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Adapted Fun Games For Developing Children’s Game Play

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Title: Adapted Fun Games For Developing Children’s Game Play


1
Adapted Fun Games For Developing Childrens Game
Play
  • These games have been specially written to help
    childrens decision making in team games.
  • Terence McWilliams
  • Ulster Games Development Manager

2
Pick Drop Pick It If You Can
Key Focus Scanning On Off the ball
  • Layout Mark out a large rectangle with 4 Zones
  • Mark out two Dens at opposite ends of the large
    grid
  • Pick and Drop
  • Two teams ( Yellow and Blue) aim to run to
    opponents ball grid to pick up stationary balls
    and solo back to their own den as shown
  • Opponents may challenge opposition from picking
    balls up
  • See which team can retrieve all the balls from
    their opponents grid
  • Variation
  • Pick It If You Can
  • 2 Teams of 5/6 Aside play against each other in a
    large grid 15m x 15m
  • 6/8 balls are placed at random about the play
    area
  • On signal one team attempts to pick ball up while
    the other prevent them
  • See which team can achieve the most pick ups in a
    set time
  • Variation
  • Repeat above but players must mark each other

Pick and Drop
Den
Den
4 Zones
2
Game 1
3
Cone Target Ball
Key Focus Kicking with A HARD FOOT
  • Equipment
  • 10/15 Cones, Domes to mark out 5 Zones, 10
    footballs
  • Layout
  • 3 Teams x 4/5 Aside Nos. 1 to 3
  • Large rectangle with 5 zones
  • Place 10/15 cones in middle zone - 5m x 15m for
    players in two outer zones to aim at
  • Leave next 2 zones 10m x 15m as No Mans Land
  • 2 Teams Nos. 1 2 go to outer zones with 5 balls
    each
  • Team 3 remains out side the middle zone to count
    and replace the knocked down cones
  • Change roles after 1 min. i.e. Team 1 go to
    middle zone, while Team 3 go to outer zone etc.
  • Use different foot after each change
  • 1 point is scored for each cone knocked down
  • Key points
  • This is an excellent game for encouraging players
    to use a Hard Foot i.e. top of lace for kicking
    with power.

Game 2
4
Strike Away
Key Focus Close control Shielding a Ball
  • Layout
  • Large Grid 15m v 15m
  • Each child has a ball
  • Organisation
  • All the players dribble about a large grid
  • As they dribble they attempt to strike away any
    balls close to them
  • Players try and protect balls by using their
    bodies as shields to screen the ball.
  • Score
  • Give all players 5 Points to begin.
  • They lose a point every time they are
    dispossessed and gain one every time they hit a
    ball away.
  • Winner
  • The player with the most points at the end of a
    set time e.g. 2 minutes
  • Variation
  • Have 3 4 players without a ball who attempt to
    gain possession
  • Players who lose a ball must attempt to gain
    possession of another ball

4
Game 3
5
Block Around The Clock
Key Focus Blocking a Ball
  • Layout
  • 5/6 Numbered players stand in a circle formation
  • Every other player has a ball.
  • The rest help to retrieve loose balls
  • The aim is for No. 1 to start inside the circle
    and move around attempting to block -
    foot/bounced ball and punt kicks (Depending on
    skill level) from those players with the ball
  • No. 2 begins as No. 1 has made 3 blocks
  • Start with first player again but go the other
    way as you block
  • Tip Demand that those kicking the balls do so
    gently initially in order to help the blockers
    block the balls.
  • Variation
  • Have 6/8 players in 2 lanes 5m apart and between
    each other, zig zag style facing each other in
    front of goals with a ball each
  • Blockers one at a time move down the line
    blocking each ball in turn
  • The final player, about 10m from goals, in the
    line aims to score a goal while the Blocker dives
    to block

K
K
K
K
K
K
Blocker
K
K
K
K
Game 4
6
STRIKE 1,2, 3
Key Focus Goalkeeping Skills Quick Reactions
  • Equipment
  • 6 poles, 4/6 medium size balls, Two cones
  • How to Play? 
  • One player G1 acts as a goal keeper and stands
    between three cones 4/6 m apart.
  • Three other players stand between gates (two
    poles 3/5 m apart) with a ball each.
  • They aim to score by playing the ball past the 2
    cones on their side etc.
  • The Gates should be 10/15m from the goalie and
    opposite each side of the triangle.
  • One other player stands behind these players and
    act as Retrievers.
  • The Strikers are numbered 1, 2, and 3.
  • The coach calls out the numbers to the Strikers
    i.e. 2, 1 etc.
  • When their number is called they strike for goal
    i.e. attempt to play the ball through their goals
    i.e. the side of the triangle opposite them etc.
  •  Variation
  • The strikers may roll , kick or strike the ball
    depending on skill level.
  • The game can be made more challenging by moving
    the goalies goal further away from the gates
    or making the goals and gates smaller.
  •  Scoring
  • The goalie scores by striking the ball through
    the appropriate gate opposite.
  • The Strikers may score by hitting the ball past
    the goalie. 

GATES
Coach calls out Nos.
Retriever
Game 5
7
Triple Circle Pass ball
Key Focus Scanning On Off the ball
  • Make 3 circles with a radius of 30/20/10m
  • Place one defender (Black) inside smallest circle
    and 4 in outside circle. These players must
    remain in their own circles
  • Place 4 attackers (Red) around inside circle and
    the same on the very outside
  • The 4 inside attackers must stay in their own
    circle while the 4 outside attackers must remain
    outside the outside circle
  • The aim is to play the ball either past the
    inside defenders to another attacker or to one of
    your attackers on the outside by passing to the
    outside defenders
  • This game develops spatial awareness as the
    player on the ball must decide which is the best
    passing option at all times by not only scanning
    near but far i.e. outside players if inside
    attackers are marked
  • Attackers must constantly move into better
    receiving positions depending on the defensive
    position of the defenders
  • Defenders must be aware of their attackers at all
    times depending on the player with the ball
  • The outside defenders must work as a team to
    defend the outside attackers
  • Make up your own scoring system

Goal
10m
20m
30m
7
Game 6
8
Find a Goal
Key Focus Punting For Accuracy
  • 10 Players in pairs in grid 30m x 20m
  • Each pair sets out two cones (same colour), 2m
    apart
  • Punt/strike ball to each other through goal-cones
  • Move and repeat around five sets of goals to
    finish
  • When a ball is passed through one goal the
    receiver solos off to another and passes
    through, the receiver must anticipate which goal
    the ball carrier is going to
  • and be ready to receive the pass
  • Who can score 5 Goals first?
  • Pick two players to act as goalkeepers. They move
    and block goals, the other players must find the
    free goals to make a score.
  • Modification - Cross Fire
  • One player from each pair moves outside the grid
    and returns passes to their partner inside the
    grid through the goals (make them wider if
    needed)
  • Change roles after a set time
  • Use both feet or strike from both sides in above
    games

Game 7
9
ROTATE THE DEFENDER
Key Focus Passing Lateral support on the ball
and the angle of the pass.
  • HOW TO PLAY
  • Start with 5 players in each area
  • Use an area approx. 15m x 15m or bigger for
    hurling
  • 4 attackers stay outside the area, 1 defender
    inside the area
  • Change the defender every 30 seconds
  • Attackers must move along the line to make an
    angle for the passer to complete their pass
  • Players should play 5 consecutive punt/strike
    passes to score 1 point (Bigger grid 30m x 20m)
  • Exercise 2 Modification
  • Introduce another defender to the grid
  • Introduce another attacker to the grid
  • Coach nearest defender to pressurise the ball
    while the other defender anticipates the pass
  • Progress to having all the players inside the
    grid 4 v 2 etc.

Attacker
Ten Passes Or 30 sec. in middle
Defender
Attacker
Attacker
Attacker
9
Game 8
10
2 Man Roll Over
Key Focus Using the Roll to evade opponents
  • Layout
  • Mark out grid 15m x 8m with 4 cones as shown
  • 2 sets of bibs 4 blue 4 White
  • Organisation
  • 4 Pairs line up as shown -2 Blue pairs 2 White
    pairs
  • Two attackers (blue) attempt to evade two
    defenders (white) using the roll going towards
    red cones.
  • Next 2 white players who receive the ball from
    blue after passing line take on the same 2 Blue
    players going towards the yellow cones.
  • The 2 Attacking White players Roll the 2
    defending Blue players and pass to the 2 waiting
    Blue players and remain to defend etc.
  • Score by soloing the ball over the end line
  • Winner
  • The pair with the most points in a set time e.g.
    2 mins.
  • Attackers must use the Roll to evade the
    defenders and must
  • execute at least one roll before crossing the end
    line
  • If too challenging for the attackers create a
    3v2 situation etc.
  • Encourage support players to take the ball off
    the Rollers shoulder
  • Variation
  • Add a goalie for attackers to shoot past after
    rolling their opponents.

Game 9
11
Whose Attacking Whose Defending
Key Focus Changing from offensive mode to
defensive mode quickly under match conditions.
  • 2 Teams play against each other
  • The defending team (Blue) with an extra player
    aim to score by hand/fist passing and then
    soloing the ball through either goals formed by
    two sets of cones as shown 20/30m from the end
    line
  • If successful the extra player, waiting behind
    the goals, plays for the attackers and attacks
    the defenders goal who must retreat immediately
    after scoring
  • If either team loose possession on the way out or
    in they change roles
  • Variation 1
  • Coach plays high ball in and which ever team wins
  • possession must work the ball out past
    the goals before they may begin an attack.
  • Variation 2
  • Attacking team must work the ball in near the
    goals and then back out again before they are
    permitted to attempt a score.

Goals
Extra Player
11
Game 10
12
Punt Volleyball

Key Focus Deciding who Catches where to kick
  • HOW TO PLAY
  • 20m x 30m pitch.
  • 4/5 players per team
  • 1 football in the game develop to 2
  • 5/6m wide barrier - two rows of cones or domes
    across the middle
  • No player can step in the road
  • Kick the ball into the oppositions grid
  • Score if the ball touches the ground
  • Defend the free spaces when not in possession.
  • Variation 1
  • Scout Ball
  • One player from each team goes to opposite court
    and acts as a scout i.e. your team attempts to
    punt the ball over to her/him
  • Score 2 Points if the Scout catches and 1
    Point if it hits the ground
  • Variation 2
  • Prisoner Ball
  • One team gets a Prisoner over to their side if
    they hit the ground
  • Winner All players to your side

5 min each way
The Road
Game 11
13
PASS ATTACK
Key Focus Switch Play, Attack and Defending
skills
  • HOW TO PLAY
  • 20m x 30m pitch
  • 5 players per team
  • 3 V 2 in each grid (2 Attackers 3 Defenders)
  • 3/5 m wide road - two rows of cones across the
    middle
  • Aim To throw, hand/fist, kick or strike a ball
    over the road to one of your team mates
  • No player can step on the road
  • Teams in grids compete for the ball
  • Score earned when either one of these attackers
    receives a pass from across the road and shoot
    the ball through the 2 sets of goals on the back
    grid.
  • Variation
  • Players who receive the ball must solo through
    the goals and may then keep possession and start
    the next attack
  • The next attack must involve one pass only before
    the ball is passed over the road to the next grid

GOAL
The Road
Make the catch give the pass
13
Game 12
14
Key Focus Mid field set up, Penetration,
Offensive and Defensive Skills
Mid Field Set Up
  • HOW TO PLAY
  • 20m x 30m pitch
  • 5 players per team
  • 2 Defenders V 3 Attackers in each grid
  • 4/8m wide road - two rows of cones across the
    middle
  • Aim To pass ball/sliotar to midfield zone to
    attempt to set up attack for a shot on goal
  • Allow a minimum number of passes before ball
    reaches midfield e.g. 5
  • Attackers should always try and use their extra
    player to create an overlap
  • The attacker with the ball soloing into midfield
    is the only player allowed in this zone
  • Scoring A set number of passes e.g. 5 or pass
    the ball through either goals on end line
  • Have goalkeepers to score against
  • Variation
  • Limit players in possession only one or two
    passes before they get the ball to midfield
  • Two players must be in the middle before the ball
    may be played to the next zone

GOAL
GOAL
The Road
Last player in Possession Penetrates
GOAL
Game 13
15
OPPOSITE CORNERS
Key Focus Switching Play
  • HOW TO PLAY
  • 2 teams of 4 players in a square with 4 goals
    (red and blue)
  • Area 30m x 40m (Bigger for Striking)
  • Score in either of the two oppositions goals
  • Or coach may choose a goals to score into when a
    team is on the attack
  • If the ball goes out restart with a sideline kick
    or side line cut.
  • When a score is made, give the ball to the other
    team who start with a kick/strike out
  • No goalkeepers in this game
  • Ball is straight back into play after the score
    is taken (Keep a ball behind each of the goals)
  • Focus on use of weak side
  • Variation 1 Pass the Midfield
  • Mark out centre zone for players to play around
    ( This encourages wing play i.e. width in mid
    field)
  • Variation 2 Through the Midfield
  • Ball must be played through the middle (This
    encourages penetration through the middle)

Goal
Goal
30m
Working the Score
40m
Keep a Ball behind each of the Goals
Goal
Goal
15
Game 14
16
CENTRAL LINK

Key Focus Link Play
  • HOW TO PLAY
  • Two Teams of 6
  • 1 goalkeeper, 1 midfield, 2 defenders and 2
  • Attackers per team. Extra player (blue)
  • Team in possession scores by LINKING
  • through the extra player (blue) each time
  • Players must remain in own zones except the
  • Link player
  • Player must be used at least once during the
  • attack
  • Player plays for the team in possession but
  • s/he cannot score
  • Put a different coloured bib on player for
  • recognition
  • Change the link player frequently.
  • Variation
  • The link player may move into the attacking
  • zone to create the extra player
  • One or more of the defenders for the team in

Extra player Link player In each attack
Game 15
17
DOUBLE BACK
Key Focus Support, Penetration, Depth
  • HOW TO PLAY
  • 1 goalkeeper, 1 attacking player (A) in end zone
    (Inside the black line/domes). Goalkeeper must
    stay in goal until A receives the ball
  • A cannot come outside the black line
  • 4 v 4 between the black lines
  • When As receive the ball, players in the middle
    zone support them.
  • Ball must be played out again by A to support
    players for a score
  • Could give extra points if score is taken with
    weaker foot
  • Variation 1
  • Ball must be played in with first time pass (This
    encourages players to look up and use the early
    ball into their forwards)
  • Variation 2
  • Have an extra defender marking the A player and
    play high balls into them
  • The ball must be broken out to the in rushing
    attackers

A
5m
5m End Zone Target Player Unopposed
A
Game 16
18
Key Focus Keeping Focused, Reactions
Your Numbers Up
  • Age group 8
  • Equipment2 Sets of bibs, Cones to mark out grids
    30m x 20m
  • Layout
  • 2 Teams of 10, split into 2 Teams of 5 each
  • Nos. them 1 2 Yellow 1 2 Blue
  • Nos. Players in teams 1 to 5
  • When a players number is called e.g. 1s from
    both sets of teams play against each other
  • 2 Numbers may be called at a time
  • Uneven team numbers could be called given one
    team a numeric advantage e.g. Yellow 2.3, 4 v
    Blue 2 5 etc.
  • Variation 1
  • Add goals at either end for players to score

1
1
1
1
2 3 4 5
2 3 4 5
Game 17
19
Zone Solo
Key Focus Soloing Under pressure
  • Mark out a grid with 3 zones as shown.
  • Place 4 small scoring areas in the corners.
  • Select 3 Teams red, blue white
  • Two teams ( blue and white) play 3 a-side against
    each other while red defends the middle zone
  • Blue play one way and white the other into
    opposing grids
  • When white crosses the middle zone they play 3 v
    3 on the blue
  • Each member of the team in possession must solo
    three times before they pass
  • There aim is to solo through the middle zone and
    score in the end zones (corners)
  • A goal is scored by a player soloing into their
    scoring grid they retreat to their own half.
  • The other team then take possession and start a
    new attack in the opposite direction
  • Play each game for 3 minutes and then change
    roles
  • Which team can score the most goals ?
  • Variation
  • Allow one member of the team in the middle to
    defend from any
  • where
  • Only two attacking players are allowed to pass
    the middle zone




Blue
White
19
Game 18
20
Tackle Alley
Key Focus How When To Tackle
  • Layout
  • Set up 3/4 small grids 10m x 5m with a 3m space
    between each
  • in front of goals.
  • The long thin grids allow the defenders a chance
    of
  • chasing their opponents to execute the N.H.T.
    (Near Hand
  • Tackle).
  • Organisation
  • Place a defender in each grid. They must remain
    in their own grid.
  • Have extra defenders ready to come in after a set
    number of attacks.
  • 3/4 Attackers each with a ball attempt to solo,
    one at a time, through the grids and finish with
    a shot on goal.
  • The defenders start at the front of the grid and
    must use a N.H.T. as they chase their opponent
  • Change roles after a set time.
  • Scoring
  • Defenders score 1 point for every successful
    tackle.
  • Winner Most points scored in a set time e.g. 3
    mins.
  • Variation
  • Have two defenders in each grid if attackers are
    very skilled

20
Game 19
21
Key Focus How When To Tackle
Chase The Hound
  • Aim
  • 2 Attackers (Blue) on a signal aim to attack the
    goals soloing through the yellow cones past the
    red defender
  • Red defender defends the middle set of yellow
    cones
  • The two red defenders at the red cones, chase the
    2 blue attackers as soon as they set off from
    dotted line
  • The two red defenders at the red cones move as
    soon as the attackers pass the defender at the
    yellow cones
  • All tackles must be made with the near hand on
    the ball
  • Change roles after a set time i.e. the attackers
    move to the defending stations A while the
    defenders move to the attacking position on the
    dotted line
  • Attackers who break through shoot on goal
  • Have an extra goalie to take over after a set
    time
  • Variation 1
  • Allow the red defenders to move as soon as the
  • attackers or blue team move with the ball
  • Variation 2
  • Place extra defenders at B to challenge as they
    break
  • Through. These act as cover defenders.

B
B
A
Defenders
Game 20
22
Mid Field Build Up
Key Focus Competing for Broken ball
  • Mark out a large rectangle 50m x 20m with 5
    separate zones each 10m long
  • Two sets of Mid Fielders contest high balls
    played into the middle zone by 2 players in the
    outside zones.
  • Score
  • 2 pts. For a clean catch and 1 pt. for a
    broken ball
  • Play for a set time e.g. 1 min. and change roles
  • The two Mid Fielders must work as a unit i.e.
    decide which player goes for the high catch and
    which player anticipates the broken ball
  • Variation
  • Place 2 Players (1 playing for either set of Mid
    Fielders) in Zones 2 4 who move to compete for
    the Broken ball
  • Make players who win possession play into a goals
    at either end of the zones.

2 Feeders
Zone 5
Zone 4
Midfield Zone 4 Players
Zone 3
Zone 2
Zone 1
Feeders
Game 21
23
Key Focus Penetration Support
BORDER RAIDERS
START AREA
  • HOW TO PLAY
  • Teams of 4 3 Attackers (Raiders) 1 Defender
  • Nos. Teams 1, 2 etc. and go to start area as
    shown
  • Defenders go to side of mid field
  • Aim Defender from Team 1 goes to Zone 1 while
    his/her 3 Attacking team mates start behind end
    line
  • On signal the Attackers attempt to by pass the
    defender and move into Zone 2, go around the cone
    and attack Zone 3 and 4 as shown
  • If the defender intercepts she/he returns the
    ball and moves back to defend Zone 2, Zone 3 etc.
    before returning to side line
  • If he fails to gain possession in Zone 1 he may
    move back to defend in Zone 2 etc.
  • As soon as Team 1 has rounded the cone, Team 2
    begin with the Defender from Team 2 moving into
    Zone 1 etc.
  • Scoring
  • Teams score 1 Point for successfully passing
    through each of the zones. Defenders may also
    score 1 Point every time they intercept the ball
    in a zone.
  • Variation
  • Place a defender in each zone

Team 2 Etc.
Zone 4
Zone 1
D E F E N D E R S
Zone 2
Zone 3
ATTACK
Game 22
24
By Pass Midfield
  • 3/4 Players attempt to pass the ball from one End
    Zone to another by passing it around a middle
    zone
  • 2/3 defenders defend their play area
  • Start with 3 Teams -2 at one end and another team
    at the other end
  • The aim is for the first team to use hand/fist
    passes and body catches to move the ball from one
    End Zone to the opposite
  • The ball is not allowed to be passed through the
    middle zone
  • If the defenders intercept the ball they must
    return it to the attacking team
  • When they get to the other end the resting team
    start the sequence again
  • Teams have 2/3 minutes to score as many points as
    possible i.e. a point is scored for successfully
    playing the ball from one zone to the other
    without losing possession
  • Defenders gain points for every interception
    which may be added on to their overall score at
    the end etc.
  • Challenge the attackers by having the same number
    of defenders.
  • Variation
  • The ball must be played through the middle for a
    score

End Zone
24
Game 23
25
Captain Ball
  • Two teams of 4/5 Aside play against each other
  • One player from each team acts as the Captain and
    goes to a small box (3m x 3m) at either end of
    the rectangular playing area (30m x 20m)
  • The aim is to pass the ball to their respective
    Captains who must return the ball to the
    opposition after a score
  • Normal Gaelic rules apply
  • Restrict to scores on own half only
  • Limit the number of passes before attempting a
    score

25
Game 24
26
10-7-5 Second Game
  • Mark out a large zone 60m x 20m with 3 equal
    zones
  • Two teams 3 v 3 aim to solo the ball past their
    opposite end line
  • The team in possession must keep possession of
    the ball for 10 seconds in their defending zone,
    7 seconds in their middle zone and 5 seconds in
    their attacking zone before crossing their end
    line for a score
  • If a team regains possession of the ball in
    their attacking or middle zone they must first
    solo back to their defending zone before they may
    start the game
  • Variation
  • When a team gets to their attacking zone they
    may go for a
    score after a set number
    of passes.
  • This game encourages players to play Keep
    Ball in their
  • defending zone, Set Up Ball in their middle
    zone and Score Ball in their attacking zone.

10 second Zone
7 second Zone
5 second Zone
Game 25
27
Fun Game Shoot On Sight
  • Layout
  • Use a small pitch with the small portable goals
    e.g. 45m x 40m.
  • 2 Uneven Teams e.g. 5 v 2/3
  • 5 Players with coloured tops play against an
    unequal number for a set
  • time i.e. 3 mins.
  • This makes it easier for one team to get plenty
    of shooting action.
  • Have a good supply of balls behind either goals
  • Aim is to shoot as soon as you have possession or
    one hand pass only to get the scorer into a
    favourable position
  • Less skilled players may be permitted one solo or
    bounce before shooting
  • Have extra balls at the side of the goals to keep
    the game in action
  • Allow the other team an even number after a set
    time
    i.e. 3 mins.
  • Variation
  • The ball must be played inside a specific line
    e.g. 15/20m from goals and then played back out
    again before a shot on goal may be attempted

Shoot on Sight - Players Resting Retrieve Balls
27
Game 26
28
WIDE MAN
Key Focus Creating Width
  • HOW TO PLAY
  • Size of Pitch 40m x 30m
  • 1 goalkeeper, 2 defenders and 2 attackers per
    team
  • 2 Extra Players (Wide Men) run the channels on
    the wings
  • Players in channel cannot be tackled
  • Wide Man must be used at least once in the
    attack
  • Player in the channel returns the ball to the
    team who passed into the channel
  • Teams score per normal into oppositions goals.
  • Variation
  • One Wide Man plays for one team only
  • The Wide Man must play a long diagonal ball to
    encourage width in attack and defence

Game 27
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