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Field Drills

Jumps
Coach Says
- Students are set up in an area, spread out evenly
- Ask students to demonstrate various jumps or movements.
Calls to include: continuous jumps on the spot, sideways
jumps left, sideways jumps right, run forwards, run
backwards.
- Students should only follow your instructions when you say
‘Coach says’.
- Mix up the calls and the speed of the calls.
Progression
- Include more variety of jumps
- Increase speed between jumps
- Make it into a competition
KTPS
- Push off from ground
- Bend knees
- Arms used to assist movement of body
- Fast and effective movement

Speed jumps
- Obstacles are set up randomly in an area for students to jump over, e.g. wedge, block
- Students must touch the ground on either side of the wedge with
both feet.
- If the wedge is touched, but the players’ feet still cross to the other
side, then the bounce is counted.
- One correct cross of the foam wedge in either direction counts as
one bounce.
- The teacher blows the whistle to start
- Students are to jump over the wedge and see how many jumps they
can get in a given time
- Continue until the time runs out
Progression
- Increase difficulty of jump
- Decrease time to complete jumps
- Make it a competition
KTPS
- Push off from ground
- Bend knees
- Arms used to assist movement of body
- Fast and effective movement

Frogs and lily pads


- Randomly distribute the hoops (lily pads) inside the pond (given area), making sure they are
not too far away from each other (i.e. jumping distance).
- Students jump from lily pad to lily pad and see how many they can land on in a given
amount of time, e.g. 60 seconds.
- If there is more than one frog on the lily pad, it will sink. If a player jumps onto a lily pad with
another player already on it, the original player must immediately find another lily pad to
jump onto.
- Players may jump into the pond as well as onto the lily pads.
- Continue for given time
Progression
- Vary distance between jumps to vary jumps, e.g. jumping for
height or for distance
- Add a variety of objects to jump into/onto
- Introduce tagger that players aim to avoid whilst jumping
KTPS
- Push off from ground
- Bend knees
- Arms used to assist movement of body
- Fast and effective jumps

Coloured jump
- Cones are positioned in a box, enough for 2-3 students to line up on each
- Coloured dots/cones are positioned randomly within the area
- On the teachers call, students at the start of the line run out and
double foot jump onto the colours called by the teacher, following
the pattern, e.g. red – white – blue
- Once completed, they run back to the their line and the next
students runs out to follow the same pattern of jumps
- Continue through until all students have had a turn
- Can order of colours called each round
Progression
- Increase area
- Increase distance between coloured dots
- Introduce competition between lines/groups
KTPS
- Bend knees
- Knees together for double foot jump
- Arms used to assist movement of body
- Fast and effective jumps

Pit Jumps
- Students are organised into even groups and positioned in lines
facing a long jump pit
- Mini hurdles/obstacles are set up just before the pit
- The first person each line does a double foot jump over the hurdle
into the pit
- Continue through until all students have had a turn
- Progress to walking up to the hurdle, stepping and then jumping over
with a double foot land
- Continue through until all students have had a turn
- Progress to running up to the hurdle and replicating a long jump
Progression
- Increase distance of jump
- Manipulation for triple jump – include the hop, step and jump
- Add a time limit
KTPS
- Bend knees
- Knees together for double foot jump
- Arms used to assist movement of body
- Fast and effective jumps
Throws

Bullseye
- Students are organised into small groups, e.g. 4 per group. and positioned behind a line
- A target can be created using cones/chalk drawing etc.
- Each player is to throw their object to the target area.
- Repeat for a given number of rounds, e.g. 5 throws for each
player.
- Each round, players use a different hand when throwing.
- Points are scored depending on where the object stops in the
target area.
- Students note whether their score improves from round to
round.
Progression
- Increase distances
- Manipulate for focus throwing event
- Add a time limit
KTPS
- Object held appropriately for task
- Knees bent
- Accuracy of throw
- Bend elbow and release

Hit the target


- Targets are set up in the given areas, with students distributed evenly between areas
- Students throw their object to hit or land in targets spaced 3m, 5m
and 7m apart.
- Each student has a set number of throws, e.g. 2.
- Play is stopped to re-position targets that have been knocked over.
- When scoring, consider a bonus point if a ball lands inside a target.
Alternatively, set a target, e.g. 15. The team with the smallest
number of throws or the most points in a set time (e.g. 45 seconds)
wins.
Progression
- Increase difficulty of targets
- Add a time limit and have each group compete against one another
- Manipulate for focus throwing event
KTPS
- Object held appropriately for task
- Knees bent
- Accuracy of throw
- Bend elbow and release

How many balls?


- Students are organised into 4 groups of 2. (Alternatively use other combinations as
required, e.g. 6 groups of 3, but adjust the playing space so it is
not too crowded).
- One player from each pair hops to a central point to collect one
ball at a time and throw the ball back to their team-mate at their
base.
- This player then runs back to their team-mate and tags them.
- Teams collect as many balls as possible in the allotted time, e.g.
60 seconds.
- When all the balls have been removed from the centre, the coach calls ‘STOP!’
Progression
- Increase playing area
- Reduce time limit
- Manipulate for focus throwing event
KTPS
- Object held appropriately for task
- Knees bent
- Accuracy of throw
- Bend elbow and release
- Fast and efficient movement

Noodle javelin
- Join rings into a colourful target for noodle javelins
- Stakes keep the target upright and if you don’t have noodle rings
tape can hold a makeshift ring in place.
- Assign different point values to the rings
- Students work in groups and attempt a javelin throw through the
noodles
- Points are awarded for each throw, tallying up for a whole group
score
- Continue for given time to determine a winning team
Progression
- Increase distance of throws
- Add a time limit
KTPS
- Javelin gripped appropriately
- Javelin arm extends backwards
- Effective movement to build up power and speed
- Throwing arm remains straight until released

Shot put & Discus stations


- Set up a circuit with different stations for students to complete
- Students to move around in groups, with a set time for each station
- Stations:
1. Medicine/soccer ball over head throw & sitting
2. Kneeling med ball throws
3. Shot put in hoops: 3-4 hoops in a line, one behind each other. 1
pt for first, 2 for 2nd etc, 3 pts for 3rd hoop (Use shot put bowls or
bocci)
4. Discus roll for distance
5. Discus hoop slings over wickets or witches hats
6. Discus game: 1pt for 5-10m, 2 pts 10-15m, 3pts 15-20m and 4pts
- Students rotate through stations, changing after given time
Progression
- Increase difficulty of tasks
- Manipulate for javelin as well
- Include jumping events
KTPS
- Object held appropriately for task
- Knees bent
- Accuracy of throw
- Fast and efficient movement
High Jump challenge
- Students are organised into two even teams
- Each team has an allocated time to do as many high jump clearances as
possible
- Each jumper nominates the height they wish to clear and the bar is
moved accordingly
- Points are allocated: 2 points for good technique, 1 point for clearing
the bar
- Points are tallied between teams within the given time to determine
the winning team
Progression
- Have a set height
- Change time limit
- Change points system
KTPS
- Ensure run up if accurate and controlled
- Effective and correct technique
- Propel body over mat to avoid hitting

Escape from the space monsters


- Organise students into two even teams
- Students participate in a high jump competition with the focus of “you have all been
captured by space monsters and are being held in space monster
prison. The only way to escape is via the electric fence (elastic high
jump bar)”
- Once a student has cleared the bar, they stand behind the mat as an
‘escape’. If a student knocks the bar they set off an alarm and have to
have another turn
- The winning team is the first to have all players over the bar or ‘safely
out of prison’
- Continue until all have made it across, or the given time has been
reached
Progression
- Add a time limit
- Introduce a height limit that students must achieve
KTPS
- Ensure run up if accurate and controlled
- Effective and correct technique
- Propel body over mat to avoid hitting

(Athletics Australia, 2010)

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