ASB Junior Framework
ASB Junior Framework
GAMES & ACTIVITIES
BASKETBALL TAG
(GENERAL MOVEMENT)
SETUP
1. Create an area up to 30m x 20m. Modify the size depending on the number of
players
2. All players start inside the area with a ball each, except for the ‘tagger’, who
starts inside the area but has no ball
HOW TO PLAY
1. All players move around the area bouncing a ball
2. The ‘tagger’ tries to knock the ball away from the other players
3. If a player loses control of their ball or has it knocked away by the ‘tagger’,
they give their ball to the ‘tagger’ and become the new ‘tagger’
PROGRESSION
BASIC:
- Increase the number of ‘taggers’
- Make the area smaller
OUTCOMES
• Increase spatial awareness and movement into space
• Develops hand eye coordination, change of speed, change of direction,
agility
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ASB Junior Framework
GAMES & ACTIVITIES
BEAT THE KEEPERS
(GENERAL MOVEMENT)
SETUP
1. Create an area up to 30m x 20m. Modify the width depending on the number of
players
2. Divide the area up into three zones of equal size
3. Divide the players into 3 even groups and, if possible, place equal numbers in
each zone. There must be equal numbers in each end zone
4. Players in the end zones have a ball each
HOW TO PLAY
1. Players in the outside zone try to shoot the ball along the ground through
the ‘goalkeeper’ zone to the other end zone
2. If a player in the ‘goalkeeper’ zone manages to intercept the shot, they
then swap places with the player who shot the ball
3. ‘Goalkeepers’ cannot use their hands, they must stop the ball with their
feet only
4. Play for 2 mins. And then swap the goalkeepers if neccesary
PROGRESSION
BASIC:
The ‘goalkeepers’ are allowed to use their hands to stop the ball
OUTCOMES
• Develops passing and receiving techniques
• Passing over short distances
• Basic awareness of other players
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ASB Junior Framework
GAMES & ACTIVITIES
CHAIN TAG
(GENERAL MOVEMENT)
SETUP
1. Create an area as large as possible (30m x 20m)
2. Create 1 or 2 pairs by asking some of the players to join a partner
3. All the other players are free to move around inside the area
HOW TO PLAY
1. While keeping their hands joined, the pair tries to tag the free players with
their free hands. Everyone runs around while the taggers chase the free
players
2. When a free player is tagged they join the pair, which becomes a
threesome or a ‘chain of three’
3. The three continue to chase and when a fourth person is tagged, they
break into two chains of two and both chains continue to chase and tag
4. The game is completed when everyone is in a chain
PROGRESSION
BASIC:
Investigate different movements i.e. walking, jogging,
skipping, hopping
OUTCOMES
• Agility while changing direction at speed
• Coordinated speed
• Develops spatial awareness
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ASB Junior Framework
GAMES & ACTIVITIES
DRIBBLE TAG
(GENERAL MOVEMENT)
SETUP
1. Create an area up to 30m x 30m. Modify the size depending on the number of
players
2. The players starts in the area with a ball each. 2 players are given bibs and
start as ‘taggers’
HOW TO PLAY
1. The players dribble around the area and try to avoid being tagged
2. The ‘taggers’ must keep close control of their ball, but aim to tag another
player
3. All players, including ‘taggers’ cannot lose control of their ball
4. If a player loses control of their ball or is tagged, they become the ‘tagger’
and take the bib
5. A tag doesn’t count if the ‘tagger’ loses close control
PROGRESSION
BASIC:
Specify the part of the foot players must use
INTERMEDIATE:
Specify dribbling only with the players non-dominant foot
OUTCOMES
• Develops faking skills, speed, change of direction and change of speed
• Develops careful observation of an opposite players movement
• Develops close ball control at speed
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ASB Junior Framework
GAMES & ACTIVITIES
FAKE & SPRINT RACE
(GENERAL MOVEMENT)
SETUP
1. Create an area up to 20m x 20m
2. Set up 4 cones, close together in the centre of the area
3. Using 2 cones on either side, set up 2 ‘gates’ to run through
4. Divide players into 2 teams and line them up on opposite sides of the area
HOW TO PLAY
1. The first player from the blue team jogs toward the centre cones
2. The opposite player from the red team jogs toward the centre at the same
speed, carefully watching the opponent
3. The blue player decides when to switch direction and sprint to the gate,
using a fake to try and trick the red player
4. The red player tries to stay with the blue player and then beat them to the
gate
5. Alternate to ensure each player gets to lead and chase
PROGRESSION
BASIC:
Both players have a ball
INTERMEDIATE:
Only the lead player has a ball, the chase player tries to
win the ball from them
OUTCOMES
• Develops faking skills, speed, change of direction and change of speed
• Develops careful observation of an opposite players movement
• Develops close ball control at speed
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ASB Junior Framework
GAMES & ACTIVITIES
FLAG TAG
(GENERAL MOVEMENT)
SETUP
HOW TO PLAY
1. Create an area as large as possible (30m x 20m)
1. Players chase each other around the area, attempting to take snatch the
flag off other players
2. All players start inside the area with a bib (flag) tucked into the back of their
shorts
2. If a player snatches a flag, they keep hold of it
3. If a player loses their flag, they play on, trying to snatch other flags
4. The game ends when the last player has their own flag snatched
5. The winner is the player who captures the most flags
PROGRESSION
INTERMEDIATE:
Create two teams – the winning team captures all the
opposition flags first
ADVANCED:
Give every player a ball to dribble while they play
OUTCOMES
• Agility while changing direction at speed
• Coordinated speed
• Develops spatial awareness
• Close ball control
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ASB Junior Framework
GAMES & ACTIVITIES
FOOTBULL RUSH
(GENERAL MOVEMENT)
SETUP
HOW TO PLAY
1. Create an area up to 20m x 20m. Modify the size depending on the number of
players
1. On your call of “Footbull Rush” the attackers attempt to dribble their ball
past the defender in the middle of the pitch and stop on the opposite end
line
2. All players start at one end of the area with a ball each, except for one
defender, who starts inside the area but has no ball
2. The defender tries to tackle as many players as possible, or even kick their
ball out of the area
3. If an attacker has their ball intercepted or taken from them they join the
defender(s) in the middle of the pitch
4. The last attacker remaining wins the game
PROGRESSION
BASIC:
Make the pitch smaller
INTERMEDIATE:
Add another defender at the start
OUTCOMES
• Dribbling and changing direction with close ball control
• Keeping head up for awareness of space and other players while dribbling
• Players ability to use their body to protect the ball while under pressure
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ASB Junior Framework
GAMES & ACTIVITIES
HOPPING TAG
(GENERAL MOVEMENT)
SETUP
1. Create an area up to 20m x 20m. Modify the size depending on the number of
players
2. All players start inside the area
3. Allocate a bib to one player, who starts as ‘tagger’
HOW TO PLAY
1. All players move around the area by hopping. They should change legs
when needed, but not alternately (bounding)
2. The ‘tagger’ tries to tag other players. When a player is tagged, they take
the bib and become ‘tagger’
3. A player cannot be tagged if they are standing still, balancing on one leg
(safe position). Players can only stand still for a maximum of 5 seconds
PROGRESSION
BASIC:
- Increase the number of ‘taggers’
- Make the area smaller
- Use cones to add ‘safe’ areas to limit the places a
player can stay in the ‘safe position’
- Create other challenging but safe variations
OUTCOMES
• Develop coordination
• Develop strength
• Develop ability to land off balance
• Injury prevention
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ASB Junior Framework
GAMES & ACTIVITIES
MISSILE ATTACK
(GENERAL MOVEMENT)
SETUP
1. Create an area 25m x 20m. Divide the area up further by placing cones down
2 opposite sides
2. Divide the players into ‘shooters’ (red) and ‘targets’ (blue)
3. Half the ‘shooters’ line up on one side of the area, while the other half line up
opposite them. The ‘shooters’ have a ball each
HOW TO PLAY
1. On your call, the ‘targets’ must try to dodge the balls whilst running to the
other side of the area
2. Each team gets one point each time they hit a ‘target’
3. Each team gets 3 runs and the team with the most hits is the winner
nb. ‘Shooters’ must only throw the ball to hit players below the knees
PROGRESSION
INTERMEDIATE:
Players in the middle must dribble a ball to the other side
of the area
ADVANCED:
‘Shooters’ pass the ball to try and hit the ‘targets’
(still below the knees)
OUTCOMES
• Speed, agility and rapid change of movement
• Dribbling and changing direction with close ball control
• Keeping head up for awareness of space and other players while dribbling
• Timing and accuracy of passing
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ASB Junior Framework
GAMES & ACTIVITIES
OCTOPUS
(GENERAL MOVEMENT)
SETUP
1. Using four cones create an area up to 20m x 20m Modify the size depending
on the number of players
2. Create ‘bases’ inside the area using four small cones to make a square.
Spread these arms length apart
3. Assign a player to each ‘base’ (the octopuses)
HOW TO PLAY
1. Once each base has a player (octopus), the remaining players attempt to
cross from one side to the other without being tagged
2. If a player is tagged they have to go back and start again
3. Assign new roles to players to ensure everyone has a go at being an
octopus
PROGRESSION
INTERMEDIATE:
‘Hospital’ tag – if a player is tagged, they can keep going
but not use that body part e.g. left leg tagged
means hopping on the right only
ADVANCED:
Tagger challenge – octopuses can only tag in certain ways
– e.g. must tag left leg using right hand
OUTCOMES
• Agility while changing direction
• Mobility over a range of movement (crouching, rolling, jumping, swerving)
• Develops spatial awareness
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ASB Junior Framework
GAMES & ACTIVITIES
PARTNER ROUNDERS
(GENERAL MOVEMENT)
SETUP
HOW TO PLAY
1. Create an area up to 30m x 30m. Modify the size depending on the number of
players
1. The game starts with one player inside the area (red team) passing the
ball to the first pair in blue
2. Divide players into 2 teams. One team lines up in pairs behind the end line,
the other spreads out inside the area
2. One of the pair passes the ball, first touch, into the area (the ball cannot go
outside the area) and then starts running around the area as many times
as possible
3. The other player in the pair runs into the area and avoids being struck
with the ball, while the red team aim to pass the ball to hit the blue player
below the knees
4. When this player is hit, their partner must stop running. They score one
‘run’ for every full lap of the area
5. The next pair step up, and when each pair has had 2 turns the teams
swap
PROGRESSION
BASIC:
Make the area smaller or larger
INTERMEDIATE:
Players can only pass the ball with their non-dominant foot
OUTCOMES
• Develops change of direction and change of speed
• Develops careful observation of an opposite players movement
• Develops accurate passing
• Develops teamwork
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ASB Junior Framework
GAMES & ACTIVITIES
RUNNING FREE
(GENERAL MOVEMENT)
SETUP
HOW TO PLAY
1. Create an area as large as possible (30m x 20m)
1. On your signal ask the players, Who can run...? (or Can you run...?) like
a zombie, an elephant, very tall, very small, on your tippy toes, as fast/
slowly/ smoothly as you can, with jerky movements, forwards/ backwards,
keeping a certain distance away from everyone else, in front of/ behind a
partner
2. All the players are free to move around inside the area
PROGRESSION
BASIC:
Ask the players to make suggestions
INTERMEDIATE:
Add a ball
OUTCOMES
• Agility while changing direction
• Mobility over a range of movement (crouching, rolling, jumping, swerving)
• Develops spatial awareness
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ASB Junior Framework
GAMES & ACTIVITIES
SHARKS & ISLANDS
(GENERAL MOVEMENT)
SETUP
1. Using four cones create an area up to 20m x 20m Modify the size depending
on the number of players
2. Use small cones to make several 1m x 1m ‘islands’ inside the area. There are
fewer ‘islands’ than ‘islanders’
3. All players start inside the area as ‘islanders’ except for two of the players are
asked to be the ‘sharks’
HOW TO PLAY
1. The ‘islanders’ run around the area, while the two ‘sharks’ wait for your
call to start the game
2. The ‘sharks’ try to tag the ‘islanders’ as they run around the area. An
‘islander’ who gets tagged becomes a ‘shark’ and vice versa
3. An ‘islander’ who is on an ‘island’ is safe, but only one ‘islander’ can stay
on an island at one time. If another ‘islander’ is coming they have to leave
PROGRESSION
BASIC:
Reduce the number of islands or increase the number of
sharks
INTERMEDIATE:
Give all the ‘islanders’ a ball, and instead of being tagged
by the ‘sharks’, they must now be tackled
OUTCOMES
• Agility while changing direction
• Mobility over a range of movement (running, rolling, jumping, swerving)
• Develops spatial awareness
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ASB Junior Framework
GAMES & ACTIVITIES
SHARKS AND ISLANDS – WITH BALL
SETUP
1. Using four cones create an area up to 20m x 20m Modify the size depending
on the number of players
2. Use small cones to make several 1m x 1m ‘islands’ inside the area. There are
fewer ‘islands’ than ‘islanders’
3. All players start inside the area with a ball each, except for two ‘sharks, who
have no ball
(GENERAL MOVEMENT)
HOW TO PLAY
1. The players with the ball (‘islanders’) dribble around the area, while the
two without the ball are ‘sharks’
4. The ‘sharks’ try to tackle the ‘islanders’ to take their ball from them. An
‘islander’ who gets tackled becomes a ‘shark’ and vice versa
3. An ‘islander’ who is on an ‘island’ is safe, but only one ‘islander’ can stay
on an island at one time. If another ‘islander’ is coming they have to leave
PROGRESSION
BASIC:
Reduce the number of islands or increase the number of
sharks
INTERMEDIATE:
Change the part of the foot allowed to be used to control
the ball
OUTCOMES
• Dribbling and changing direction and speed with close ball control
• Keeping head up for awareness of space and other players while dribbling
• Players ability to use their body to protect the ball while under pressure
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ASB Junior Framework
GAMES & ACTIVITIES
SNATCH THE FLAG
(GENERAL MOVEMENT)
SETUP
1. Using four cones create an area as large as possible (30m x 20m)
2. All but 2 players start inside the area with a bib (flag) tucked into the back of
their shorts
3. The remaining 2 ‘taggers’ also start in the area, but with no bib
HOW TO PLAY
1. The taggers chase the other players around the area, attempting to snatch
the flag from them
2. If a player snatches a flag, they keep hold of it
3. If a player loses their flag, they become the tagger
4. The game is continuous allowing for progressions
PROGRESSION
BASIC:
Vary the running to include hopping, skipping or jumping
INTERMEDIATE:
Give every player a ball to dribble while they play
ADVANCED:
Give every player a ball to dribble while they play, except
the taggers
OUTCOMES
• Agility while changing direction at speed
• Coordinated speed
• Develops spatial awareness
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ASB Junior Framework
GAMES & ACTIVITIES
STUCK IN THE MUD
(GENERAL MOVEMENT)
SETUP
HOW TO PLAY
1. Create an area up to 20m x 20m. Modify the size depending on the number of
players
1. Players run around the area escaping the ‘swamp zombies’
2. All players start inside the area. Allocate a bib to one player, who is the
‘swamp zombies’
2. The ‘swamp zombie’ attempts to tag players causing them to get ‘stuck in
the mud’
3. If tagged the player must stay in one place, with their legs apart
4. The other players can ‘free’ a tagged player by crawling through their legs
5. After 1 ½ min. A new ‘swamp zombie’ is chosen and the game re-starts
PROGRESSION
BASIC:
Add another ‘swamp zombie’
INTERMEDIATE:
Change the type of movement players can
use e.g. hopping, bounding, jumping
OUTCOMES
• Agility while changing direction
• Mobility over a range of movement (crouching, rolling, jumping, swerving)
• Develops spatial awareness
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ASB Junior Framework
GAMES & ACTIVITIES
THE BATTLE ZONE
(GENERAL MOVEMENT)
SETUP
HOW TO PLAY
1. Create an area up to 30m x 30m. Modify the size depending on the number of
players
1. Play begins with all players moving around the area. The player with the
ball dribbles, their partner can move anyway they want
2. Organise players in pairs, with one ball between each pair
2. Encourage the pairs to move around well away from each other
3. When you call ‘fight’ the player without the ball gets to their partner as
quickly as possible and tries to win the ball from them
4. The ‘fight’ lasts for 30 sec. and if the player with the ball keeps it, they get
1 point
5. The players then swap roles, begin moving around the area, and wait for
the next ‘fight’
PROGRESSION
BASIC:
Specify the part of the foot players must use to dribble
INTERMEDIATE:
Specify dribbling and protecting the ball only with the
players non dominant foot
OUTCOMES
• Dribbling and changing direction with close ball control
• Keeping head up for awareness of space and other players while dribbling
• Players ability to use their body to protect the ball while under pressure
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ASB Junior Framework
GAMES & ACTIVITIES
TUNNEL RELAY
(GENERAL MOVEMENT)
SETUP
HOW TO PLAY
1. Create an area up to 20m x 15m. Modify the size depending on the number of
players
1. One player starts at the front of the line, with the ball, and another player
waits at the back
2. Split the players into two or more tams of 4-6. Spread the players out in lines
according to their passing ability (better passers require longer lines).
2. The rest of the players form a tunnel. This can be done in different ways
e.g. bridging on their hands and feet or standing with their feet in a
straddle position
3. The first player passes the ball through the tunnel to the last player. The
first player then joins the start of the tunnel while the last player dribbles
to the front
4. The player now at the back of the tunnel receives the next pass. The game
continues until each player has passed the ball
PROGRESSION
BASIC:
- Make the tunnel longer
- Vary the ways of making the tunnel
INTERMEDIATE
- Players pass and dribble with their non-dominant foot
- Specify the part of the foot used to dribble
- Create other challenging but safe variations
OUTCOMES
• Develop passing accuracy
• Dribbling at speed
• Develops teamwork
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ASB Junior Framework
GAMES & ACTIVITIES
WALL TAG
(GENERAL MOVEMENT)
SETUP
HOW TO PLAY
1. Create an area up to 30m x 30m. Modify the size depending on the number of
players
1. All players move around the area while the ‘tagger’ tries to catch them.
The players use the ’walls’ to shield themselves from the ‘tagger’
2. Set up lines of cones (‘walls’) randomly on the ground inside the area
3. All players start inside the area with 1 being the ’tagger’, who has a bib
2. The ‘tagger’ cannot reach or jump across a ‘wall’ to tag a player
3. The ‘tagger’ tries to tag other players. When a player is tagged, they take
the bib and become ‘tagger’
PROGRESSION
BASIC:
- Increase the number of ‘taggers’
- Make the area smaller or remove ‘walls’
INTERMEDIATE:
Give all players a ball to dribble
ADVANCED:
The ‘tagger’ has no ball but the other players do
OUTCOMES
• Ability to change direction at speed
• Dribbling and changing direction with close ball control
• Awareness of space and other players while dribbling
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