Week 2 - Athletics
Session equipment:
30 markers
20 hoops
chalk
1 skipping rope per 4 players
10 quoits
6 targets
Objects to create obstacles and barriers such as towels, gym mats or benches
15 - 20 balls of shot-put size
Obstacles that are easy to jump over (15-30cm hurdles are ideal)
6 numbered flags or cards for each ‘hole’
Download the Athletics - Week 2 task card to support teaching before and during the sport session.
Fast start - Fish in the net
Equipment
8 markers to set out playing area
Activity set-up
Set out the playing area (25 students = approximately 25m x 25m).
Select two groups of three students to act as 'nets'.
The remainder of students will act as 'fish'.
How to play
Students acting as nets need to link hands in a chain, while the remaining students are the fish.
As the fish move around the area, the nets attempt to catch as many fish as possible by either surrounding or tagging them.
When a fish is caught they link hands and join the net.
When the net contains 4 people, split the net to become two separate nets of 2 students.
Skill development games
Long jump - Racing relay
Skill focus: Single and double–foot take off, single and double–foot landing
Equipment: Marker cones, hoops or chalk to define hopping sequence
How to play: Players race each other in a relay, practising hopping sequences along the way.
In teams, players divide and stand with one leg, and their opposite arm, forward.
Players start in with opposite arm and leg forward.
Players run to the other side, completing the hop sequence in a balanced position as they go.
Continue until all members have completed the relay.
CHANGE IT!!
Increase the distance.
Players run to the other side, completing a hop/step sequence in a balanced position as they go, e.g. hop, hop, step, step.
Vary the hop/step sequence (double hop, step and double step, hop, etc.)
Shot Put - How many balls?
Skill focus: One-hand delivery, standing throw, throwing for accuracy, single foot take-off and landing, hopping and agility.
Equipment: 15–20 balls of shot put size, marker cones to define the playing area, chalk or removable tape (or a hoop)
How to play: Players work in pairs. One player from each pair hops to a central point to collect one ball at a time and throw the ball back to their team-mate at their base and then tag the next player. The aim is to collect the most number of balls.
Form 4 groups of 2. (Alternatively use other combinations as required, e.g. 6 groups of 3, but adjust the playing space so it is not too crowded).
One player from each pair hops to a central point to collect one ball at a time and throw the ball back to their team-mate at their base.
This player then runs back to their team-mate and tags them.
Teams collect as many balls as possible in the allotted time, e.g. 60 seconds.
When all the balls have been removed from the centre, the coach calls ‘STOP!’
Teaching tip for shot put throw
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.
Discus - Throlf
Skill focus: Slinging, throwing for accuracy
Equipment: Range of 5–6 targets, set up at different heights over a course, 1 quoit or small hoop per player, objects to create obstacles and barriers such as towels, gym mats or benches, numbered flag or card for each ‘hole’
How to play: As in golf, a course with ‘holes’ is established. Players move around the course attempting to reach the target in the least number of throws.
Establish the course and spread the players out on it.
Players throw from a start line next to each target.
When throwing, players hold the quoit away from the body and deliver from a forward-facing position.
The next shot is taken from where their quoit lands.
To score, total the number of throws to each target. The lower the score, the better.
Teaching tips:
Keep looking at the target.
Start from a low body position and finish in a high body position.
Keep throwing hand as far away from body as possible as the arm swings forward.
Release object towards the target in an upward motion.
Remain balanced after the delivery.
High jump - Scissors 8
Skill focus: Scissors jump for high jump
Equipment: Marker cones set up in a 'figure 8' shape, 1 skipping rope per 4 students placed apart in the intersection of the 8.
How to play: Players in groups of 4 run in a figure 8 (follow markers) and scissors jump over the skipping ropes at the intersection twice.
Each player covers the figure 8 circuit, scissors jumping over the obstacle in the middle twice before returning and tagging the next runner.
Players participate as a continuous relay, rather than a race, to concentrate on technique.
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 1 - Slalom sprint
Skill focus: Speed, acceleration, running a curve, agility and coordination
Equipment: Marker cones to identify where players are to run
How to play: Players run slalom-style between markers in a relay race.
Players are organised into teams.
On ‘GO’, the first player in each team runs slalom-style through the cones to the end of the course.
When they reach the end, they call out ‘GO’ for the next player in their team to start.
This continues until all team members are at the other end of the course.
CHANGE IT
Vary the distances and angles between markers to create different curves.
Time the activity and try to increase the speed of movement.
Relay game 2 - Target relay
Skill focus: Speed, acceleration, running and ‘hurdling’ combinations, agility and coordination
Equipment: Marker cones, obstacles that are easy to jump over (15 - 30cm)
How to play: Gates are set up over a course with obstacles between them at equal lengths. Players in relay teams run the distance and clear the obstacles.
Start by running around the course from a start gate.
Run the course, clearing the obstacles using different stride lengths.
Players remain at a constant running speed.
Allow players to choose their own starting gate.
The game finishes when time is up.
CHANGE IT
Increase or decrease the distances between obstacles, which will vary the number of strides between obstacles.
Time the activity and try to increase the speed of movement.
Reflection
TAG
Ask students to form pairs with a student from their team.
Inform students they are going to give feedback to their partner using 'TAG'.
Tell your partner something they did well in today's session.
Ask your partner the question: Ask your partner the question: What did you find tricky today? How can I help?
Give your partner some feedback on a skill or tactic they could focus on during next weeks session.