Week 2 - Try Rugby Sevens
Skill focus: Re-starts, running with the ball, passing and catching, scoring a try and lineouts
Session equipment
1 football (or similar) per student
40 marker cones
Bibs/braids to differentiate teams
Download Try Rugby Sevens - Week 2 task card to support teaching before and during the sport session.
Fast start - Here, where, there
Equipment
1 football per student, 4 marker cones to set up a 25m x 25m playing area
How to play
Students run around the area and change direction by dodging.
On the teacher’s signal, one of three directions will be given:
Here – run to a point near the teacher.
Where – run to another designated point.
There – run in the direction where the teacher points.
CHANGE IT!
Introduce a ball for every player once students are familiar with the game.
Students run with the ball in the direction of the 'here, where, there' signal and score a touch down once they reach the designated area.
Skill development games
Activity 1 - Tricky touchdowns
Equipment: 1 football per player, 6 marker cones to define playing area
How to play: One at a time attacking players with a football enter the playing area and quickly choose one of two possible lines to run over before being tagged by a defender. Players change roles frequently. Play with up to ten players per game.
Organise players into two groups at diagonal points of the playing area.
Attackers line up behind a cone or marker with a football each.
A defender can only enter a playing area once an attacker has entered the area.
One point = attacker runs over a selected line without being touched.
An attacker and defender must quickly move out of the game as soon as the attacker is either touched or runs over the selected line.
Swap roles when all attackers have had a turn.
Activity 2 - Ball runner
Equipment: 1 football per pair of players; 6 marker cones to define a playing area
How to play: Players in pairs pass a football back and forth in the centre of a playing field. When the coach calls ‘Ball!’, the player who has the ball must run to their end and score a try.
Organise players into pairs with one ball per pair.
Pairs line up side-on and two metres apart in the centre of the playing field and pass the ball back and forth to each other.
When you call ‘Ball!’, the player with the ball (or about to receive the ball) must run with it and score a try.
After scoring a try they return to the centre and resume passing.
Activity 3 - Line out throw
Equipment: 1 football per pair of players, marker cones
How to play: Pairs throw a football overhead to each other and step backwards if they catch it on the full. When ‘Time!’ is called, the pair who is the greatest distance apart wins.
Organise players into pairs with one ball per pair.
Pairs face each other five metres apart and parallel to other pairs.
On ‘Go!’, players pass the ball back and forth to their partner using a two-handed overhead throw.
If the ball reaches the catcher on the full, both players take one step backwards.
If the catch is dropped, both take a step forward.
When ‘Time!’ is called, the pair who is the greatest distance apart wins.
Activity 4 - Flying V
Equipment: • 2 footballs, 1 marker cone per player; 2 markers to form scoreline
How to play: Two teams in a V formation race to pass a ball diagonally backwards down their line. The last player in each team runs to score a touchdown. Teams repeat passing the ball to score as many touchdowns as they can in 60 seconds
Organise players into teams of six lined up diagonally to form a V as shown.
The top player for each team starts with the football.
On your signal, teams pass the ball down the line to the last player who runs forward to score a touchdown.
After scoring a touchdown, the player with the ball runs to the top position and all other players in the team move down to the next marker cone.
Repeat passing and scoring touchdowns until ‘Time!’ is called.
Teams total their scores to determine the winner.
Modified small-sided games
It's time for competition!
Teams compete against each other in the game outlined below. You can use the 'Try Rugby Sevens draw' as a guide to organise the competition, across the 4 sessions try to ensure each team has a fair number of games.
Allocate 3 points for a win, 2 points for a drawer and 1 point for a loss for each 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.
CHANGE IT!
Use lighter balls such as volleyballs or foam balls if players are having difficulty throwing and catching the footballs.
Rotate outside and inside players after a set period of time.
Game - Grid island
Equipment: 2 footballs per game; team bibs or sashes; marker cones to define the grids
How to play: The attacking team aims to pass footballs to team-mates standing on Grid Island. Defending team players who are surrounding the island attempt to intercept or knock down the ball to stop the attackers scoring points.
Organise players into two even teams with one team wearing bibs or sashes. • One team are the attackers and have two balls.
The attackers are divided into two areas, with half standing on Grid Island and the remaining half spread out around the outer boundary.
All defenders surround Grid Island and can move randomly in the area.
On ‘Go!’, players from the attacking team on the outer area attempt to throw the balls to their team-mates on the island.
If a team-mate on the island catches a ball a point is scored. • The ball is then returned to the players on the outer boundary.
Defenders attempt to knock the balls down or intercept them only when they are being passed from the outside in.
When ‘Time!’ is called, the attackers add up their points.
When both teams have had a turn as attackers, the team with the most points is declared the winner.
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: How could we have worked together to score more points in 'Grid island?'
Give your partner some feedback on a skill or tactic they could focus on during next week's session.