Try Rugby Sevens gala day
Skill focus: Playing as a team
Session equipment
One football per game
Marker cones to set out playing field - 60m long x 35m wide
Whistle for teacher to referee
Gala day draw
Bibs or sashes to distinguish between teams
Download Try Rugby Sevens - Gala day task card to support teaching before and during the sport session.
Fast start - Student choice
Choose one of the Fast starts played in the Try Rugby Sevens unit to use as a warm-up for the gala day competition.
Try Rugby Sevens gala day
Organisation
In the week prior to the gala day, students may be given time to create signs to support their team at the gala day.
Set-up playing field prior to session. Playing field should be approximately 60m long and 35m wide. Use different coloured cones to mark half-way line and touch down zones at either end.
Explain the organisation of the matches being played using the gala day draw below.
Select a student from each team to be the team captain for the gala day.
Give students 5 minutes to meet as a team to decide on strategies for their first game.
Gala day draw
Use results in ‘Try Rugby Sevens results spreadsheet' to determine the team who finishes the round games in 1st position, 2nd position, 3rd position and 4th position.
Student engagement
Semi-final 1 and Semi-final 2 should be played at the same time if teacher supervision allows.
The teams who were unsuccessful in their semi-final can play an additional game for third and fourth place.
Alternatively, students may take on spectator and officiating roles, such as:
time keeping
side line referee
scoring
ground control
Rules and guidelines
Teams
Try Rugby Sevens is played with a maximum of seven players on the field per team. An unlimited number of interchange players is allowed.
Starts and re-starts
A kick-off from the centre of the half way line commences play at the beginning of each half. The player kicking the ball may choose either a punt kick or a drop kick. Alternatively play may start with a tap re-start to cater for inexperienced players. All players must be in their own half of the field at the start of play. There is a five-metre exclusion zone around the player receiving the ball from the kick-off, and the opposition cannot enter this zone until the player has caught the ball. After a try, the non-scoring team commences play with a tap re-start from the centre of the half way line. The defending team must be at least five metres back from the half way line.
Forward pass and knock on
Coaches and referees are encouraged to be lenient when players are learning the game and call ‘play on’ unless the ball has clearly gone forward. When the pass is ruled forward, a player from the opposing team will perform a tap re-start where the forward pass occurred.
Offside
There are no offside lines at a tag for the defence. The players of the team not in possession of the ball don’t need to retreat to any line. This ensures game continuity and forward progress by removing a fully set line of defence. No opposition player may block or prevent the tagged ball carrier from passing the ball to a team-mate. To defend effectively, coaches can encourage players to retreat backwards so that they remain in front of the attacking team.
Penalties and misconduct
A tap re-start is awarded to the opposing team for infringements such as kicking the ball in general play, tagging a player in a dangerous manner and undesirable behaviour. The defending team must be at least five metres away from the ball when the penalty tap re-start is taken.
Reflection
2 stars and a wish
Ask students - what are 2 things you feel you did well today?
What will you take away from Try Rugby Sevens that you can use for our next sport?
Students can answer reflection questions as a whole class, small group or in pairs.
Try Rugby Sevens certificates
Award students with certificates for their involvement in the Try Rugby Sevens unit.
Certificates available for download include:
Sport education teaching resource feedback
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