TECHNIQUE
Today we are going to use speed, direction and space on defense to close in on an opponent.
IMPORTANCE
These techniques are important because it makes us stronger offenders and more difficult to get away from.
When combing speed, it’s important to:
- Increase the number of steps you take.
- Pump your legs so they move quicker.
- Raise your knees higher.
When changing direction, it’s important to:
- Keep your head up.
- Avoid bumping into other people.
When changing pathways, it’s important to:
- Transition in as little time as possible.
- Your pathway can change from zigzag, to curved, to straight, etc.
When staying close to a defender, it’s important to:
- Make the body larger and stay close – stand straighter, lengthen your body and keep your hands up if necessary and stay close to your opponent as they near the goal.
- Approach the defender as fast as possible to eliminate the space he/she can travel into.
- Stay on the goal side of the offensive player and reduce the distance between you and your opponent.
When creating space, it’s important to:
- Use the width and length of the field or court on offense – use the entire field/court; do not stay in a confined area.
- Stay spread on offense – if you do not have the ball stay spread out and try to get open.
- Cut and pass quickly – the faster you are the more time you will have before your opponent catches you.
Practice 1: Move onto skill game- Loop Hole
SHARKS & MINNOWS III
EQUIPMENT
Optional: 3 hula-hoops
Optional: 1 flag per student
Optional: 24 fuzzy balls
OBJECTIVE
Today we are playing Sharks and Minnows III. In this game, the objective is to tag all the minnows by using speed, direction, and space on defense to close in on a minnow.
INSTRUCTIONS
- I will select one of you to be the shark (tagger). The shark must start in the middle of the field.
- When I say, “GO!” the minnows have to get to the end line without being tagged by the shark.
- If you are tagged or go out-of-bounds, you become a shark.
- If you make it to the end line without being tagged, you are safe.
- We will begin a new round when all the minnows get to the end line or get tagged by the shark.
- We will start a new game when there is one minnow remaining.
Game 1: Play as indicated above.
Game 2: Instead of tagging, have students pull flags.
Game 3: Add safe zones (hula-hoops) for minnows.
Variation: Let tagged students stand on the side of the field (either side) and throw fuzzy balls at the minnows. Tagged or hit minnows can either be throwers or sharks.
TEACHING TIPS
- Discussion: Ask sharks to share examples of how they used space on defense to close in on the minnows.
LOOPHOLE
EQUIPMENT
16 short cones (12 orange, 4 blue)
Optional: 1 flag per student
Optional: 2 batons
OBJECTIVE
Today we are playing Loophole. In this game, the objective is to catch your the other team member by using speed, direction, and space on defense to close in on your opponent as you run around the track. Look for the loopholes (tall cones), they can work to your advantage or get you caught.
INSTRUCTIONS
- I will divide you into two teams.
- Before the game begins, each team will form a single file line behind one of blue cones.
- When I say, “GO!” the first person in each line will run a lap clockwise around the course and try to catch the runner from the other team.
- Each runner has the option to take a loophole (short cut at one of the blue cones) straight across to the other side of the track to get away from their opponent or catch up to them.
- Each runner can only take one loophole per lap.
- When you get back to your team, high-five the next person in line and go to the back of the line.
- Your teammate cannot start running until they receive a high-five.
- If you catch up to the other runner, tag him/her with a two-finger butterfly tag.
- We will begin a new round when someone is tagged.
Game 1: Play as indicated above.
Game 2: Play with flags instead of tagging.
Variation: If students are not high-fiving one another, consider having them pass a fuzzy ball or baton to the next person.
TEACHING TIPS
- Approach: Be mindful about creating teams so that running skills are equally divided.
- Approach: Remind students they must stay outside of the cones when running around the track.
- Discussion: Ask students to share examples of how they used speed to catch up to an opponent in this game.
SATELLITE
EQUIPMENT
20 short cones
24 fuzzy balls
OBJECTIVE
Today we are playing Satellite. In this game, the objective is to use speed, direction, and space on defense to close in on a satellite as they orbit threw space.
INSTRUCTIONS
- Before the game begins, everyone must be on the outside of the track so that there is space between you and the students behind you.
- When I say, “GO!” you must start running, walking or jogging clockwise around the track at your own pace (you cannot change direction or move backwards).
- The thrower will try to destroy you by throwing asteroids.
- If you are hit, change direction or stop moving, you become a satellite defender. As satellite defender, you stand in between the two circles and try to block asteroids from the thrower.
- A new game begins when all students have been hit with asteroids.
Game 1: Play as indicated above. The teacher can also help the thrower.
Game 2: Add another thrower.
Variation: If adding satellite defenders is too complicated, a hit runner may be momentarily frozen.
TEACHING TIPS
- Approach: Keep games fairly short (3-4 minutes) so that runners have a chance to rest.
- Student Role: Have a student be a ball master and toss the asteroids back to the thrower.
- Discussion: Ask throwers to share examples of how they used direction on defense to close in on runners.