier) then move on to sliotars. 6.4 Roll and Clash - Pair off and stand beside partner in two lines facing the coach. - Coach rolls a first touch sliotar/football towards each pair in turn, who move forward and perform the ground clash. - As the players become more proficient use a smaller sliotar or increase the pace of the roll. coach - Make sure the players swop sides each time. - You could add in a goal either side. Players are trying to get to the ball first and strike in the goal.

34 H u r l i n g S k i l l s a n d G a m e s 6. 5 Race to clash and score - In pairs, players line up as shown with a goal either side and the ball in the middle. - On the whistle they run out and clash on the ball. The green player is hoping to score in the red goal and vice versa. If they don t clash at the same time then one of them will score. - Make sure they swap sides so that they are striking off both their left and right. 6.6 Zig Zag Clash 6.7 A Race Against Time Intermediate Drill Fun Game Pairs run around each cone and clash on each ball in the centre in sequence Award points to each pair who successfully clash on each ball. If one player is faster and strikes the ball away then no point are awarded. Pairs run through the grid clashing on each ball. How many balls can they clash on in 30secs? Let 2 or 3 pairs go at the same time

35 H u r l i n g S k i l l s a n d G a m e s 6.8 Flick & Strike - Mark out a grid (10m x 10m) with sliotars placed randomly. - Players move around the square in the ready position. One the whistle they more to a ball and strike it out of the grid. - Players can hit any ball. Have less balls then players so that some are going for the same ball. Variations: Put the players in pairs. On the whistle one player tries to strike the ballout of the square the other player is trying to keep it in the square. See also: 6.9 Snatch the Bacon (p14, 2.14, players are racing to strike the same ball so this will lead to clashing)

36 H u r l i n g S k i l l s a n d G a m e s SKILL 7 Roll Lift 1. Place the non-dominant foot beside the sliotar. Bend the hips and knees bringing the head over the ball 2. Toe of the Hurley should be pointed away from the body. Thumbs point towards the bas 3. Roll the sliotar towards the body and slide the toe of the Hurley underneath to lift it 4. Release the non-dominant hand from the Hurley in a cupped position. Allow the ball to fall into it Head - Hands Feet STEP - Vary the activity Vary Space Vary Task Vary Equipment Vary Players TIP: Now that your players know the Roll they can only use their hurl to lift a ball from now on. It is very important that you keep an eye on the player s technique. Unlike other skills if you do not have the proper technique for the Roll Lift then it is very hard to execute the skill (study the Key Points above). An easier way of learning is by giving the players a football to use instead of a sliotar. 7.1 Stationary Roll Lift It s best if players have a ball each. Let them practice as you spot and fix. Variations: Players in pairs. Each player roll lifts the ball for 1 minute. How many can they get in 30secs, can they beat their old score?

37 H u r l i n g S k i l l s a n d G a m e s 7.2 Pick the Sliotar - All players in a grid with a sliotar each (or near enough). - Place the sliotars in a free space inside the grid. On the signal the players move about the grid lifting a sliotar, run for 4-8 steps and placing it in a free space. - Who can lift 5 sliotars first? 7.3 Lift Off - Reds against Blues. Players Roll Lift the ball from the middle zone and bring back to their hoop. - Whoever has the most when all the balls are gone win. Variations: Add in defenders. They are allowed steal balls from the hoops and bring them back in to the middle zone. If some players are not able to Roll Lift, allow them to attempt the lift twice then they are allowed to dribble to their hoop. 7.4 Grid Swap Fun Game Mark out two grids. Players must transfer sliotars from one grid to next using roll lift. Some might struggle with the roll lift. Add rule, if they attempt it twice and don t get the ball in their hand they are allowed to dribble.

38 H u r l i n g S k i l l s a n d G a m e s 7.5 Musical Sliotars Scatter sliotars throughout grid. Players job around the outside of the gird. On a signal players must run in and Roll Lift the nearest sliotar. Variations: Who is the first to roll lift the sliotar (use a football if necessary)? Gradually take out one sliotar at a time. Whoever doesn t Roll Lift a ball is out (let them practice at the side). As the players get older and are able to perform the Roll Lift move on to the following: 7.6 Agility Roll Lift 7.7 Zig-Zag Roll Lift Intermediate Drill Intermediate Drill Players must roll lift at each cone in turn Who can lift all 4 the fastest? Players must roll lift the sliotar and change direction placing the sliotar at the next cone See also: - Snatch the bacon (p, 2.14, players must try and Roll lift the sliotar in order to score a point)

39 H u r l i n g S k i l l s a n d G a m e s Skill 8 - Solo Point the Hurley forward, with the bas flat and the toe pointing away from body on the dominant side Toss the sliotar onto the bas on the Hurley. Place nondominant hand lower down on the handle near the bas. Move forward balancing or hopping the sliotar. To help control the Hurley, use a shortened grip (i.e. strong hand slides up the hurl a bit, see bottom pic). Head - Hands Feet STEP - Vary the activity Vary Space Vary Task Vary Equipment Vary Players IMPORTANT: When you first start teaching the players how to solo you start with the basics then move on to using the hurley and sliotar. Always encourage the players to hold the hurl with two hands then move on to one hand when they are stronger. 8.1 Last Man Standing Hand Solo - Mark out a square 10m x 10m with cones scattered in it. - Every player is given a sliotar or small plastic ball which they hold on the palm of their hand. - The players must walk/jog/run around the square without dropping the ball, bumping in to each other or hitting the cones which are scattered around the square. - If they drop the ball, bump someone or a cone they lose a life. Give them 3 lives. Variations: If they drop the ball, bump someone or a cone then they are out. Who is the last person in the square? You could do races across the square.

40 H u r l i n g S k i l l s a n d G a m e s 8.2 Chase the Hound 2m 10m 10m Tackler Hound GOAL - Set up as shown above. Distances may vary. - The Hound has a ball. On the whistle they balance a bean bag on their hurl and try to get through the goal before the Tackler catches them. - If they drop their bean bag the Tackler scores a point. If they get through the goal then the Hound scores a point. - Reverse roles for the next turn. 8.3 Solo and Pass 8.4 Zig Zag Solo Intermediate Drill Intermediate Drill Players solo and hand the bean bag/ball to the next person Variations: Use a bat to balance the ball. Pass either from the hand or off the Hurley. Players solo around the cones and hand to the next player Variations: handpass to the next player Use a bat and ball or bean bag.

41 H u r l i n g S k i l l s a n d G a m e s 8.5 Through the Middle 8.6 On the Run Intermediate Drill Modified Game Players solo through the middle and had pass the sliotar to players from the group opposite. Divide into 2 teams. Teams score by soloing the sliotar over their opponents endline. Variations: Have uneven teams, e.g. 4 v 2 Use a bean bag to make it easier. The following games will work but start the players off using a bean bag, bat and ball, hurl and bean bag then finally a hurl and ball. You will need to vary the rules a little and use different scoring systems. 8.7 Bulldog (p22, 4.16 players solo instead of dribbling). 8.8 Relay Races 8.9 Minefield (p17, 4.6 Players have to solo through the mines). 8.10 Foxes & Chickens (p20, 4.11) 8.11 Find a Goal (p12, 2.15 -but players solo through the goals. How many can they get in 30secs, etc?) 8.12 Signal and Turn ( p17, 4.3) 8.13 King/Queen of the Square (p20, 4.10 Players solo their ball/bean bag while trying to knock other players bean bags off their hurl. Add in a scoring system). 8.14 Traffic Lights (p22, 4.15 Players solo the ball instead of dribbling). 8.15 Grid Swap (p34, 7.4 Players solo the ball between the grids).

42 H u r l i n g S k i l l s a n d G a m e s