Ball Games
Ball Games
Activity 1:
Full House
15 mins
Method:
- Set up with a hoop for each team and a ball in the hoop
- The hoops can be placed in the corners of the room - You want to have no more than 5 per team, less is better.
- Each team should also have a bib to use as a relay baton - it helps you and them determine who's turn it is.
- When the game starts - by coaches whistle - the first player in each team - holding the bib - can run and retrieve a ball from any of the other teams. The method of how they bring the ball back and the type of ball you use will be determined by the sport you are warming up for - Football: use footballs and dribble back with feet, Basketball: bounce a basketball back, Tennis: you could use a racket to balance a tennis ball back etc
- When the player gets back to their teams hoop, place the ball in and then hand the bib to the next player who does the same.
- If the game is going on for a long time, you can add in extra balls to try and speed the game up, just pop them down in the middle of the area when you like
- When a team has 3 balls in their hoop, they should all shout 'FULL HOUSE'.
Teaching Points:
- Awareness: look for which teams have 2 balls in their hoops and steal from them!
- Use the relevant skill from the sport you are working on to get the ball from A to B under control!
Equipment:
- Hoops
- Bibs
- Balls
Timebomb
Activity 2:
15 mins
Method:
- Mark out an area approximately 15m x 15m depending on group size
- You'll want approximately 25% of the group to start with a ball or 'timebomb'
- Everyone starts the game with 5 lives
- When the game starts, players with a timebomb have to try and get rid of their timebomb by asking someone else to take it from them
- If you don't have a timebomb you should move to try and get away from children with a timebomb
- After a random amount of time - approx 60 seconds - blow the whistle. This indicated that the bombs have exploded. Everyone should freeze at this point
- Players with a timebomb when the time is up lose a life, anyone without a timebomb gains an extra life
- The winner is the player with the most lives at the end
Teaching Points:
- Social - you have to communicate with others in the group in order to give the timebomb to someone else
- Spacial awareness - find spaces to try and avoid being found by the timebombs
Equipment:
Markers, Balls
Activity 3:
Splat the Monster
15 mins
Method:
Set up the room with lots of footballs on top of marker cones - approximately 1 per person in the group - these are the 'monsters'.
Split the group into 'Monsters' & 'Splatters'.
The Splatters job is to 'splat monsters' by kicking footballs off of the cones
The monsters job is to 'make monsters' by replacing the balls that have been kicked off cones back onto the cones
The splatters are aiming to knock all of the balls off the cones at the same time to win the game.
When the children are starting to tire, stop the game and swap the roles over for each group so that splatters become monsters and vice versa.
You can add goals into the game using mini pop ups. If the splatters can kick the ball into a goal, then that ball cannot be replaced by the monster makers.
Teaching Points:
Equipment:
Cones
Footballs
(Mini Goals optional)