Week 3 - Athletics
Session equipment:
50 markers
16 hoops
chalk
5 pool noodles
2 kg shot puts (at least 6)
30 bean bags
10 quoits
Download the Athletics - Week C task card to support teaching before and during the sport session.
Fast start - Captain's coming
Equipment
8 markers (to set out playing area).
Ship commands printed on cards
Activity set-up
Set out the playing area (25m x 25m)
How to play
Students begin by moving around the playing area in any direction.
When the teacher calls out a range of ‘ship commands’, students perform the action for 5-10 seconds.
Once complete, students resume jogging until the next command is called.
Ship commands
Bow - students run to the front of the area and perform a static balance.
Stern - run to the back and perform a static balance.
Port - run to the left and perform a static balance.
Starboard - run to the right and perform a static balance. •
Climb the rigging - action of climbing the rigging.
Scrub the deck - down on one knee and scrub the floor.
Captain’s coming - stand to attention and salute.
Skill development games
Long jump - Jump the river
Skill focus: Speed, acceleration, jumping off one foot and landing on two
Equipment: Long jump pit, soft landing area, markers for 'river'
How to play: Markers are placed 1m apart to define the 'river' full of crocodiles. Players need to jump over the river to avoid being 'eaten by the crocodiles'.
Set up 10 markers to define the river (see diagram for set up)
Place another marker 10 - 15 away from the river.
Players take it in turn to run towards the river, and jump off one foot over the river and landing on two feet on the other side.
CHANGE IT!!
Increase or decrease the distance needed to jump over the river.
Shot Put - Point score
**This station must have a teacher supervising.
Skill focus: One-hand delivery, standing shot put throw
Equipment: 3 hoops per 3-4 students, shot puts or objects to throw.
How to play: Hoops are set up away from a throwing line. Players score points by putting a shot put or other object into hoops.
Players throw their object to land in hoops spaced 2m, 3m and 5m 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. 3.
Only one player is to throw at a time.
When scoring, consider awarding points if a put lands beside a hoop. 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 distance of the targets from the throwing line.
Safety considerations for shot put
Prior to implementing this activity, teachers should read and adhere to the shot put safety guidelines as outlined in the Sport safety guidelines - Athletics.
Keep participants who are waiting their turn to put, well back from the throwing line.
Teacher should stand to the side of the throwing line and always be alert.
Make sure the shot is smooth and there are no unsafe edges.
Teacher should collect and carry the shot back after each put.
Shot to be placed on the ground for students to pick up.
Student must not put until told to do so.
Discus - Discus quoits
Skill focus: Discus throw
Equipment: Equipment: 8 markers set up as shown in picture, 1 quoit or similar per player.
How to play: Players throw quoits as far as they can within the boundary lines using the discus throwing technique.
(Teachers should read and use the instructions below for a standing disucs throw. The throw should be explained and modelled to students prior to activity)
Players take it in turns to throw the quoit as far as they can using the standing discus throw technique.
All players have a turn before collecting their quoit.
Repeat for a given number of throws, e.g. 5 throws for each player..
Points are scored depending on where the ball stops in the target area.
Players note whether their score improves from round to round.
A basic discus standing throw requires:
High jump - 4 corner scissor jumps
Skill focus: Scissors jump for high jump
Equipment: 1 pool noodle per pair, 4 markers per pair
How to play: Players scissors jump over pool noodle from markers placed in a square shape around.
In pairs, students place 4 markers in a rectangle shape around a pool noodle placed in the centre. Markers should be 3m from the pool noodle at a diagonal. (See diagram)
Players run or walk from each of the markers to the pool noodle and use the scissors jump to jump over the pool noodle.
Key teaching points
Leg closest to the pool noodle over first - this is called the 'driving leg'.
The leg farthest from the pool noodle is the 'take off leg' - leg that pushes up.
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 - Curve running
Skill focus: Speed, acceleration, running a curve, agility and coordination
Equipment: Marker cones, whistle
How to play: Players run curves around various markers from the starting point, following the directions that are called by the coach.
Play in pairs.
The first player runs straight towards the markers and as they do their partner calls out a number, e.g. 1, 2, 3 or 4.
The running player turns to round the marker that is called, and runs back to the start line.
Swap over.
CHANGE IT!
Increase the size of the distance between the cones to vary the angle of the curves.
Time the activity and try to increase the speed of movement.
Incorporate relay activities.
Delay the call when announcing the number.
Teaching tip
Space grids at least 5 metres apart to avoid collisions.
Ensure area is free of obstructions.
Do not place grids near walls or free standing objects.
Relay game 2 - Noughts and crosses
Skill focus: Speed, acceleration, running
Equipment: Chalk to draw noughts and crosses grid, 4 green bean bags
How to play: Pairs race another pair in a relay game of noughts and crosses. First team to place 3 bean bags in a row horizontally, vertically or diagonally win.
Draw noughts and crosses grids with chalk - 1 grid per 4 students.
Mark a straight line 30 metres from each grid and place a marker to indicate the starting point.
Assign 2 pairs to a playing grid. Give each pair 3 bean bags, ensuring opposing pairs have different coloured bean bags.
On signal, first player from each pair, sprints and places their bean bag in one of their grid spaces, sprints back and tags their partner who then has a turn.
First team to place 3 bean bags in a row horizontally, vertically or diagonally wins.
If all bean bags have been played and there is no result, the next student can pick up an already played bean bag and move it in their grid.
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.