Fundamental Movement Skills Agility Agility Balance Co-ordination - - PowerPoint PPT Presentation
Fundamental Movement Skills Agility Agility Balance Co-ordination - - PowerPoint PPT Presentation
Fundamental Movement Skills Agility Agility Balance Co-ordination Running Jumping Extra: Tricks of the Trade STEP PRINCIPAL SPACE: How could you change the space to make an activity any harder or easier.
STEP PRINCIPAL
- SPACE: How could you change the space to make an
activity any harder or easier. Larger/smaller/wider/narrower etc
- TASK: How could you change the task to make it any
easier/ harder. E.g introduce defenders or put conditions in conditions in
- EQUIPMENT: How could you use equipment to make
activities easier/harder. E.g introduce a ball, reduce number of domes etc
- PEOPLE: How could you change the people to make
task any harder/easier. E,g reducing amount of players, adding defenders etc.
The ABC’S for Athleticism for Gaelic games.
The fundamental stage: Females 6-8 years/males 6 -9 years. The fundamental skills have 4 main areas:
- 1. AGILITY
- Learning to move and
learning through movement
- 2. SPATIAL
AWARENESS
learning through movement
- Travel using different body
parts
- Flight – take offs and
landings.
- Knowing where you are i.e.
personal space in relation to corporate space. i.e Things around or about you.
- 3. BALANCE
- Co-ordination and control
- Physical control and
balance, static and in
- 4. MANIPULATIVE
SKILLS
- Aiming – handling –
predicating – kicking –
ALL OF THE ABOVE = PHYSICAL LITERACY
balance, static and in
- motion. The motor skills
predicating – kicking – estimating – hitting
The following slides are examples of games and activities which can be used to develop the Fundamental skills of Agility Balance and Co-
- rdination. The fundamental skills
- rdination. The fundamental skills
can be incorporated into warm ups and should be enhanced in every session
“AGILITY IS THE ABILITY TO MAINTAIN
AGILITY
BALANCE WHILE MOVING THE FEET QUICKLY”.
Snow Paths
How to Play?
- Ask children to make
different pathways in and around the domes.
- Challenge children
- Challenge children
to travel from their
- wn dome about all
the other domes.
- Walk initially before
challenging them to jog.
Snow Paths
Make it harder
- A pathway described here is a
change from one straight line to
- another. Also children can change
pathway by zig-zagging and travelling in curve shapes.
- Challenge them to change speeds
as they travel.
Make it easier
- Use children’s creative
imagination to imagine a snow storm this help stimulate your session.
- Stress the importance of looking
for the ‘free pieces of floor’ to move into at all times. as they travel.
- Encourage children to change
direction - where a child changes from moving forwards to moving backwards/sideways etc.
- Challenge the children to use
different ways of travelling to different domes. E.g hopping/skipping/crawling etc
- Challenge children to touch a set
number of domes or a number of domes in a set number of time. move into at all times.
- Walk at first.
- Use half class so other half can
watch and copy.
- Make area larger
Toe Touch
How to Play?
- Pairs stand facing
each other.
- Players to attempt
to touch partners’ toes with their toes with their feet.
- No stamping hard
- n feet.
Make it harder
- Use least preferred foot
for touching.
- Challenge children to
Make it easier
- Play stationary at first.
- Limit children to only
using 1 foot to touch
Toe Touch
- Challenge children to
move around the area while playing toe touch. using 1 foot to touch with.
Crows & Cranes
How to Play?
- Divide children into two groups
and organise them in 2 lines parallel with each other.
- Name 1 line crows and the other
line cranes.
- Coach calls either crows or
- cranes. If crows are called they
must react quickly and run to allocated line away from cranes and cranes chase crows to try and catch crows before they reach
CROWS
catch crows before they reach line and so on.
- The key to the game is the way in
which the coach rolls the “r” in cr,r,r,rows and cr,r,r,ranes.
CRANES
Crows & Cranes
Make it harder
- Game can be varied by
adding various names;
- Fruits (Apple & Apricot)
Make it easier
- Give very slow
commands.
- Leave longer time for
- Fruits (Apple & Apricot)
- Colours (Black & Blue)
- Numbers (6 & 16)
- Animals (Crab & Cat)
- Signals (Left & Right)
- Leave longer time for
children to react.
- Coaches assist with
movements.
Tail Tag
How to Play?
- Players run around
the area with bib/tails tucked into the back of their shorts. their shorts.
- Players try to grab
- ther peoples tails
while protecting their own.
Tail Tag
Make it harder
- Decrease the size of the
playing area.
- Introduce players with
Make it easier
- Larger playing area.
- Give players a number
- f tails instead of just
- Introduce players with
no tails as catchers.
- f tails instead of just
- ne.
Handling numbers
- The next game is very effective for handling
numbers and is a useful game for getting children into teams quickly.
Numbers
How to Play?
- Aim to follow
coach’s instructions moving in and around the area. around the area.
- The group run
about until a number is called e.g. ‘Two’, the players pair off etc.
C
2’s
Make it harder
- Repeat above travelling
in different directions i.e. backwards etc. Make it easier
- Use half class so the
- thers can watch and
copy.
Numbers
- Use visual stimuli i.e.
colour domes e.g. Red = Sideways; Green = Forwards etc.
- Use less cones.
- Use a smaller area.
- Use more coloured
cones.
- Use a larger area.
BALANCE AND AND CO-ORDINATION
BALANCE AND CO-ORDINATION
- 1. BODY BALANCE
- Can you stay still on any parts of
your body?
- Can you stay still on any other
parts of your body
- 2. PARTNER BALANCE
- In pairs show how you might support
your partner.
- What to look for – One partner might
be laying on the ground supporting their partners body weight in some way
parts of your body
- Large body parts – tummy, back,
side, bottom
- Small body parts – hands, feet,
head, elbows, knees
- Can you show me 3 different
balances with travel between each?
way
- Bridges and rivers
- No. 1 Makes a bridge shape using
body.
- No. 2 Crawls under bridge and then
makes a new bridge for No. 1 to crawl under and so on.
- Donkey push
- In pairs stand one foot in front of other,
place each others hands on your partners shoulder and attempt to push your partner back
BALANCE AND CO-ORDINATION
- 3. ANIMAL RELAY RACES
- Children in different teams
travelling like a named animal to a cone and back. animal to a cone and back. E.g dog/rabbit/duck/crab
- Start from walking/running
etc then progress onto moving like different animals
BALANCE AND CO-ORDINATION WITH USE OF EQUIPMENT
- 4. TIGHT ROPE
- Walk the rope without
falling off.
- Challenge balancing skills
can they walk backwards,
- 5. BALANCE OBSTACLES
- Set up small stations with
- bstacles that children can
balance over/under/across/ and on top of. E.g bench, can they walk backwards, sideways and maintain balance
- Can they do it with their
eyes closed
- Can they walk on tiptoes/
heels/insides/outsides of foot and on top of. E.g bench, hurdles, domes, hoops et
BALANCE AND CO-ORDINATION WITH USE OF EQUIPMENT
- 6. BENCH TARGET BOUNCE
- Place hoops alongside the
bench for children to bounce a ball into. Could use a rope to walk on
- 7. HOPSCOTCH AND SCORE
- Players hopscotch through
the a ladder
- Could progress to holding a
ball.
- Could use a rope to walk on
top of instead of a bench to make it easier. ball.
- At the end of the ladder thy
could attempt to through the ball into a hoop
- A point for getting the ball
in the hoop and a point for going through the ladder correctly.
BALANCE AND CO-ORDINATION WITH USE OF EQUIPMENT
- 8. LADDER STEP AND SHOOT
- Players move through the
ladder with/without ball.
- They can pass to outside
players, take return and players, take return and move on
- At the end of the ladder
they can take a shoot for goal.
BALANCE AND CO-ORDINATION KEY POINTS
- Ensure balancing activities are safe
- Ensure landing surface is suitable
- Moving about on soft ground, using different
parts of the body helps strengthen the limbs especially the feet especially the feet
- Gradually increase the difficulty of the tasks.
- Go back a step when the children struggle
- Encourage the children and ask them how to
make it easier or harder.
- Use the STEP principal to guide you.
RUNNING/JUMPING RUNNING/JUMPING
RUNNING
- 1. RUNNIING
- Linear running: Children line up on your
marks.
- Start position: Standing start
- On signal drive hard of back foot and
get into running stride as soon as possible
- 2. BOP ALONG ARM ACTION
- Children sit with their legs out in
front
- They start to move their arms
slowly bringing one hand at a
possible
- Run through finishing line by dipping
your head
- Obstacle runs: Fun and excitement can
be added to running activities by challenging the children to negotiate various types of obstacles. E.g tunnels, hoops etc
- Zig Zag Running: Markers set out in a
zig zag formation for running through.
- This encourages a dodging skill off the
inside and outside foot, an essential evasive games skill
slowly bringing one hand at a time up to the side of their head and behind their back
- When they are moving fast their
bottoms should be coming of the ground
- Repeat standing/running
RUNNING
- 3. LADDER DRILLS
- Use of ladders to coach proper
running technique
- Let children explore different
ways of going through the ladders
- 4. TEAM RELAYS
- Select teams ¾ and put
colours on them. Number the teams 1 -4 etc
- Teams line up behind start
ladders
- Guide them to go
sideways/lateral movements/hopping/team relays
- Coach high knees/arm action/
and posture through the
- ladders. One key point at a
time.
- Teams line up behind start
line, on signal first child in each team runs to come and back to touch next runner
- Use high 5 for changing over
- Winner is last team back over
start line.
JUMPING
- 1. BOUNCING BALL
- Children imagine they are a
bouncing ball jumping up and down on the spot using the balls
- f their feet
- Challenge children to move
- 2. RUN TAKE OFF AND LAND
- Children run into a free space,
jump up in the air and land on 2 feet.
- Safety: bend knees when landing
and get hands out in front
- Challenge children to move
forwards and backwards and side to side
- Target speed bounce: Using
sideways jumps - How many times can you jump over a line/rope taking off and landing
- n both feet
- Raised speed bounce: Introduce
small obstacles such as a low hurdle or a cone. and get hands out in front touching the floor to protect yourself
- Jumping shapes: Challenge
children to make different shapes when they jump into the air.
- Tuck – knees up into chest
- Pin – long tall thin shape
- Wide – star jump in air
JUMPING
- 3. STANDING LONG JUMP
- Start in squat position jump
forward to land in a different
- position. Swing arms forward
after take off to control landing.
- 4. HOOP JUMP
- Each child with a hoop or dome
- each. Ask them to find out all the
different ways of taking off and landing over their hoop
- Who can discover the most ways
landing.
- See who can jump the furthest
with 1,2,3 etc long jumps
- How many jumps does it take
you to travel from one side of the play area to the other
- BYR (BEAT YOUR RECORD)
- Who can discover the most ways
- The group should discover that
there are 5 different ways of taking off and landing
- 2-2, 1-2, 1-1 (hop), 1-1 step, (2-1)
- Who can make a sequence by
combining all 5
- Start stationary before adding a
run up
JUMPING KEY POINTS
- Teach children how to jump and land safely
- Progress slowly through all the basic jumps
- Always coach jumping from a static position
before introducing a run up before introducing a run up
- Develop ability to land and move off in a given
direction
- Encourage take off from both strong and weak
foot
- Coach how to jump and turn in flight
Tricks of the Trade" - Ways to effectively
manage numbers, discipline and session structure
“FAIL TO PLAN AND YOU PLAN TO FAIL”!
- Below are a few points to ensure the smooth running of your session
- FACILITIES – Make sure you have access to your facilities and the facilities are safe
in which you are working. E.G suitable well secured plastic goals posts are essential from a safety point. EQUIPMENT – Make sure you have the right amount and right type of equipment
- EQUIPMENT – Make sure you have the right amount and right type of equipment
for your session to be successful. Is it the right size, weight, amount? Are goal posts well secured?
- DISCIPLINE –Do the children know what’s acceptable and what’s not? Be sure to
follow the clubs policy and make sure the children are aware of ground rules and punishments.
- CONTENT – Are the tasks suitable and challenging enough for the participants. Is
the session organised in terms of players, content, area and equipment. E.g the
- rganisation of grids allows different ability groups to work simultaneously and can
be used for technical, tactical or team play.
Tricks of the Trade“ Continued
- GRIDS – Provide zones for the organisation of structure and tasks. They facilitate
for the use of large numbers into smaller workable groups. The permit the coach to supervise the whole group and allow time for individual coaching. They ensure a smooth transition from small sided games to skills practices.
- HANDLING NUMBERS - Handling numbers is also a big part of planning games.
Here are few good examples that are effective in handling numbers.
Numbers game
- Pairs : stand beside the person closes to you
- Fours: two pairs join up
- Fours: two pairs join up
- Teams of four: stand one behind the other and number yourselves from the front
to the back one, two etc
- Team names e.g. if you want 5 groups. Pick 5 different children and give them
team names. E. Antrim, Tyrone etc. Give each player a team name to stand behind.
- If you need to number the players in the teams ask the captain at the front to
number his/her team from the front to the back or vice versa.
- All that remains is to send them to their appropriate pitches and children should
be encouraged to start and officiate their own games.
- Keep rotating players regularly so they learn the specific positions for each
position.
- The coach should be in a position to see all the games and only moving in now and
again when needed.