Week 1 - Athletics
Session equipment:
30 markers
relay baton per pair
20 hoops
chalk
Variety of targets — such as 2 litre (or larger) plastic bottles with a little sand in the bottom, cricket wickets or buckets.
Objects to throw — soft small balls, bean bags, tennis balls, sponge balls — 2 per player
Obstacles that are easy to jump over (15-30cm hurdles are ideal)
Download the Athletics - Week 1 task card to support teaching before and during the sport session.
Fast start - Crusts and crumbs
Equipment
8 markers to set out playing area
8 markers for no-man's land
Activity set-up
Set out the playing area (25m x 25m)
Divide playing area in half and create an area (approximately 1m), called the 'no-go-zone'.
Divide students into pairs.
How to play
Students line up along each line and face their partner across the no-go-zone.
The students on one line are called ‘crusts’ while their partners on the opposite line are called ‘crumbs’.
The teacher calls out either crusts or crumbs. If crusts are called, the students on that line need to run towards their baseline while their crumb partners chase and attempt to tag them.
After each round, students return to their line and await the teacher's call.
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.
Once the teams are determined you can add the team and student names to the Athletics draw template.
Long jump - Frogs and lily pads
Skill focus: Standing double foot jumps
Equipment: 10m x 10m square marked out by 4 cones (the pond); hoops
How to play: Players continuously jump from lily pad to lily pad using a two-foot forward jump. (Play in groups of 4 – 8)
Randomly distribute the hoops (lily pads) inside the pond, making sure they are not too far away from each other (i.e. jumping distance).
Players jump from lily pad to lily pad and see how many they can land on in a given amount of time, e.g. 60 seconds.
If there is more than one frog on the lily pad, it will sink. If a player jumps onto a lily pad with another player already on it, the original player must immediately find another lily pad to jump onto.
Players may jump into the pond as well as onto the lily pads.
CHANGE IT!!
Increase or decrease the distance between the lily pads to vary the jumps, e.g. jump for height and jump for distance.
Introduce a tagger. Players must jump around the pond and avoid the tagger. Players are safe if they are standing on a lily pad, but as soon as another player jumps on that lily pad the original player must find a new one. If a player is tagged, they become the new tagger.
Shot Put - Hit the target
Skill focus: One-hand delivery, standing throw, throwing for accuracy
Equipment: Variety of targets — such as 2 litre (or larger) plastic bottles with a little sand in the bottom, cricket wickets or buckets. Objects to throw — soft small balls, bean bags, tennis balls, sponge balls — 2 per player
How to play: Targets are set up away from a throwing line. Players score points by throwing a safe, light object at the targets.
Players throw their object to hit or land in targets spaced 3m, 5m and 7m apart.
Players stand side on, feet shoulder width apart and use the non throwing hand to aim. Sit the object to be thrown in the curve of the neck just behind or on the upper part of the jaw (not on the cheek or ear). Players should keep their elbow up as they 'put' the object.
Each player has a set number of throws, e.g. 2.
Play is stopped to re-position targets that have been knocked over.
When scoring, consider a bonus point if a ball lands inside a target. Alternatively, set a target, e.g. 15. The team with the smallest number of throws or the most points in a set time (e.g. 1 minute) wins.
CHANGE IT!
Vary the throwing objects used.
Vary the distance of the targets from the throwing line.
Discus - Bullseye
Skill focus: Slinging, throwing for accuracy
Equipment: Chalk, hoops, markers or ropes to form 3 concentric circles on the ground, throw line 3m from target, one light object per player, e.g. sponge ball, small soft ball, tennis ball, bean bags.
How to play: Players throw various objects at a target using the slinging action with feet side on, aiming to score maximum points.
Each player throws their object to the target area.
Players stand side-on to the target with eyes looking at the target on delivery.
Players release the object in front of the body, aiming for the target.
One throw per player before objects are retrieved.
Repeat for a given number of rounds, e.g. 5 throws for each player. Each round, players use a different hand when throwing.
Points are scored depending on where the ball stops in the target area.
Players note whether their score improves from round to round.
Teaching tips:
Throwing arm rotates around the body.
Keep the non–throwing arm high.
High jump - Scissor snakes
Skill focus: Scissors jump for high jump
Equipment: 1 skipping rope per pair, 1 marker per pair
How to play: Players scissors jump over skipping ropes (snakes) placed on the ground.
In pairs, students place a marker and a skipping rope 10m apart.
Players run from the marker to the snake and use the scissors jump to jump over the 'snake'.
Key teaching points
Leg closest to the rope over first.
Run in and land facing the same direction.
Both legs lift to the front.
Modified relay games
It's time for competition!
Teams compete against each other in the relay games outlined below. Two relay games are played, one race at a time with all teams racing.
Allocate 4 points for a win, 3 points for second. 2 points for 3rd and 1 point for 4th for each relay game played. Record results and points in the School sport program results spreadsheet.
Remember, to give students an update of the leader board each week.
Relay game one - Racing relay
Skill focus: Speed, acceleration, running, jumping, agility and coordination, start position
Equipment: Marker cones, obstacles that are easy to jump over (mini hurdles are ideal)
How to play: Players race each other in a relay, jumping over obstacles along the way.
In teams, players start with one leg, and their opposite arm, forward.
Players sprint to the other side, jumping over their obstacle as they go.
Race three times: first have obstacles at 5m, then 6m, then 7m from the start line.
Continue until all members have completed the relay.
CHANGE IT
Practise starting from either leg.
Increase the running distance.
Introduce running with a baton.
Relay game two - Ladder relay
Skill focus: Speed, agility, acceleration and coordination
Equipment: ladder, braids or marker cones, relay batons
How to play: Players race each other in a relay, by placing one foot in each section, to introduce running with various stride lengths.
In teams of 4, players divide and stand opposite one another.
A designated player calls out, "On your marks, set, go!"
Players race to the other side, placing one foot in each section.
Continue until all members have completed the relay.
CHANGE IT
Move from a slow pace to a faster pace depending on the ability of the group.
Practise starting from either leg.
Vary the distance between the horizontal markings.
Vary the number of times a team must complete the relay.
Introduce baton passing from the runner to their stationary team member.
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.