To develop the skills of children in some simple sports. Taken from the BB Juniors Pro Pack Body B-2-1
The Sports Basics programme ideas included below offer the opportunity for the children to
enjoy playing sport whilst developing their skills in a variety of different sports that can be used
either indoors or outdoors.
Soft Rugby Ball
Activity 1 Basketball Skills
Mark out or define the playing area depending on the number of children in your group — do not make it too large an area.
• The children will need to bounce and dribble the ball continuously in the marked out area.
• Make one of the players ‘it’ and start the game of tag.
• There are several ways you can get tagged.
• First by being touched by ‘it’.
• Second by holding the ball — in one hand or two — rather than bouncing it continuously.
• Third, by going outside the playing area.
• One leader will need to be the referee who will need to watch the activity very carefully.
• The action can be changed every now and then by shouting out some special instruction, such as ‘only use your right hand’ or even travel backwards’.
• Doing this activity will give plenty of dribbling practice
Beware of the type and size of ball that you use in comparison to the size/ability of the children.
Activity 2 Dribble and Score
Mark out or define the playing area.
• Pair up the players and nominate an attacker and a defender in each pair.
• Give each attacker a football.
• Attackers must dribble their ball while chasing their defender around the playing area.
• The defenders job is to stay as far away from their attacker as possible, but always staying within the playing area.
• After a while the leader shouts Stop and all the players have to stand still immediately.
• Attackers have to put a foot on the ball to keep it under control.
• Defenders have to turn to face their attacker and stand with their legs apart.
• On your command of shoot’, attackers try to score ‘goals’ by passing the ball through their defender’s legs.
• Then, start again with the roles reversed so attackers are now defenders and vice versa.
• The winner is the player with the most goals when time is up.
Activity 3 Over the line
• Mark out or define the playing area
• Use the markers to make two lines
• The team players stand behind their line
• Mark out 2 lines 10 metres long and 10 metres apart
• These distances can be altered once you’ve seen how well the children can throw.
• The space between the lines is out of play.
• Get the 2 teams to stand behind their lines — name one Blues’ and the other Reds’.
• The Blues start. A blue player throws the ball from a few paces behind their line. The aim is to throw so it lands in the opponents’ area anywhere behind the line.
• Once it’s crossed the line the reds try to catch the ball or at least touch it before it lands.
• If the ball hits the ground without being caught or touched, the throwing team gets a point.
• If someone in the receiving team catches the ball, they get a point. If they touch the ball but don’t catch it, then nobody gets a point.
• The player who catches or touches the ball, must throw it back from where they were standing.
• If the ball hits the ground to score a point, the nearest player to where it landed takes the next turn from that spot.
As well as helping children build their throwing and catching skills, the game also teaches them something about tactics. How you position your players is an important part of playing the game well.
Activity 4 Quick Goal
• Set up the cones to form a goal and a shooting line.
• The shooting line - you can have 1 line for younger children and 1 further back for older children.
The game works with 2 teams, the reds and the blues.
• The blue goalkeeper takes his place between the cones.
• The red players take their positions — one, the shooter, facing the goalkeeper ready to shoot at the goal and the other red players stand in line with the goal.
• The red player to the side of the goal passes the bail for the red shooter who tries to score past the blue goalkeeper.
• After this, the players rotate, with the red shooter becoming the goalkeeper and the blue team taking their turn to try and score.
• Meanwhile the red passer gets in position to be the next red shooter.
• The game continues to rotate for a fixed number of rounds, say 10. to keep the game non-stop.
• The team that the most goals win’s a good idea to have several balls to play with.
• You could tell the players which foot they need to shoot with.
Activity 5 Tennis Catch
Using the markers or cones set out two lanes with gaps about a metre apart.
• in each team you will need a throwing player’ and the others will be the hitters’
• The throwing player serves’ the ball to the first hitter by throwing it in a way that makes it easy to hit.
• The hitters’ task is to hit the ball back so that the thrower can catch it.
• Every time the thrower catches the ball, the hitter takes a step backwards and throws again.
• if the ball isn’t caught, the thrower takes a step forwards, closer to their hitter, and throws again
• When the thrower catches the ball from the last marker in the lane, they have completed their round.
• The players change roles and start again
Concentrate on getting the children to hold the racquet correctly.
Activity 6 Rugby Catch
• Divide the children into two teams
• Mark out the area of play
• Give the rugby ball to one of the teams.
• That team then passes the ball among themselves for as long as possible without it being captured by a member of the opposing team.
• if the ball is intercepted, the player who caught it swaps teams with the person who last threw it.
• Then the game starts again with the new teams.
• The children swap sides if they tag a player while they are holding the ball.
• This game is non-stop action with the chance to sharpen up some key attacking and defending skills.
Activity 7 Football Two Touch
• Divide the children into two teams — Red & Blue
• Mark out the area of play.
• Place two cones or markers about a metre apart in the middle of the playing area to create a goal’.
• A red team player serves by passing the ball through the goal from their baseline.
• The blue team must take two touches and no more to pass the ball back through the gate. Both players must touch the ball. The red team then takes two touches to pass the ball back through the goal. And so on.
• The point is lost if (a) the ball fails to go through the goal or (b) it goes out of the playing area over the opponent’s side lines.
• The point is won if the ball goes over the opponent’s baseline, but it must be on the ground as it goes over the line. If it bounces or flies over, the point is lost
• Score the game and make the winner the first team to reach a total of 10 points.
• If you want to make the game harder or easier, all you have to do is adjust the size of the goal.
• Two a side is ideal but you can easily play with teams of 3.
• However many are playing make sure the two touch rule applies
Activity 8 Treasure and Jail
• Mark out the playing area as below.
• In each half mark out 2 squares — a jail and a vault.
• Put 3 footballs in each vault.
• Players from each team have to capture footballs from defending their own vault.
• Players attack by trying to get into the other team’s vault without being tagged.
• When players are in the other team’s half, they can be tagged and sent to jail.
• Once a player has collected one football they dribble it back to their own half without being tagged.
• Once on home territory, they put the football in their own vault
• Bank vaults are safe areas where players cannot be tagged.
• Prisoners in jail are released by being tagged by a team mate.
• Both are allowed a free walk back to their own half.
• Attackers can only take 1 ball at a time.
• Beanbags can be used instead of footballs. In this version, players have to carry the beanbag back to their own half.
• The winner is the team with the highest number of footballs in their vault when the time limit has been reached for each game.
For full details and diagrams please see Junior Pro Pack B2-1