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Tactical Frameworks for teaching games Tim Hopper and Rick Bell HPEC/CAHPERD 2002 Banff BCPE conference. Parksville 2001 Target Games BM - Stability and good EH - Sending away and balance as deliver object aiming For example, TARGET curling,


  1. Tactical Frameworks for teaching games Tim Hopper and Rick Bell HPEC/CAHPERD 2002 Banff BCPE conference. Parksville 2001

  2. Target Games BM - Stability and good EH - Sending away and balance as deliver object aiming For example, TARGET curling, bowling and golf Physical characteristics OPPOSED UNOPPOSED PRIMARY RULE (I) score by getting your object(s) closer to a target than your opponent(s). BCPE conference. Parksville 2001

  3. Target games PRINCIPLES OF Primary Rule: PLAY score by getting your AIM TO TARGET object(s) closer to a target than your PLACEMENT in opponent(s) as any relation to target and other obstacles obstacles are avoided SPIN and/or TURN BCPE conference. Parksville 2001

  4. Batting/Fielding or Run scoring EH - Sending -away and BM - Running, covering, receiving skills Stopping, sliding and guarding BATTING/ For example, FIELDING baseball, softball, and cricket Physical characteristics OVAL FAN PRIMARY RULES: ( i) score by striking object and running between safe areas; stop scoring by catching ball in the air or getting it to a safe area before the batter. BCPE conference. Parksville 2001

  5. Batting/Fielding games PRINCIPLES OF Primary Rule: PLAY score by striking object SCORE RUNS/ STOP SCORING RUNS and running between safe areas; stop scoring STAY IN/ by catching ball in the GET OUT air or getting it to a safe area before the batter HIT TO SPACE/ PREVENT HITTING TO SPACE BCPE conference. Parksville 2001

  6. Net/Wall BM - Changing direction quickly, EH - Sending moving in all directions, (striking) and stopping, guarding and covering preparing to receive NET/WALL For example,tennis, volleyball, squash and racquetball Physical characteristics DIVIDED SHARED PRIMARY RULE (I) score by getting the object into your opponent's areas of play more often than they can return the object back into your area . BCPE conference. Parksville 2001

  7. Net/Wall games PRINCIPLES OF Primary Rule: PLAY score by getting the CONSISTENCY object into your opponents' areas of play PLACEMENT and more often than they can POSITIONING return the object back SPIN into your area. (for control and disguise) and POWER BCPE conference. Parksville 2001

  8. Invasion or Territory EH - Sending, receiving and BM - Running, dodging, retaining (especially as traveling) guarding, stopping and intercepting For example, TERRITORY soccer, hockey, basketball, rugby and football Physical characteristics OPEN END FOCUSED TARGET (LINE) TARGET(NET) PRIMARY RULE (i) score by getting object into opponents' goal; opponents try to stop scoring. BCPE conference. Parksville 2001

  9. Invasion/Territory PRINCIPLES OF Primary Rule: PLAY score by getting object SCORE/ STOP SCORING into opponents' goal; opponents try to stop INVADE/ scoring. STOP INVADING KEEP POSSESSION/ GET POSSESSION BCPE conference. Parksville 2001

  10. Tactical Awareness Components SPACE (a) where an object should be placed in the area of play, and (b) where a player should go in the area of play based on the placement of the object. BCPE conference. Parksville 2001

  11. Tactical Awareness Components TIME (a) when to execute a skill within a game, (b) when to create time to play a shot, and (c) when to reduce opponent’s time. BCPE conference. Parksville 2001

  12. Tactical Awareness Components FORCE how much force to apply on an object for height, directional control and distance. where to apply force on an object for height, directional control and distance BCPE conference. Parksville 2001

  13. Where Does the Game Appear in the Lesson? Game Form (Representation, Exaggeration) Tactical Awareness Skill Execution BCPE conference. Parksville 2001

  14. Territory games example By Rick Bell BCPE conference. Parksville 2001

  15. PRINCIPLE GAME T.A.C.T.I.C. KEEP 2 vs. 0 with ball/without ball SPACE: • POSSESSIO 3 vs. 0 with ball/without ball where is empty space to receive pass? • N where am I in relation to the person with the object? in grids and long alleys support beside, infront of and behind teammate. • how can I conceal where the pass is going? FORCE: • increase distance apart TIME: • quick to open space • quick passes 2 vs. 1 SPACE: • 3 vs. 1 close down space on check • OBTAIN 3 vs. 2 anticipate where pass is going (read situation) • POSSESSIO how can you give impression your check is open then N deny the space? • where are passing lanes? get in them to deny • what areas can I leave unguarded? FORCE: • guard with intensity • overload the guarding

  16. INVADE 3 vs. 3 long grid with 1 SPACE: • goalie in opposite end how am I using width/depth of playing area? • zone; once goal is scored, penetrate space to high scoring areas using team members must run screens, blocks, overlapping runs. and touch the goal area they are defending; can’t FORCE: • run with object long passes TIME: • how can I move the object up the court quickly? • how can I vary speed to evade being checked? • wait for opportunity to invade STOP INVASION SPACE: • close down high priority space? • switch person you are guarding • cover space in depth • cover space in zones FORCE: • double team person with object TIME: • quick transitions from defense to attack

  17. INVADE 3 vs. 3 long grid with 1 SPACE: • goalie in opposite end how am I using width/depth of playing area? • zone; once goal is scored, penetrate space to high scoring areas using team members must run screens, blocks, overlapping runs. and touch the goal area they are defending; can’t FORCE: • run with object long passes TIME: • how can I move the object up the court quickly? • how can I vary speed to evade being checked? • wait for opportunity to invade STOP INVASION SPACE: • close down high priority space? • switch person you are guarding • cover space in depth • cover space in zones FORCE: • double team person with object TIME: • quick transitions from defense to attack

  18. SCORE 4 vs. 4 same rules as above but a goal SPACE: • is scored when object is put into how far away can I be to score? • bucket; return to line after scoring. what are the best angles from which to score? • how can you create space around the high percentage scoring areas? • where should my goal receiver be? FORCE: • attack open spaces in force to reduce defenders’ opportunity to respond TIME: • how can you create time to set up to shoot and score or set up teammate to shoot and score? SPACE: • PREVENT guard high priority space around scoring area. SCORING FORCE: • use force to clear object form scoring area TIME: • close down space quickly • quick transition form defense to attack

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