Territorial Games - Week 3
Stage 1 - Phase two
Equipment
Marker cones
Braids or bibs
Balls
Download the Territorial Games - Week 3 activity card to support teaching before and during the sport session.
FMS focus: Dodge
Learning intention
Students are developing proficiency in the dodge.
Success criteria
Students display:
Changes direction by bending knee and pushing off the outside foot.
Change of direction occurs in one step.
Body lowered during change of direction or in the direction of travel.
Eyes focused forward.
Dodge repeated equally well on both sides.
Explicit teaching of the dodge
About the skill
The dodge is a locomotor skill that involves a high degree of balance and stability. It is an extension of the side gallop and sprint run and incorporates dynamic, fluid and coordinated movement to change direction. It is common to many playground games and activities and is an important skill in the majority of team sports.
View 'The Get Skilled Get Active - Dodge video' to support the 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
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 - Kangaroos and emus
Skill Focus: Side Gallop
Equipment: Braids, marker cones
How to play: Students attempt to steal the braid from the opposition player while performing the side gallop.
Divide students into two even teams and give each student a braid to tuck into the back of the waistband of their uniform.
The students line up in two lines facing the caller who is standing at the front of the line.
The team on the left are the Kangaroos and the team on the right are the Emus.
If ‘Kangaroos’ is called, these students must side gallop to their end zone before the ‘Emus’ can steal their braid.
Repeat the game calling out different teams each time
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.