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ACTIVITY 1

INSTRUCTIONS DIAGRAM
1. Variation of chasey or ‘IT’
2. Students run around within
designated area, half the
students have balls, other
half don’t.
3. 2 students are ‘IT’ and
attempt to tag other
Warm-up students.
Stuck in the 4. When students tagged they
mud must stop immediately and
become stuck in mud with
feet apart.
5. To be freed from the mud a
student must have a ball
rolled between their legs.
6. If a student with a ball is
tagged they stand feet in
mud with ball above head
it can’t be taken.
7. When ball is on floor any
student can pick it up.

Progression
• Pass between the 2
students or single or
double.
Regression
• Bigger space
• Less students
LEST
L = 12 students, 2 start ‘it’
E = x12 cones to mark out the area
S = 15m x 20m
T = No longer than 10mins
ACTIVITY 2
INSTRUCTIONS DIAGRAM
1. The aim of this warm up is to
practice passing and
catching and getting the
body warm.
2. One team starts with a ball
and they are the taggers
(warriors). The other team
Warm-up wears a sash and run to
Warriors and avoid being tagged
dragons (dragons)
3. The warriors cannot run with
the ball or throw it at the
dragons and the aim is for
the warriors without the ball
to run close to the dragons
and call for the ball to tag
them.
4. Warriors count their tags out
loud, adding to a total
score. After 3 minutes, the
dragons swap to take
possession of the ball and
attempt to beat the warriors
scores.

Progression
• All passes must be
under the shoulder
• When the runner get
tagged they then also
become the taggers
• Play with another ball
Regression
• Reduce playing
space
LEST
L = 2 groups of 6
E = x12 cones to mark out the area, x1 touch ball, 1 set of bibs
S = 15m x 20m
T = No longer than 15mins
ACTIVITY 3
INSTRUCTIONS DIAGRAM
1. 2 even teams
2. Invaders & castle guards.
3. Castle guards stand 3
metres apart - only move
sideways on line.
4. Invaders have 2 minutes
to get past guards and
Warm-up into castle without being
Guard the touched.
castle 5. Once in the castle,
invader places ball on
ground then returns to
position around boundary
lines to collect a new ball.
6. Guards attempt to effect
a touch on the invaders to
send them to the
dungeon.
7. To be released from the
dungeon, invaders must
throw their ball in the air,
- Clap and catch it
five times, then return
to starting position.
8. ‘Time!’ is called, invaders
add up how many balls
left.
9. Once both teams have
had a turn as invaders,
team with the highest
score of balls in the castle
wins.

Progression
• More students ‘it’
• Change the
locomotion they use
to get across.
Regression
• Increase the
playing space
LEST
L = 2 groups of 6
E = x12 cones to mark out the area, x10 touch balls, 1 set of bibs
S = 15m x 20m
T = No longer than 15mins

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