Home > Stage 1 Year 2 > Dodge
Equipment
Marker cones
Balls
Download the Week 1 territorial games - Dodge task card to support teaching before and during the sport session.
FMS focus: Dodge
Learning intention
Students are developing proficiency in the dodge.
Success criteria.
Student has:
Body lowered during change of direction or in the direction of travel.
Eyes focused forward.
When proficient in above, student has:
Changes direction by bending knee and pushing off the outside foot.
Change of direction occurs in one step.
Dodge repeated equally well on both sides.
Explicit teaching of the dodge
Model the skill:
Model the dodge to students while explaining the movements needed to effectively dodge.
Look straight ahead.
Use the outside of your foot.
Lower body height down and then up when changing direction.
Use your knees to change direction.
Use only one step to change direction.
Lower body height and transfer body weight.
Guided practice with immediate teacher feedback:
Students dodge between marker cones, set out in a line or scattered around an area. The teacher holds up numbers or coloured cards. While students are dodging, they call out the colour or number being held up.
Skill development games
Choosing teams
In a sport education approach, affiliation is promoted by students being a member of the same team over a period of time. It is intended that students remain in these teams for the duration of each sport program for the skill development and the modified small-sided games, so that they can develop and learn together.
Place students in equal teams, 4 teams is optimal, at the beginning of the skill development session. Strategies for forming groups can be found in the Game-based learning in sport and physical activity e-learning course.
To further promote affiliation students can decide on a team name.
FMS Focus Activity - Circle dodge ball
Equipment: 2 to 4 balls per game; team bibs or sashes in 3 colours (optional); marker cones to define the circle (optional
How to play: Players on a circle boundary roll footballs in an attempt to contact players in the middle on the legs. Once contacted by a ball, the player joins the circle boundary and attempts to eliminate the remaining players. The last player left is declared the winner. Play in groups of 9 to 12
Form a circle with up to 12 players.
Allocate each player a colour to form three teams, for example, red, blue, green, red, blue...
Call ‘Red!', indicating the red team stand in the centre of the circle and move to avoid footballs rolled by the green and blue teams on the circle boundary.
Once hit on the lower leg/foot with a ball, players must join the circle boundary and try to hit the remaining players.
The last player left in the middle is the winner.
FMS consolidation activity - Names
Skill focus: Catch
Equipment: Light ball.
How to play: Players in a circle throw a ball to other players in the circle. An interceptor inside the circle tries to intercept the ball. Only the interceptor can move. Groups of 4–6 players.
Players on the circles can’t move.
The player throwing the ball calls out a name (the receiver) and passes the ball to that player.
If the ball is intercepted, the thrower changes places with the interceptor, or change after 4 throws.
Modified small-sided games
It's game time!
Teams play each other in the game outlined below.
Guard the castle
Equipment: 15 footballs; 8 marker cones (4 colours)
Skill focus: Dodge
How to play: Guards in a line move sideways as they try to protect the castle from invasion. Invaders attempt to dodge through gaps in the guards’ defence to leave as many footballs as they can inside the castle within two minutes. Play in groups of 10 to 12.
Organise players into even teams of invaders and castle guards.
The castle guards stand three metres apart and can only move sideways on their line.
The invaders have two minutes to attempt to get past the guards and into the castle without being touched.
Once in the castle, the invader places their football on the ground then returns to their position around the boundary lines to collect a new ball.
The guards attempt to effect a touch on the invaders to send them to the dungeon.
To be released from the dungeon, invaders must throw their ball in the air, clap and catch it five times, then return to their starting position.
When ‘Time!’ is called, the invaders add up how many balls they left in the castle.
Once both teams have had a turn as invaders, the team with the highest score of balls in the castle wins.
Reflection
2 stars and a wish
Ask students - what are 2 things you feel you did well today?
What are you going to try and improve on next week?
Students can answer reflection questions as a whole class, small group or in pairs.