Week 4 - Athletics
Session equipment:
50 markers
16 hoops
chalk
5 pool noodles
2 kg shot puts (at least 6)
30 bean bags
10 quoits
Obstacles that are easy to jump over
Download the Athletics - Week 4 task card to support teaching before and during the sport session.
Fast start - Crusts and crumbs
Equipment
8 markers (to set out playing area).
Ship commands printed on cards
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
Long jump - Target run, step and jump
Skill focus: Speed, acceleration, jumping off one foot and landing on two
Equipment: Long jump pit or soft landing area, 1 hoop per 3 - 4 students, 1 small (30cm) hurdle or obstacle per 3 - 4 students, marker cones.
How to play: Players run towards the hoop and obstacle. They step in the hoop and then leap over the hurdle to mimic a long jump take-off.
Players take it in turn to run towards the hoop, step in the hoop and jump off one foot over the hurdle and land on two feet on the other side.
Teaching tip
Allow students to walk up to the hoop for the first jump and slowly increase pace.
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 discus 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 quoit lands in the target area.
Players note whether their score improves from round to round.
A basic discus standing throw requires:
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 - 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.
Relay game 2 - 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.
Reflection
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: 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.