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SWIMMING—LESSON PLAN BLUE

LESSON OBJECTIVES— Demonstrating front crawl confident swimming

SAFETY Prior to any swimming session every child must have received a safety brief covering: site specific hazards, the whistle procedure and behaviour expectations. Every child, regardless of age must have completed a one width competency test as overseen by the life guard before the session begins.

Introduction Activity

Front crawl skill assessment

SWIMMING RATIOS Surface Dive

Green—1:14—one encouraged to be in water—+ lifeguard

Activity: Swim 4 widths front crawl

Activity: If there is a common skill downfall, work on this in this session. Activity: In Pairs perform a surface dive to collect a sunken object from the pool floor.

Blue and Red—1:16—+ lifeguard

EQUIPMENT NEEDED Floats Sinkable toys

Duration

5 Mins

Main Theme Activities

Skills development.

Juniors—2:16—one in water— + lifeguard

Enter the pool with a jump entry. Swim two lengths of the pool on front.

S

Straddle Entry

Activity: One at a time straddle entry to the pool.

Teaching Points: Look for arms reaching forward, toes pointed, kicking hard, correct breathing. Teaching Points: Fingers closed together. Toes pointed, loose ankle, kick from the hip. Alternate breathing. Teaching Points: In pairs, one child to throw an object for their partner. Look for dive from swimming position. Head down, feet in the water last, lead with hands. Teaching Points: Arms out stretched, looking up, big step into the water, slap the water palms down on entry. Aim for head to stay out of the water.

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Woggles if available Games / Free Time


SWIMMING—LESSON PLAN BLUE

LESSON OBJECTIVES— Demonstrating back stroke confident swimming

SAFETY Prior to any swimming session every child must have received a safety brief covering: site specific hazards, the whistle procedure and behaviour expectations. Every child, regardless of age must have completed a one width competency test as overseen by the life guard before the session begins.

Introduction Activity

Duration

5 Mins

Main Theme Activities

Backstroke Legs

Activity: Hugging float to chest, practise leg kick

Teaching Points: Look at ceiling, body flat on water surface. Pointed toes, kick from hips.

Backstroke Arms

Activity: Swim with float on chest, one arm at a time.

Full Stroke

Activity: Swim 10m backstroke

Teaching Points: Look for straight arm, thumb coming out of the water first, twist so little finger enters water first. Arms to touch ear at top of stroke. Teaching Points: Full stroke taking into account all previous skills.

SWIMMING RATIOS Juniors—2:16—one in water— + lifeguard

Enter the water, swim 4 lengths of a recognised stroke.

S

Green—1:14—one encouraged to be in water—+ lifeguard

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Blue and Red—1:16—+ lifeguard

EQUIPMENT NEEDED Floats

Handstand

Activity: In pairs perform a handstand, looking at each other’s skill

Teaching Points: Look for straight arms, palm on the floor. Straight legs Hold position for 5 seconds.

Sinkable toys Woggles if available Games / Free Time


SWIMMING—LESSON PLAN BLUE

LESSON OBJECTIVES— Demonstrating confident swimming in a number of different strokes

SAFETY Prior to any swimming session every child must have received a safety brief covering: site specific hazards, the whistle procedure and behaviour expectations. Every child, regardless of age must have completed a one width competency test as overseen by the life guard before the session begins.

SWIMMING RATIOS

Introduction Activity

Enter the water, swim 4 lengths of a recognised stroke. Duration

Breaststroke

Push & Glide into forward roll

Star float

Activity: Full stroke

Teaching Points: Full stroke 4 widths. Assess skill & repeat.

Activity: Push & glide, hold for 3 seconds, then incorporate forward roll.

Activity: Perform star float on front & back.

Blue and Red—1:16—+ lifeguard

EQUIPMENT NEEDED Floats Sinkable toys

5 Mins

Main Theme Activities

Juniors—2:16—one in water— + lifeguard Green—1:14—one encouraged to be in water—+ lifeguard

S

Skull head first

Activity: On back, head first, no leg kick.

Teaching Points: Streamlined body position. Hold for 3 seconds before performing roll. Knees tucked into chest, feet tucked towards backside. Teaching Points: Body flat on surface, arms & legs spread out in star shape. Face either facing ceiling or pool floor. Hold for 5 seconds. Teaching Points: Push & glide on back. Hold position, move HANDS ONLY, in a figure of 8 movement to gain momentum.

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Woggles if available Games / Free Time


B

BASKETBALL

10 secs

10 secs

The Game Safety Considerations 1 - Basketball is non contact

Make sure court has two baskets either end

2 - Double check jewellery is off (especially bracelets)

Split group into two

Play a game of basketball (start the game by rock paper scissors or equivalent)

If a point is scored, let the opposing team start from the centre to restart again

Play a timed again or if you’re pushed for time: play up to 5 points.

3—Clear playing field of any obstacles 4 - Keep hair tied back

Top Tips Try and use different throws (bounce pass, overhead, chest) to pass quickly and beat opposition Practise your silky skills to beat players when dribbling Talk about spatial awareness!

Progression Ideas Play a ‘Round Robin’ tournament—split the group into three or four to play against each other

• • •

For the older children—introduce a two point score: they get two points if shoot and score outside the D

Have certain rules: have to pass three times before you can shoot; every one needs to touch the ball before you can shoot etc

RULES - no ‘travelling’ with the ball (you can’t stand still and then move again without passing or shooting) - Point scored if ball goes through net - Attackers are only allowed 10 seconds in the D surrounding the hoop - No contact—Defenders have to intercept the ball or steal the ball if the attacker is dribbling with it


Benchball

The Game Safety Considerations - Children on the bench can’t jump, two feet on the bench at all times

Split your group into two

In your area, split the playing field into two halves with a line of cones and put a bench on each side

Put one team on one half of the cones, and one player from each team on the OPPOSITE bench

To start with, use four balls (two on each team) to start the game

Players cant move with the ball, they can only pass to their teammates

The aim is for the team to throw the ball to the player on the bench who has to catch the ball cleanly (no bounces)

Defenders can’t stand within a metre of the bench

If they do catch the ball, the thrower joins them on the bench

First team with the all players on the bench, wins

- Spatial awareness is key! Defenders can’t stand within a metre of the bench

Top Tips Distraction throws are the most effective throws! High, loopy throws are easier to catch for those on the bench

Progressions •

Use more balls to make it easier

Make the area shorter or longer depending on age group

If you have basketball hoops, the throwers can only join the bench if the person who caught the ball scores a hoop

B


TRI GOLF—BULLSEYE

10

Safety Zone

2

3

5

20

5

3

2 10

The Game Safety Considerations Make sure the rest of the group are behind the safety zone in case of any flailing clubs Don’t go and collect any balls until all golfers have collected their balls

Top Tips

1. Demonstrate a ‘chipping’ swing 2. The aim is to hit the bullseye of the parachute 3. Each golfer has three balls per go

Left shoulder (if right handed) / Right shoulder (if left handed) facing the direction they want the ball to go

4. Each segment has a different point system—you can call out different point targets per go so they have to aim for a specific one (as seen on the picture)

Make sure the ball is slightly away from their feet

5. Golfer with the most points at the end is the winner

Progressions Move the parachute further or closer to the hitting tee Make the point system really easy to do and achievable for all

T


Safety Zone

TRI GOLF—CLIFFHANGER

The Game Safety Considerations All children to be in the safety zone if they’re not hitting the ball Don’t go and collect the balls until everyone has had a shot

Top Tips Give the children a few goes to get to grips with how hard to hit it or not

Progressions - Timed innings - Make the playing area smaller or larger - Add in extra points for clearing bunker, reaching a certain point etc

AIM: To clear the bunker (yellow) and to land the ball in the green area between the green cones and blue cones HOW TO PLAY: Show the group how to hit a ball with the chipping swing Two people go at one time, each with three balls The rest of their group must wait in the safety zone in case a club gets somewhat misdirected The children hitting the ball will start at the two white cones (hitting tee): they have to hit the ball over the ‘bunker’ (yellow cones) and it needs to land in the green zone (in between the green and blue cones) If the ball stops in this area, they get 10 points If it goes beyond the blue cones (sea) then they get 0 points Team with the most points wins

T


DANISH LONGBALL

1 pt

D

2 pt End Zone 2

End Zone 1

The Game

Safety Considerations •

‘tagging’ is shoulders down and not throwing the ball at the runner

make sure other batters are behind the safety line in case of flailing bats

Top Tips

The aim of the batting side is to hit the ball without it being caught and to run to the end zones to earn points without being tagged RULES 1. The batting team hit the ball 2. If they run to End Zone 1 without the ball being caught or without themselves being tagged by a fielder (with the ball) then they can wait there up to 2 goes. When they run back through to End Zone 2, they earn 1 point 3. Only 3 people allowed in the end zone at the same time 4. If the batter gets to the end zone and straight away runs back again to the End Zone 2 (where they batted from) - they earn double the points (2 points) 5. You can get out by ball being caught or by a player holding the ball tagging the batter running (end zones are safety). The fielder can’t throw the ball at them 6. All other batters to stay behind the safety line

Progressions

HOW TO PLAY Split group in half Instructor always bowls Timed innings then swap over (ensure each batter bats) Team with most points win If they’re ‘out’ deduct a point


TAG RUGBY—DODGING SKILLS

Try Zone!

Equipment Needed Tag Rugby Belts Cones Rugby Balls

T

The Game Safety Considerations 1. Clear playing area of obstacles

2. Hair tied back

3. No jewellery 4. No physical contact—tag rugby only!

Top Tips You can only pass backwards to your team mate in rugby! Make sure the person with the ball takes a few steps forward before passing it on

Progressions: •

Change width of lines for harder/easier route!

More defenders and attackers to make it a 2v1 or 3v2

• • • •

In your playing area mark out two lines of cones parallel to each other In pairs, one player with the ball (the attacker) and tags on starts outside one line of cones whilst their partner (the defender) starts in the middle The aim for the attacker to run past the defender without being tagged and to score a try Aim of the defender is to pull off a tag from the attacker before they score Switch every 5 goes so both attack and defend You can have a point system between pairs to see how many tries are scored vs. tags pulled off


T

Safety Zone

TRI GOLF—DOMINOES

The Game Safety Considerations Other children in the team to stay in the safety zone

Top Tips Leading shoulder should point the direction they want the ball to go Give the children a few goes to gauge how hard to hit it

Progressions

AIM OF THE GAME: Each team has a line of cones in front of them and they take it in turn to putt a ball to hit the cone closes to them. If they hit the cone, they run to get the cone and then when they high five the next player on their team, they can then go. First team to hit all their cones are the winners! HOW TO PLAY: 1. Show them the ‘tick tock’ swing of a putter 2. Split the group into two or three—each with a different coloured line of cone in front of them 3. You only need one ball and one putter per team 4. The child at the front aims and hits the ball with the goal to hit the cone closes to them in the line

Change the distance of the cones

5. If they hit that cone, they run and grab the cone then come back to the line to hand over the ball and putter.

Time limit to see how many cones each group gather

6. If they miss, they run and grab the ball to hand over the ball and putter to the next player, who aims to hit the closest cone too.

Eyes closed

7. Continue doing this until they’ve gathered every cone


TRI GOLF—DRIVE FOR DOUGH, PUTT FOR SHOW

Safety Zone

1

2

The Game Safety Considerations All other golfers to be in the safety zone whilst the golfers tee off

1. Demonstrate both a putting and a chipping swing to group

Go and collect balls after both players have had a shot

3. Line each group up with one person from each team at the ‘tee’ and the rest behind the safety zone

Top Tips Shoulders pointing in the direction they want to go

Progressions Timed goes for the team Shorter/further distance of both putting and driving

2. Split group into two: each with two balls, a putter and a club

4. The aim is to ‘drive’ the ball over the set of blue cones (over the ‘river’) with their first shot 5. If they get it over, their second shot is a putting shot into the hoop 6. If they don’t get the ball over the river in the first shot, they can try again with their second shot but wont have a putting shot 7. Once they have their two shots, they collect balls (after both teams have been) and run back to give it to the next player - Point system: over the river—10 points; putting in the hoop – 5 points - Make it competitive by timing the team

T


TRI GOLF—DRIVING RANGE OUT OF BOUNDS

60

T

5 10

Safety Zone

15 20

40

60

OUT OF BOUNDS

Safety Considerations All other golfers to be in the safety zone whilst the golfers tee off Go and collect balls after both players have had a shot

Top Tips Shoulders pointing in the direction they want to go

Progressions Either individual competition to add up they’re own points or as a team challenge Make the zones as big as needed

The Game

1. Demonstrate a chipping swing 2. Split your group into two and put the teams in the safety zone 3. One member from each team goes to the set of green cones to ‘tee’ off 4. They each have three balls 5. Their aim is to hit it as far as they can—if they hit the different zones they get different number of points: red zone between the red cones— they get 5 points; blue zone—10 points; yellow—15 points; beyond yellow—20 points

6. If they get the ball in the hoops that are scattered, they get a certain number of points that is dictated. 7. If they hit in the out of bounds area—they get 0 points 8. Collect three balls ready for the next person


BASKETBALL - END ZONE GAME

B

The Game Safety Considerations 1 - Basketball is non contact

Split your group into two teams

2 - Double check jewellery is off (especially bracelets)

Set up a grid (size of your choice and area dependent) with two end zones opposite each other

Put half the group in bibs

Try and use different throws (bounce pass, overhead, chest) to pass quickly and beat opposition

The Attacking group aims to play the ball to their player in the end zone to earn a point

Defenders aim is to intercept the ball and counter attack!

Practise your silky skills to beat players when dribbling

Either play one end to concentrate on attacking and defending—if the defenders get the ball then they will restart and earn a point

Extra points can be given to teams for achieving different things you’ve emphasised on: different passing techniques; defending techniques; children using a specific skill etc.

3—Clear playing field of any obstacles 4 - Keep hair tied back

Top Tips

Progression Ideas •

Those in the end zone have to shoot and score a basket for a point

Zones within the end zone where they have to dribble through without being tackled (red circles pictured above) or catch a ball in that specific area

Change the size of the grid

More defenders / attackers

Get rid of the of the end zones and have a certain number of passes to equal a point


TRI GOLF—FINDERS KEEPERS

T

Safety Zone

OUT OF BOUNDS

OUT OF BOUNDS

Safety Considerations All other golfers to be in the safety zone whilst the golfers tee off Go and collect balls after both players have had a shot

Top Tips Shoulders pointing in the direction they want to go

Progressions Either individual competition to add up they’re own points or as a team challenge Change the distance from where they stand to

The Game

1. Demonstrate a putting swing 2. Split the group into two teams, who both start in the safety zone 3. Each team has one ball and one putter. 4. Scatter cones opposite to the cones where the putters will start 5. One member of each team line up by the green cones and putts the ball, aiming to hit one of the scattered cones ahead 6. If they hit a cone, they run and grab that and the ball 7. They pass the ball onto the next player who then putts and aims to hit a cone. So on and so forth until each cone has been hit 8. Point system: each coloured cone can equal a certain number of points OR the team with the most cones, wins.


BASKETBALL - FISH AND SHARKS

B

The Game Safety Considerations 1 - Basketball is non contact 2 - Double check jewellery is off (especially bracelets) 3—Clear playing field of any obstacles 4 - Keep hair tied back

Top Tips Try and introduce the basis of bouncing the ball, skills and eye’s up when you’re playing this game

Great game for the younger ones

Within your area, mark out a large grid

Each child has a ball—the Fish

Two children (or more) start without the ball and in a bib—the Sharks

Aim of the game is for the sharks to go and tackle the ball away from the fish or to force the fish outside the grid

Give the fish a three second head start to let them start dribbling around the area

If the fish do lose their ball by either a shark stealing it whilst their dribbling or by the ball going outside the grid, they are out

Last fish in wins

All fish have to keep moving at all times

You can emphasise with how to defend them Emphasis on spatial awareness!

Progression Ideas •

- Make the grid smaller or bigger

- Introduce more or less Sharks


ULTIMATE FRISBEE– THE GAME

Endzone 1

Endzone 2

F

HOW TO HOLD A FRISBEE

The Game Safety Considerations Non contact, don’t smack the frisbee out of anyone’s hand

In your area, set up two end zones like the picture shows

Split your group into two teams

Make sure everyone is paying full attention so flailing frisbee’s won’t hit anyone who’s unaware

To start the game: each team start in their own end zone with one team throwing the frisbee to the other team

Top Tips

To score a point: a player has to cleanly (no dropping) pass the frisbee into the end zone to their teammate

The frisbee can be passed in any direction

Players cant run with the frisbee (like in netball)

The player has 10 seconds to throw the frisbee

Defenders can touch the opposition but can mark them within an hour to try and intercept the ball

Possession changes if frisbee is dropped (be lenient with this rule), it goes out of boundaries, intercepted or point is scored

If a player is fouled (can’t smack the frisbee out of their hand as no contact) play resumes where foul was taken place

Team with most points at the end, wins

Look above right to see how to hold the frisbee Point frisbee where the target is Have your wrist flat so frisbee travels flat

Progressions •

Change the length of the playing field •

First team to 5 or a certain point

Don’t play the rule: change of possession if frisbee is dropped


SWIMMING—LESSON PLAN GREEN

LESSON OBJECTIVES—Build water confidence, stroke progression & jump entry

SAFETY Prior to any swimming session every child must have received a safety brief covering: site specific hazards, the whistle procedure and behaviour expectations. Every child, regardless of age must have completed a one width competency test as overseen by the life guard before the session begins.

Introduction Activity

Enter the pool with a jump entry. Swim two lengths of the pool on front. Duration

Push & Glide

Push & Glide

Activity: Push & glide on front

Activity: Push & glide into swimming front crawl

Activity: Push & glide on back

Juniors—2:16—one in water— + lifeguard Green—1:14—one encouraged to be in water—+ lifeguard Blue and Red—1:16—+ lifeguard

EQUIPMENT NEEDED

5 Mins

Main Theme Activities

Front Crawl

SWIMMING RATIOS

S

Back Crawl

Activity: Push & glide into swimming back stroke

Teaching Points: Start with a float stretched out in front. Without float one hand on top of the other, body flat on water, toes pointed, hold for 5 seconds Teaching Points: Push & glide, hold for 3 seconds, then swim a width of front crawl. Use a float for non-confident swimmers. Teaching Points: Start with float either above head, or hug to chest. Without float, body flat on the water, toes pointed, looking at the ceiling, hold for 5 seconds. Teaching Points: Push & glide, hold for 3 seconds then swim a width of back crawl. Use a float for non-confident swimmers.

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Floats Sinkable toys Woggles if available

Games / Free Time


SWIMMING—LESSON PLAN GREEN

LESSON OBJECTIVES— Introducing different strokes in the pool

SAFETY Prior to any swimming session every child must have received a safety brief covering: site specific hazards, the whistle procedure and behaviour expectations. Every child, regardless of age must have completed a one width competency test as overseen by the life guard before the session begins.

Introduction Activity

Duration

5 Mins

Main Theme Activities

Front Crawl

Rhythmic Breathing

SWIMMING RATIOS Juniors—2:16—one in water— + lifeguard

Enter the pool with a jump entry. Swim two lengths of the pool on front.

S

Full Stroke

Green—1:14—one encouraged to be in water—+ lifeguard

Activity: Swim front crawl assess skill level after every two widths.

Activity: Teach breathing, with children lined up standing at the pool edge. Activity: Swim front crawl starting with one float, moving on to full stroke.

Teaching Points: Allow children to swim with little instruction, then assess stroke. Toes pointed, fingers together, kicking from the hip, reaching forward with arms. Teaching Points: Face in water, turning head to the side to breath in. Breathing out with face in the water. Walk a width practicing breathing. Teaching Points: Start with one float. Change arms. Confident swimmers move on to full stroke.

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Blue and Red—1:16—+ lifeguard

EQUIPMENT NEEDED Floats

Surface dive

Activity: Push & glide to surface dive to retrieve an object from the pool bottom.

Teaching Points: Push & glide to centre of pool, surface dive to collect a sunken object. Dive hands & head first.

Sinkable toys Woggles if available Games / Free Time


SWIMMING—LESSON PLAN GREEN

LESSON OBJECTIVES— Introducing different strokes in the pool

SAFETY Prior to any swimming session every child must have received a safety brief covering: site specific hazards, the whistle procedure and behaviour expectations. Every child, regardless of age must have completed a one width competency test as overseen by the life guard before the session begins.

Introduction Activity

Enter the pool with a jump entry. Swim two lengths of the pool on front. Duration

Green—1:14—one encouraged to be in water—+ lifeguard

Breaststroke Legs

Activity: Demonstrate, Learn & Practise

Teaching Points: Demonstrate legs from pool side. Holding float on chest, leg kick on back. Leg kick on front holding float in front.

Breaststroke Arms

Activity: Demonstrate, Learn & Practise

Teaching Points: Demonstrate arms on pool side. Hold float with two hands and practise legs on front.

Activity: Swim breaststroke assessing skill level every two widths.

Teaching Points: If children struggle encourage to walk performing the arms and try to kick legs up behind them as they build momentum.

Activity: Learn dolphin leg kick with float moving to full stroke with breaststroke arms.

Teaching Points: Legs together, toes pointed, kick from the hips. Common mistake is to kick from the knee, so look out for major knee bend. Build up to dolphin leg kick with breaststroke arms.

Full Stroke

Blue and Red—1:16—+ lifeguard

EQUIPMENT NEEDED Floats Sinkable toys Woggles if available

5 Mins

Main Theme Activities

SWIMMING RATIOS Juniors—2:16—one in water— + lifeguard

S

Dolphin Leg Kick

Games / Free Time

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins


TAG RUGBY - THE GATE GAME

2

Equipment Needed

5

T

Tag Rugby Belts Cones Rugby Balls

5

2

The Game

Safety Considerations 1. Clear playing area of obstacles 2. Hair tied back

AIM

• •

Attackers need to score a try within the gates.

• •

Split the team group into 2; each with a set colour tag belt on

The attacker needs to run, dodge, duck, dip, dive and dodge around the defenders to score a try through the four ‘live’ gates.

• • • •

The two green gates behind the defenders are worth 5 points each

Defenders need to tag them or intercept the ball to stop them THE GAME

3. No jewellery 4. No physical contact—tag rugby only!

Top Tips In rugby, a player with the ball can kick the ball forward for themselves or their team to run on to. Remember, they need to pass backwards in rugby!

Progression Ideas: •

Make the gates where they need to score a try smaller

Add more players in the game (3v1; 4v3; etc)

Limit the number of passes per play

Half the group will defend and half will attack. Start with a 2v1: two defenders starting inside the playing grid and the rest waiting outside and 1 attacker starting with the ball at the other end

The two side red gates are worth 2 points each The defenders want to steal the tag so that they win a point Change over so each have a go attacking and defending


SWIMMING GAMES

SUPERHERO POSE

HUNGRY WHALE

Safety

HOW TO PLAY

Get the children to do their best superman/ woman pose and push off the side of the wall to see how far they can glide in the water holding that pose

Prior to any swimming session every child must have received a safety brief covering: site specific hazards, the whistle procedure and behaviour expectations. Every child, regardless of age must have completed a one width competency test as overseen by the life guard before the session begins.

Ratios

HOW TO PLAY

In the pool, either deep or shallow (if that’s an option and depending on age group), have a child in the middle who is the hungry whale and then have the rest of the kids floating in a circle around said hungry whale

The whale randomly shouts HUNGRY WHALE and then chases the children

If they tag someone before they hit the sides, they become the hungry whale

Juniors—2:16—one in water— + lifeguard Green—1:14—one encouraged to be in water—+ lifeguard Blue and Red—1:16—+ lifeguard

Equipment •

PROGRESSIONS

Floats

Add in challenges: jumping in the pool for example with their best pose

Sinkable Toys

Arm Bands Woggles if available Indoor Balls

PROGRESSIONS

Have more than one hungry whale in the middle at one time

S


3

4

Kick Ball

K

2

1

Safety Considerations Make sure area is clear of any tripping hazards Other kickers to stand back away from the kicking box

Top Tips The bigger the kick isn't always the best idea…

Progressions •

• •

Instead of swapping when the fielders get three out, have timed innings or so everyone has a kick (recommend older groups doing it the official kickball way as more fun and intense) Smaller / bigger playing area Introduce half runs to the younger groups if they reach 2nd base

The Game

AIM The kicker’s aim is to kick the ball without being caught or ‘stumped’ out and to make a home run by running all the way round the bases in one go (a lot like rounders but read rules fully as there are a few differences) HOW TO PLAY •

Split the group into two teams

Set up a bowling box, kicking box and 4 bases as pictured above

One team are the kickers and the other are the fielders

The kicking team are to stand behind the cones away from pitch and Instructor to bowl for both teams

When the bowler rolls the ball on the floor and the kicker kicks it, they run around base 1,2,3 and then 4

They’re out if: they kick it out of bounds (behind the green line outside of 1st and 4th base), get caught by a fielder OR get stumped!

To get ‘stumped’ out, the fielders would have to stump the ball at the stump the kickers are running towards. Kickers are safe on base

Fielders must start outside of the bases (they can’t be in the area where the bowler is)

Kickers can go to first base if three foul throws are against them: ball isn’t rolled on the ground, bowler misdirects ball away from bowler or fielders are in the base square before the kicker has kicked

If the kickers kick the ball and get all the way round to 4th base, they earn 1 home run

Official kickball rules: if fielding team gets three of the kicker players out, then you swap over: fielders to kickers and kickers to fielders

Make sure you remember your kicking order so everyone has a go


MONSTER RUN

SAFETY CONSIDERATONS •

10

If you’re outside, especially in wooded areas, make sure the children know and stick to the ‘whistle rule’:

1 whistle: stop and listen 2 whistles: game is over, come back to base 3 whistles: come to base immediately. 10

HOW TO PLAY Split the group into three teams: 1 the Zombies (they want to tag the Survivors) 2 the Survivors (want to get away from the Zombies with help from the Helpers) 3 the Helpers (can’t get tagged by the Zombies; lead and guide the Survivors back to the starting point) AIM • The aim of the game is for the SURVIVORS to get back to the starting point without being tagged by a ZOMBIE, with the help of the HELPERS • You can chose the starting point based on wherever you’re playing (certain tree, classroom etc) : this is where the Zombies and Helpers start • After the starting point is set and the Zombies and Helpers are there to start; the Survivors run off and hide where they think the zombies won’t catch them • A minute after they run off, set the Zombies off to tag them • A minute after the Zombies go, let the Helpers go and look for them. • The Helpers can circle around a group of Survivors to take them back but not all Survivors will be able to have help so will need to work their own way back • If a Survivor gets tagged by a Zombie, they become a Zombie! • The survivor/s who get back to the starting point without being tagged, wins. •

Have a tree, opening or something significant as the base

Set strict boundaries

EQUIPMENT • •

Timer / watch Bibs are an option if you want to clearly separate groups

Teamwork

Tactical

TOP TIPS •

Zombies are TAGGING the survivors, not full on rugby tackling. Swap the teams around so they can all play each role

Wide Game

High energy!

PROGRESSIONS •

Have less helpers to make the game harder for the Survivors

Have different time lapses when the Zombies and Helpers are allowed to go and chase/help the Survivors

To slow down the Helpers, make them link hands


TRI GOLF—NAVIGATOR

DIFFERENCE IN DISTANCE

The Game Safety Considerations All other golfers to be in the safety zone whilst the golfers tee off Go and collect balls after both players have had a shot

Top Tips Shoulders pointing in the direction they want to go

Progressions Either individual competition to add up they’re own points or as a team challenge Change the distance from where they stand to

1. Demonstrate a putting swing 2. Split the group so there are at least four children starting on each ‘gate’ (green, red, blue or yellow set of 2 cones) 3. The ‘difference in putting’ shows how far the set of cones should be from the middle hoop 4. Each person has a ball each 5. The aim is to putt the ball into the middle hoop 6. As each gate is a different distance, they each have a different point system if they putt it into the hoop 7. It has to land in the hoop to get a point (can’t hit straight through it) 8. Green—2, red—3; blue—5 and yellow—10 9. Once each player has putted (they can putt at the same time) then each move around the course to the next gate clockwise (e.g. red to blue; blue to yellow)

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NETBALL

N 10 secs

10 secs

The Game Safety Considerations

1 - Basketball is non contact

Make sure court has two baskets either end

2 - Double check jewellery is off (especially bracelets)

Split group into two

Play a game of netball (start the game by rock paper scissors or equivalent)

If a point is scored, the opposing team starts from the centre to restart again

Play a timed game again or if you’re pushed for time: play up to 5 points.

3—Clear playing field of any obstacles 4 - Keep hair tied back

Top Tips Try and use different throws (bounce pass, overhead, chest) to pass quickly and beat opposition Practise your silky skills to beat players when dribbling Talk about spatial awareness!

RULES - no moving with the ball (“pivot” on the landing foot) - Point scored if ball goes through net

- Attackers are only allowed 10 seconds in the D surrounding the hoop

Progression Ideas •

Attackers have less time in the D

Allow a little bit of travelling

Change the point system: more points per basket

Use bucketball nets if netball nets are too high

- No contact—Defenders have to intercept the ball - Can’t throw over a whole third (into two end zones)


BASKETBALL - PASSING GATES

B

The Game Safety Considerations 1 - Basketball is non contact 2 - Double check jewellery is off (especially bracelets) 3—Clear playing field of any obstacles

In your area, put cones down in certain gates around the whole space

Distribute all players across the court. Half of these will have a ball

Ask them to dribble around the court (or run if without a ball) being mindful of other players

Only allowed the ball for a max of 10 seconds

When they get to a cone gate, they have to pass the ball to someone who hasn't got a ball

They’re not allowed to stand still throughout the whole game

4 - Keep hair tied back

Top Tips Try and use different throws (bounce pass, overhead, chest) to pass quickly and beat opposition Try out different skills when dribbling past the cones Emphasis on spatial awareness!

Progression Ideas •

Change how long the children are playing the game for

If they drop a pass, at the end of the time limit ask them to do a forfeit equal to how many mistakes they made

Can introduce a pair or two whose aim is to intercept the passes between the gates


SWIMMING—LESSON PLAN RED

LESSON OBJECTIVES— Demonstrating confident swimming in a number of different strokes

SAFETY Prior to any swimming session every child must have received a safety brief covering: site specific hazards, the whistle procedure and behaviour expectations. Every child, regardless of age must have completed a one width competency test as overseen by the life guard before the session begins.

Introduction Activity

Duration

5 Mins

Main Theme Activities

Front crawl

Breaststroke

SWIMMING RATIOS Juniors—2:16—one in water— + lifeguard Green—1:14—one encouraged to be in water—+ lifeguard

Swim 4 Lengths of a recognised stroke.

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Tread water

Activity: Swim 2 widths full stroke assessing skill, then 4 widths nonstop.

Teaching Points: Alternate breathing face in the water. Touch turn at the wall.

Duration

5 Mins

Activity: Swim 2 widths full stroke assessing skill, then 4 widths nonstop.

Teaching Points: Feet turned out, circle legs. Fingers together, correct arm cycle.

Duration

5 Mins

Activity: Tread water for 30 seconds.

Teaching Points: Legs performing a bicycle action. Both hands performing a figure of 8 action to each side of the body.

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Blue and Red—1:16—+ lifeguard

EQUIPMENT NEEDED Floats Sinkable toys

Jump entry & tread water

Activity: Straddle entry & Tread water for 30sec

Teaching Points: Correct straddle entry, head remaining out of the water. Go straight into treading water for 30 seconds.

Woggles if available Games / Free Time


SWIMMING—LESSON PLAN RED

LESSON OBJECTIVES— Demonstrating confident swimming in a number of different strokes

SAFETY Prior to any swimming session every child must have received a safety brief covering: site specific hazards, the whistle procedure and behaviour expectations. Every child, regardless of age must have completed a one width competency test as overseen by the life guard before the session begins.

Introduction Activity

Duration

5 Mins

Main Theme Activities

Backstroke

Front crawl

SWIMMING RATIOS Juniors—2:16—one in water— + lifeguard Green—1:14—one encouraged to be in water—+ lifeguard

Swim 4 Lengths of a recognised stroke.

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Handstand

Activity: Swim 2 widths full stroke assessing skill, then 4 widths nonstop.

Teaching Points: Streamline body position. Looking at ceiling Straight arms

Activity: Swim 2 widths full stroke assessing skill, then 4 widths nonstop

Teaching Points: Alternate breathing face in the water. Touch turn at the wall.

Activity: Practise Handstand Chest deep water

Teaching Points: Palms flat on the floor Arms and legs straight Hold body position for 5 sec

Activity: Push & glide into handstand

Teaching Points: Push & glide, hold for 3. Surface dive into handstand.

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Blue and Red—1:16—+ lifeguard

EQUIPMENT NEEDED Floats

Push & glide into handstand

Sinkable toys Woggles if available Games / Free Time


SWIMMING—LESSON PLAN RED

LESSON OBJECTIVES— Demonstrating confident swimming in a number of different strokes

SAFETY Prior to any swimming session every child must have received a safety brief covering: site specific hazards, the whistle procedure and behaviour expectations. Every child, regardless of age must have completed a one width competency test as overseen by the life guard before the session begins.

Introduction Activity

Butterfly Leg Kick

SWIMMING RATIOS Butterfly Arms

Green—1:14—one encouraged to be in water—+ lifeguard

Activity: With float held out in front

Activity: With breaststroke arms

EQUIPMENT NEEDED

Sinkable toys

Teaching Points: Float held out in front with two hands. Dolphin leg kick, legs together, toes pointed, kick from the hip. Teaching Points: Push & glide in to dolphin leg kick and breaststroke arms.

Activity: Standing, then with front crawl legs

Teaching Points: Walk performing arms at first. Arms both out of the water behind back, thumbs up palms out, Throw over the shoulders so that hands enter the water thumbs first, in the 10 & 2 position of a clock.

Activity:

Teaching Points: Kick once as the arms leave the water & once as they re-enter the water. Rhythm is key.

Blue and Red—1:16—+ lifeguard

Floats

Duration

5 Mins

Main Theme Activities

Butterfly Leg Kick, with arms

Juniors—2:16—one in water— + lifeguard

Swim 4 Lengths of a recognised stroke.

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Full Stroke Butterfly arms and legs

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Duration

5 Mins

Woggles if available Games / Free Time


SWIMMING GAMES

MERMAIDS

RAINBOW TAG

Safety

HOW TO PLAY

Holding breath and seeing how far the mermaids go under water

Make it a competition

But don’t over do it otherwise you’ll have very out of breath children!

Prior to any swimming session every child must have received a safety brief covering: site specific hazards, the whistle procedure and behaviour expectations. Every child, regardless of age must have completed a one width competency test as overseen by the life guard before the session begins.

Ratios

HOW TO PLAY

The tagger in the middle has their back turned to the rest of the kids who are lined up on the side

They call out a colour and if the kids on the side have anything with that colour on, they swim as quietly as they can to the tagger

The tagger wants to turn around before they get tagged by the child swimming towards them!

Juniors—2:16—one in water— + lifeguard Green—1:14—one encouraged to be in water—+ lifeguard

Blue and Red—1:16—+ lifeguard

Equipment •

PROGRESSIONS

Floats

Add in toys so they have to dive down under water

Sinkable Toys

Arm Bands Woggles if available Indoor Balls

PROGRESSIONS

Playing with the younger ones you can just call out a colour and get them to try and swim past without being tagged

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BASKETBALL - ROUND THE CLOCK

B

1 2

The Game Safety Considerations 1 - Basketball is non contact 2 - Double check jewellery is off (especially bracelets) 3—Clear playing field of any obstacles •

Split the group into two or three depending on numbers

Ask the children in each group to find an area with one basketball and to get into a circle pictured above.

Try and use different throws (bounce pass, overhead, chest) to pass quickly and beat opposition

One child in the group is in the middle of the circle who is the ‘worker’

Make sure feet are pointing towards next pass for a quicker pass!

The child in the middle passes the ball out to someone in the circle who then passes it straight back to the ‘worker’

The ‘worker’ then passes it on straight away to the next child stood in the circle

4 - Keep hair tied back

Top Tips

Progression Ideas •

Time how long it takes to complete a whole ‘round the clock’

Competition between each group

If a child misses a ball, introduce a ‘one knee on ground’ to a ‘both knees on ground’ for the whole group (use both hands as balls are quite heavy)

Children within each circle have three lives which they lose if they drop the ball or throw badly

Change how large the circle is


SCATTERBALL 4

3

2

Safety Considerations

Batters running around: be very aware of each-other

Fielders throwing balls / running in the same direction, mind the batters and their teammates

Clear area of tripping hazards

For younger teams: use softer balls i.e. tennis balls

Top Tips Make sure fielders are aware about throwing six balls in the same direction or running in the same direction...

Progressions •

Instead of whole team running around, have either the batter or a certain number running around

Set the pitch bigger or smaller

Use a less number of balls

1

The Game

HOW TO PLAY • Split group into two teams: one fielding and one batting • Instructor to bowl for both teams • The fielders aren't allowed to start in the green square within the bases • One batter starts in the batting square, with the whole team behind the safety line near 4th post • Each batter hits six balls • The fielders can’t move until the last ball has been hit • When the sixth ball is hit the batter and the rest of the batting team run around the four bases at once • Only re-do a ball if it’s a no-ball from the bowler (too low/high or wide) • The aim of the fielders are to get each ball back into the batting square before the last batter passes the 4th post • The batting team are out if the ball is caught or all balls are in the box before they get past fourth post • Batters must run in a line and not overtake the person in front of them • Each batter has a go and then swap over the fielding team and batting team • Timed innings

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SWIMMING GAMES

PIRATES

SHARK AND FISHY

Safety

HOW TO PLAY •

Split the group into two teams and put them at either end of the swimming pool

In the middle put lots of equipment aka treasure! – floats, weights, arm bands if there are any going spare etc.

When you say ‘GO!’ one player from the two teams swim into the middle and grab one piece of treasure from the middle

Needs to be one person so they don’t bang heads diving for any treasure

Either wait until all the items have gone or set a timer on the game and wait until time has stopped; the winners at the end of the game are those who have the most equipment.

Prior to any swimming session every child must have received a safety brief covering: site specific hazards, the whistle procedure and behaviour expectations. Every child, regardless of age must have completed a one width competency test as overseen by the life guard before the session begins.

HOW TO PLAY •

This is really similar to ‘Marco Polo’ game and is ultimately a game of tag

A child is the sharky in the pool with all children acting as the fish.

Like a normal game of tag, if the shark tags a fish, then the fish joins the sharks team to carry on tagging.

Only difference on this one is that the fish have a ‘base’ whereby if they hang on to the edge of the swimming pool for a max of 10 seconds (can’t just take their hands off and hang back on either), then they can’t be tagged.

Ratios Juniors—2:16—one in water— + lifeguard Green—1:14—one encouraged to be in water—+ lifeguard Blue and Red—1:16—+ lifeguard

Equipment PROGRESSIONS

Have more or less equipment depending on number of group and how hard you’d like to make it

Make the treasure as far away as you can

Put a shorter or longer duration of the time limit

PROGRESSIONS

Floats Arm Bands

If they’re younger, keep eyes open

Woggles if available

Only play in shallow end if younger

Indoor Balls

Have more ‘MARCO’s’ then ‘POLOs’ to start with

Sinkable Toys

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SWIMMING GAMES

SHARKS AND MINNOWS

MARCO POLO

Safety

HOW TO PLAY •

Chose one child to be the ‘shark’ - who starts in the middle of the playing area

Line the rest of the group—the ’Minnows’ by the side of the pool

Prior to any swimming session every child must have received a safety brief covering: site specific hazards, the whistle procedure and behaviour expectations. Every child, regardless of age must have completed a one width competency test as overseen by the life guard before the session begins.

When the Instructor shouts go, the minnows have to swim to the other side of the pool without being tagged

The shark’s aim is to tag the minnows

If a child is tagged, they join the shark in the middle

HOW TO PLAY •

Marco Polo is a version of ‘it’ but as much as they can, the ‘it’ player has their eyes closed.

To start the game off, ‘it’ shouts MARCO to which all the other kids reply ‘POLO’

When they shout back ‘Polo’ the ‘it’ player has to try and swim to where they are and tag them with their eyes closed

If they get tagged, they join the tagging team

Ratios Juniors—2:16—one in water— + lifeguard Green—1:14—one encouraged to be in water—+ lifeguard Blue and Red—1:16—+ lifeguard

Equipment PROGRESSIONS

Have more than one shark

Only play in shallow end of the pool if younger

PROGRESSIONS

Floats Arm Bands Sinkable Toys Woggles if available

If they’re younger, keep eyes open

Only play in shallow end if younger

Have more ‘MARCO’s’ then ‘POLOs’ to start with

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SWIMMING GAMES

SIMON SAYS

FOLLOW THE LEADER

Safety

HOW TO PLAY

Either as the instructor leading as a semi fun water-aerobics session or getting a child to be ‘Simon’ in the water

We all know how to play this

Prior to any swimming session every child must have received a safety brief covering: site specific hazards, the whistle procedure and behaviour expectations. Every child, regardless of age must have completed a one width competency test as overseen by the life guard before the session begins.

HOW TO PLAY

A child leads (can split them up into little groups if easier) and swims around

Their group follows everything they do

Make sure children are a fair distance behind to not get kicked in the face

Ratios Juniors—2:16—one in water— + lifeguard Green—1:14—one encouraged to be in water—+ lifeguard Blue and Red—1:16—+ lifeguard

Equipment PROGRESSIONS

Judge it on the age of your group: the older the group the harder it should be and vice versa for the younger groups

PROGRESSIONS

Floats Arm Bands Sinkable Toys Woggles if available Indoor Balls

Mash with Simon Says so as children are swimming and following the leader, they have to do different things which you shout out

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BASKETBALL - SIMON SAYS

B

The Game Safety Considerations 1 - Basketball is non contact 2 - Double check jewellery is off (especially bracelets) 3—Clear playing field of any obstacles 4 - Keep hair tied back

Top Tips Try and introduce the basis of bouncing the ball, skills, eye’s up when you’re playing this game Emphasis on spatial awareness!

Progression Ideas - Instead of saying ‘Simon Says’ ask them to follow and lead - Make it harder for the older groups by asking them to do the opposite of what you’re saying: “dribble to the left” = go to the right; ‘bounce the ball three times’ = throw in air three times etc - Introduce a three life rule for if they get the instructions wrong

Really simple warm up game but Basketball style!

Exactly the same as the normal ‘Simon Says’ game

Everyone to have a ball and to find a lot of space on the court

Make sure they can all see the person leading it

Instructor to lead the first ‘round’ but if you have a confident / trustworthy child in your group (especially the older groups) then they can lead

Use whole area

Use indoor balls / netballs if not enough for whole group


SWIMMING GAMES

RELAY RACES

STARFISH TAG

Safety

HOW TO PLAY •

Split the group into two teams and put them at one end of the pool with the team out of the pool and the first swimmer ready in the water

Prior to any swimming session every child must have received a safety brief covering: site specific hazards, the whistle procedure and behaviour expectations. Every child, regardless of age must have completed a one width competency test as overseen by the life guard before the session begins.

Think of different things you can do that can be a race:

HOW TO PLAY •

This is the swimming version of stuck in the mud

One person is swimming around who is ‘it’ (can name them a wonderful deep sea creature if you do so wish)

The other kids are the swimming around and if they get tagged, they are ‘stuck’ in starfish shape

They can be unstuck by other children swimming underneath their arms or if they’re pro, through the legs

- different strokes to a point and back - collect an item there and back - longest breath held

- diving underneath the water to get a weighted toy

Ratios Juniors—2:16—one in water— + lifeguard Green—1:14—one encouraged to be in water—+ lifeguard Blue and Red—1:16—+ lifeguard

- Funniest stroke - Running race in the shallow end

Equipment PROGRESSIONS

Judge it on the age of your group: the older the group the harder it should be and vice versa for the younger groups

PROGRESSIONS

Floats Arm Bands

If playing with younger ages and they aren't happy floating, play in a shallow area where they can stand/paddle easily

Start with more children at the start who are ‘it’

Sinkable Toys Woggles if available Indoor Balls

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Safety Zone

TRI GOLF—THREE IN A ROW

The Game Safety Considerations All other golfers to be in the safety zone whilst the golfers tee off Go and collect balls after both players have had a shot

Top Tips Shoulders pointing in the direction they want to go

Progressions Change the distance from where they stand to putt to where the cones are scattered.

1. Demonstrate a putting swing 2. Split the group into two teams, who both start in the safety zone 3. Each team has one ball and one putter. 4. Put together a half hoop that’s in the red tri golf bag and set up near the last line of cones (green in this case) 5. One member on each team starts in the green cone and aims to putt the ball in the half hoop 6. If they succeed, they run to get the ball and then start on the line behind (in this case the yellow line of cones) 7. If they putt successfully from there, they then run back to grab their ball and then putt from the last line of cones. 8. If they miss the hoop at any time, they have to start at the beginning again 9. If they beat the team member, they are the winners

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