Contents:: School of Health Sciences HPE 1202: Physical Performance Lab 2 - Modified Games

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School of Health Sciences


HPE 1202: Physical Performance Lab 2 – Modified Games

Contents:

Section 1: Basic Rules of Australian Football Rules Pages 2-5

Section 2: Key Teaching Points Pages 6

Section 3: AFL Positions and roles Pages7-8

Section 4: AFL Skills Pages9-14

Section 5: Tutorial Notes Pages15-20

Section 6: Modified Rules Pages21-22

Section 7: Wet Weather Activities Page23

Section 8: Lesson Plans Page24-56

Section 9: References Page57-58


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BASIC RULES OF AUSTRALIAN FOOTBALL RULES:

Length of the Game


a Match shall be played for a period of 80 minutes, divided into 4 quarters, each of 20 minutes
duration. The 20-minute duration for each quarter shall be actual playing time and shall not include
stoppages in play.

Starting the Game


The game starts when a siren sounds and a field umpire bounces the ball in the middle of the
ground. The ball is also bounced in the centre to start each quarter and after a goal has been scored.
The siren indicated the beginning and end of each quarter.

Scoring
A goal can be scored by a player kicking the ball through the tall inner goal posts, which counts as
6points. A behind goal is awarded when a player kicks the ball between the tall inner goalpost and
either of the small outer posts, which is worth 1point. The team with the highest score wins the
game.

Players and Substitutions


Games involve two teams of 22 players with 18 from each team on the field at any one time with
an additional 4 players that it can rotate on and off during the game. There is no limit on how
many changes teams can make.

Kicking
In AFL kicking is the most common method for advancing the ball up the field, with a variety of
techniques, depending on the players form. Players are allowed to kick the ball off the ground
without holding it first. Here are a few of the more common methods of kicking seen in AFL:
 Drop punt: The most used kick where the ball is dropped vertically and kicked before it hits
the ground. As the ball moves through the air it spins backwards and is regarded as more
accurate, and easier for a teammate to mark.
 Grubber: Is used to make it harder for the opposition to gain control of the ball, as it rolls
and skids along the ground. Usually used in AFL as a scramble to score a goal, the kick is
quite rare due to its unpredictability.
 Torpedo Punt: Is harder to catch as it spins on its long axis, but is used because it can travel
slightly further.
 Check side Punt: Also known as a banana kick, it bends away from the body and is often used
for a set shot on goal with a narrow angle. It comes off the inside of the boot with the ball
spinning in the opposite direction to the swing of the leg.

Marking
This is when a player catches a ball which has been kicked and travelled over 15 metres without
being intercepted by a person or the ground, cleanly. After a mark has been awarded the player is
entitled to a set kick and the opposition is not allowed to touch the player who marked the ball
until they play on or the umpire blows the whistle allowing for continuation of normal play.
There are a variety of types of marks which can be awarded:
 Overhead mark: Catching the ball with hands above the head.
 Contested mark: Catching the ball against one or more opponents who are also attempting
to mark or spoil that player from achieving the mark.
 Pack mark: Catching the ball while another player, either an opponent or teammate, is in close
distance to the fall of the ball.
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 High mark: Catching the ball while jumping.


 Spectacular mark: Often named ‘screamer’ or ‘speckie’, is when the player catches the ball in
the air using their legs to elevate themselves further by springing off the back of another
player on the oval. It is a popular trademark of the sport as the vulnerability of the player
jumping often produces spectacular results.
 Chest mark: Catching the ball and drawing it into the chest.
 Out in front: Catching the ball with arms extended in front of the body.
 One handed mark: Catching the ball with one hand.
 Diving mark: Catching the ball when jumping horizontally.
 With the flight of the ball: Catching the ball when running in the same direction the ball is
travelling in.
 Standing one’s ground: Catching the ball when standing still which is often difficult as it gives
opportunities for opponents to intercept the ball.
 Backing into a pack: Catching the ball when travelling backwards but facing the ball.
 Half Volley: Not technically a mark, however sometimes a player catches the ball so close to
the ground it is often hard to decipher whether or not it bounced off the ground – up to the
umpire to decide.
 Juggled mark: Catching the ball with two or more touches to gain control.
 Fingertip mark: Catching the ball with only the player’s finger tips catching it at full stretch.
Spoiling the mark is a technique used by the defence to stop a player from making the mark, but
legally. It is normally a hand or a fist used in a punching motion either just prior to, or just after,
a player catches the ball. However, a player is not allowed to push other players out of the marking
contest.

Tackling
When the ball is considered to be in an opposing team’s possession, a player usually carries out a
tackle to gain possession, or prevent the other team from maintaining control of the ball. A player
can be tackled from any direction. When tackling, the person conducting the tackle must do so
below the shoulders and above the knees of the person they are tackling, and that player can be
thrown to the ground. The tackler is not allowed to push in the back when tackling. When a player
is tackled, they must dispose of the ball, by either kicking or handballing it. If they do not, and had
prior opportunity to have done so, they are penalised for ‘holding the ball’ and therefore a free
kick is handed to the team of the player who made the tackle.
There are a variety of types of tackles which can be carried out in AFL:
 Perfect tackle: Conducted when the opponent has had prior opportunity to dispose the ball,
but makes it impossible for them to do so, such as pinning their arms which makes them not
able to kick or handball it.
 Gang tackle: When a player is tackled by more than one opponent at the same time.
 Diving tackle: Tackling when off the ground.
 Broken tackle: When the player being tackled is able to break free from it.
 Slam tackle: When the player getting tackled’s head is deliberately slammed into the ground
and is not always tolerated.
 Wing tackle: When an arm is pinned in a tackle.
There are a few rules when it comes to tackling – a high tackle is not allowed, which is when the
tackle takes place above the shoulder, and results in a free kick for the team who’s player was
illegally tackled. Spear tackles are also not tolerated, which is when a player throws themselves into
an opponent using their shoulder to bring them down, and is a reportable offence which can result
in suspension.
The player who has the ball in the tackle has methods at hand in which to dodge an imminent
tackle such as:
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 Footwork: Techniques such as dummying, side stepping and baulking are all common
methods.
 Breaking: Methods such as chopping, fending off with your arms, shrugging, arching the back
and ducking the head.
Lubricant: Some players wear lubricant on their arms which decreases the amount of grip a tackler
can manage.

Handballing
When handballing, the ball must be punched from one hand with the alternate fist, and is not
allowed to be punched like a volleyball serve. The ball is also not allowed to be simply handed to
a teammate. The ball cannot be thrown.

Shepherding
Shepherding is a technique used in AFL to prevent a player from the opposing side to gain
possession of the ball or from tackling a team mate. Shepherding is a legal from of obstruction in
AFL and can occur even if a player is not in possession of the ball. Normally, shepherding is
carried out by a player using their body to stop their opponent from reaching a contest, which is
usually achieved by rigid outstretched arms and using body weight between the players.

Another form of shepherding is bumping, which is when a player uses their hip and shoulder to
bump another player, not using their arms. This technique can be carried out by anyone against
any opponent as long as they are within five metres of the ball. Bumping can only occur if the
player bumping has their feet on the ground, and no contact can be made with the head. A shirt
front, which is a front on bump and usually quite aggressive, is a reportable offence and considered
illegal. While a tackle is usually more effective in dispossessing a player, a bump is normally a
harder physical hit, although will not result in a free kick, whereas tackles can.

Free Kicks
Free kicks are awarded in AFL by the umpire, the player who has caused the free kick ‘stands the
mark’, while the person with the ball on the other team moves back to kick the ball over the player
standing on the mark. The person taking the free kicks lines up the player on the mark, and the
centre of the attacking goal into the same line before they take the free kick. A free kick does not
have to be carried out as a kick, it can also be hand balled.
There are a variety of reasons for a free kick to be awarded such as:
 Holding the ball: When a player does not dispose of the ball when tackled.
 Running too far while carrying the ball.
 High tackling: Tackling a player above the shoulder.
 Holding the man: Holding/tackling a player who does not have the ball.
 Tripping: Tackling a player below the knees.
 Pushing in the back.
 Taking/chopping the arms: Spoiling a mark by restricting an opponent’s arm.
 Out on the full: When the ball is kicked and travels over the boundary line before bouncing.
 Deliberately out of bounds: When a player deliberately forces the ball out of bounds.
 Throwing: When a player throws the ball as opposed to handballing.
 Illegal shepherd.
 Kicking in danger: When a player kicks an opponent while attempting to kick the ball off the
ground.
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Holding the Ball


One of the major AFL rules is holding the ball which helps prevent players from deliberately
slowing down the play. This is put into practice when a player is tackled and they must dispose of
the ball by either kicking it or handballing it, and is usually interpreted by the umpire as to whether
or not it is a held ball. If it is called as a hold ball the team who performed the tackle is awarded a
free kick.

Running and Bouncing


When a player is running while holding the ball they must perform what is known as a running
bounce at least every 15 metres. If a player fails to do so, the umpire calls a free kick for the
opposing team at the point where the player overstepped the mark. The ‘running too far’ signal
by the umpire is indicated by rolling clenched fists around each other. Running bounces are
normally carried out by attacking half-back flankers, or link-men, who would receive the ball off a
rebound and attack into wide space allowing their team mates to create playing options. Due to
the odd shape of the ball, the running bounce is quite a skill, and some players prefer to touch the
ball to the ground which is considered the same technically, however slows momentum.

Offside
In AFL, there is no offside rule, so all 18 players on both teams are allowed on any part of the oval
at any point in the match.

Ball Goes Out of Play


If the ball is knocked out of play, or a player is found holding the ball outside of the boundary
lines, the ball is given to one of the umpires who will lob the ball backwards with both hands,
therefore putting the ball back into play.
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KEY TEACHING POINTS:

Kicking
1. Face your target
2. Head slightly bent over the ball
3. Hold the football in line with the leg you will kick with
4. Guide the ball down with one hand
5. The ball should hit the top of the foot where the shoelaces are
6. Point toes at the target
7. Follow through straight towards the target

Handballing
1. Ball firmly gripped in the platform hand
2. Eyes focused on the ball
3. Form a fist with the hand, leaving the thumb on the outside
4. Stand side on to the target
5. Knees slightly bent for balance
6. For a right-handed handball, the left leg is forward. For a left-handed handball, the right
leg is forward
7. The handballing arm is slightly bent
8. The handballing arm swings through making contact with the ball
9. The hand balling arm remains in a fist and rests in the platform hand.

Marking
1. Eyes focused on the ball from when it is kicked to when the player is marking
2. Position the body to be in line with the flight of the ball
3. Move forwards to meet the ball rather than letting the ball meet the player
4. Elbows tucked in
5. Palms facing up
6. Fingers spread
7. Thumbs together creating a ‘W’ formation
8. Bring the ball close to the chest

Ball-Control – Ball Pick Up


1. Face the direction that the ball is coming from
2. Line up your body behind the path of the ball
3. Semi-crouched position with knees bent
4. Feet positioned to ensure wide base of support
5. Extended arms with hands towards the ball
6. Gather the ball in two hands
7. Keep eyes on the ball

Evasion
1. Watch opponent
2. Face the opponent
3. Hold the ball out to the side as the opponent approaches
4. Push off the foot that is planted on the same side as the ball
5. Pull the ball back quickly as you move around the opponent
6. Change direction, don’t run in a straight line
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AFL Positions and Roles:

Forwards
 Full Forwards: Players play close to the scoring posts and tries to kick goals for the team

 Centre Half-Forward: Usually very good at marking the ball and kicking goals from a
long distance. They are responsible for getting the ball and scoring goals.

 Forward Pocket: Usually has good agility and the ability to score difficult goals. They
players are often known as “goal seekers” because they score goals when no-one expects
it

 Half-Forward: Responsible for moving the ball into the forward area, usually along the
sides of the ground. They can pass the ball to another player, or have a shot for goal
themselves.

Midfielders
 Ruck: This player is usually tall and athletic. It’s the ruckman’s job to win the hit-outs by
tapping the ball to a team mate after the umpire has bounced it during the game. Ruckmen
can be considered as some of the followers in a team, as they follow the ball all over the
ground
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 Centre: Usually very quick and is responsible for getting the ball to team mates who are
running past

 Ruck-Rover: Responsible for being in the right position to get the ball when it is tapped
by the ruckman. Ruck-rovers are also known as followers as they follow the ball all over
the ground

 Rover: Often the smallest player on the field and is responsible for taking the ball from
the ruckman or ruck-rover at stoppages, when the play has stopped and the umpire is
bouncing the ball. Rovers are sometimes known as followers as they follow the ball all
over the ground

 Wing: The wings are fast-running players who are responsible for moving the ball into the
forwards area and kicking goals.

Defenders
 Full Back: Responsible for stopping the full-forward from marking the ball or scoring.
They also get the ball away from the defence area as quickly as possible and initiate
attacking movements. The fullbacks usually kick the ball back into play after a point has
been scored

 Centre Half-Back: Responsible for stopping the centre-half forward from marking the
ball or scoring

 Back Pocket: Someone who is good at stopping the forwards from marking the ball, as
well as spoiling play

 Half-Back: Similar position to the back pocket but the half-back does more attacking and
concentrates on moving the ball out of the defence area, and into the hands of the midfield
and forward players.
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AFL Skills:

Warm Up

 Shuttle Run:
1. Players begin on the base line
2. The coach will blow the whistle
signalling the players to begin running
3. Players will run to the first cone (i.e. the
blue cone) and then run and return to
the base line
4. The coach will blow the whistle again,
signalling players to begin running to the
second cone (i.e. the green cone) and
then run and return to the base line
5. The process will continue until the
players reach the opposite base line.

 Robbins Nest:
1. The class is split into 5 teams, each team has a
coloured cone
2. In the centre of the playing space is a collection
of footballs
3. When the whistle is blown, 1 player from each
team runs in the middle to collect a ball and
bring it back to their designated cone.
4. Once the balls in the middle have all been taken,
the following players, one at a time can go to
another teams’ cone and steal 1 ball and bring it
back to their own cone
5. The game will continue until the whistle is
blown. The team with the greater number of
footballs wins.

 Steal the Ball:


1. Students will line up in between two cones
2. 1 student will be 30metres away with their back
to the class and a football placed behind them
on the ground
3. If the student at the front has their back to the
class, the class may walk or job towards the ball
4. If the student at the front is turns to face the
class, the students must be still and must not
move
5. If the students move they have to go back to
the starting line
6. The student who manages to get the ball first
swaps to be at the front.
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Kicking

 Step and Kick:


1. Split the class into pairs with a ball between each pair
2. Players will stand a metre away from each other and kick to their partner
3. If the ball is caught then the players take a step back and continue kicking
4. If the ball is dropped the players take a step in

 Kicking to Space:
1. In groups of 4 or 5 there is 2 balls
2. One at a time, the player with the ball watches the leading player run towards the coned
area
3. When the leading player is close to the cones, they kick the ball so it should be caught
within the marked area

 Figure of 8:
1. In groups of 5, players will line up behind 1 of the 4 cones
2. The first and third players will be kicking the ball to the person opposite their cone
and following the ball
3. The second and fourth players will be kicking the ball to the players diagonally opposite
them and following the ball.
4. The ball should be moved around the cones in a figure of 8 and the process continues.
11

Handballing

 Keepy-Offs
1. In groups of 6, 4 players are the attackers
and 2 players are the defenders in a 10-15
metre grid
2. The attackers have the ball and are trying
to keep it away from the defenders
3. Attackers must handball the ball only, no
throwing or passing
4. Defenders are trying to intercept
handballs and gain possession of the ball
and then maintain possession by
handballing the ball between the
defenders

 Corner Handball
1. The class is split into groups of 8
2. Player 1 starts with the ball and handballs
to player A, who then hand balls it to
player B.
3. Player 1 runs around player B and receives
the ball and bounces it once. Then
handballs it to player C
4. Player C handballs it to player A who
handballs it to player D
5. Player 1 sprints around C and D to receive
the ball and then handballs it to player 2.
6. Once each player has completed their turn
switch positions

 Criss Cross Handball


1. Group of 4. 1 player at each marker. 2 balls between
the 4.
2. Player A handballs to player B and runs through
3. Player C handballs to player D and runs through
4. Players are trying to avoid bumping into each other
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Marking

 Contesting
1. Split class into groups of 4.
2. Player 1 kicks or throws the ball to players 2 and 3 who are standing in a grid
3. Players 2 and 3 contest a mark overhead, or in their fingers or a chest mark
4. Player 4 picks up any dropped balls and returns it to player 1 who will kick or throw
again
5. Swap positions after 5 kicks.
6. If the kicks are not accurate, player 1 may throw/lob the ball.

 Leader of the Line


1. In groups of 4, 1 person is the leader and the other 3 players line up in a straight line
in front of the leader
2. The leader either throws, kicks or handballs the ball to the first person in the line
3. The first player in line must mark the ball and return it back to the leader the same way
they received the ball.
4. The process continues
5. Swap roles.

 Zones
1. In pairs, 1 player has the ball the other is marking the ball
2. There are 4 zones, the kicker will kick the ball to the first zone which is closest and the
marker must mark the ball and kick it back
3. The kicker will then kick the ball to the next zone and the process will continue
4. Switch roles after the marker has marked the ball once in each zone
13

Ball Control – Ball Pick Up

 Pick Up
1. In groups of 2, player 1 has the ball and player 2 is standing side by side player 1
2. Player 1 either rolls/throws/bounces the ball in front/to the side/behind and player 2
must pick it up before becoming stationary
3. Player 2 picks up the ball and handballs it back to player1 and then returns to their side
and repeats the process.
4. Switch roles after 3 goes

 Follower
1. In pairs, player 1 holds the ball moving backwards as player 2 follows inside a small
grid
2. Player 1 can roll, throw or bounce the ball and player 2 must control the ball and
handball it back while staying a few feet away from player 1
3. Player 2 must respond and control the ball as quickly as possible in order to stay near
player 1
4. Swap positions

 Control the Ball


1. In groups of 6, 3 students at each end of the grid
2. Player1 starts with the ball and rolls it towards player A who runs towards the ball,
controls it, and picks it up inside the square
3. Player1 moves out of the way and goes to the end of the line that player A came from,
behind player C
4. Player A then handballs the ball to player2 and goes to the back of the line, behind
player3
5. Drill repeats
14

Evasion

 Side Stepping
1. In groups of 4, 2 students stand at the end cones. 1 ball at one end
2. The first player runs with the ball, bouncing at least once.
3. He/she must then side step to avoid one of the cones and pass the ball off to the player
in the line opposite them
4. The next player does the same

 Ball Tapping
1. In pairs, 1 student it the defender the other is the attacker
2. There is a cone with a football on it, the attacker is trying to knock the ball off the cone
with either their feet or hands.
3. The defender is trying to stop the attacker from knocking the ball by using their
defensive skills

 Ball Tag
1. As a class, there are at least 2 or 3 taggers and there are 2 balls
2. The taggers must handball the ball to each other and with the ball they can try and
touch someone. That person who is tagged swaps to become one of the new taggers
3. The players who are not ‘it’ are trying to avoid taggers with the ball by side stepping,
dodging, spinning etc.
15

Tutorial Notes Week1:

 Warm Up
1. The class is split into the Dockers and Eagles. Teams line
up in a straight line on either side of the cone
2. The teacher stands at the front of the line and calls out one
of the teams (Dockers or Eagles).
3. The team that the teacher calls out runs to their side of the
grid while the opposition tries to tag them. If they reach the
side of the grid they win, if they are tagged they lose.
Whoever loses must do push ups
4. The rules changed so that instead of tagging, students were
handballing and who ever had the ball when the team name
was called had to run.
 Purpose
 Prepare students physically and mentally for the lesson
 Get students excited and enthused about the skill
 Stretch and warm up muscles that will be used during the lesson

 Kicking
1. The class is split into teams of 6, 2 teams in one
rectangular grid with a playing zone and a dead
zone. The playing zones are at the ends of the grid,
the dead zone is in the middle
2. Players are trying to kick the ball into the other
teams playing zone and for the ball to be dropped
or for it to hit the ground
3. If a player kicks the ball and the opposition drop the
ball a point is awarded. If the ball hits the ground before a player is able to mark it, a
point is awarded. If the other team marks the ball a point is awarded to them
4. If the ball lands in the dead space, no points are gained or lost.
 Key Teaching Points
 Face your target
 Hold the ball in line with the leg you will kick with
 Point toes at the target

 Handballing
1. In groups of 6, students line up in a straight line with one ball
2. Students are to handball the ball up and down the line as quickly as they can
3. The formation changes so that teams are now handballing in a zig-zag
pattern and following the ball and the last person runs
to the beginning with the ball and starts again
 Key Teaching Points
 Knees slightly bent
 Stand side on to the target
 Eyes focused on the ball
16

 Marking
1. Two teams of 6 form a straight line facing one another
2. Both teams are trying to handball the ball through the gaps of
the other team so the ball goes over the base line or behind the
players. If the ball goes through, that team gains 1 point
3. Both teams are also trying to mark the ball in order to score 1
point
4. The formation changes so that the two teams combine to form
a circle with two students in the middle who have to try handball
the ball out of the circle, while the other students try and block
the ball or mark it.
 Key Teaching Points
 Eyes focused on the ball until it is in your possession
 Palms facing up
 Fingers spread

 Ball Control  Ball Pick Ups


1. Groups of 6, 3 students at each end cone
2. The first player runs to the first cone and picks up the
ball and then runs to the next cone and places the ball
and runs to the end of the line
3. Player 2 does the same thing
4. The rules change so that the student who picks up the
ball bounces it and the next player must control the ball.
 Key Teaching Points
 Extend arms with hands towards the ball
 Gather the ball in two hands
 Keep eye on the ball

 Evasion/Dodging
1. In groups of 6, 1 student is in the middle of the grid and there are 2 and 3 students on
either side
2. 1 student at a time runs towards the middle player and left or right-side steps them or
spins around them while holding the ball and handballs to the next player
3. The middle player can tag them using two hands
4. If the middle player tags the attacker, they swap roles
 Key Teaching Points
 Face the opponent
 Hold the ball out to the side as the opponent approaches
 Push off the foot that is planted on the same side as the ball
17

Week2:

 Warm Up
1. Students are divided into two teams, dark and light,
each team has 6 players
2. Teams are handballing to each other trying to keep
possession of the football as attackers
3. If a team loses possession they become the defenders
4. Variations can include making the team sizes smaller
so its 1v3 or 2v4.
 Purpose
 To get students warm and energised for the
lesson
 For students to get an idea of what will be
covered in the lesson
 Prepare students mentally and physically

 Kicking
1. In groups of 6, students start in a circle and kick to a target,
each missed target counts as a point to that kicker. The
person with the most points loses and has to do push ups.
2. Progress into a game situation with dark and light teams.
Each team must kick the ball to one another so that every
member receives the ball.
3. Once every member of the team receives the ball, a goal is
awarded
4. The team who doesn’t have the ball is trying to intercept
and gain possession.
 Key Teaching Points
 Head slightly bent over the ball
 Guide the ball down with one hand
 Follow through straight towards the target

 Handballing
1. In groups of 6, 3 players are defenders, 3 players are
attackers but 1 attacker is trapped
2. Attackers must make 5 handballs in order to free the 3rd
attacker.
3. If the defenders gain possession and make 5 handballs, an
attacker must go into jail
4. Attackers can pass to the person in jail
5. Progress into a game like situation with 3v3 in a small grid
6. Players only have 2 seconds to handball the ball.
 Key Teaching Points
 Ball firmly gripped in the platform hand
 Thumb on the outside of the fist
 The fist hits the bottom of the ball following through
18

 Marking
1. In groups of 6, students line up in a line with 3
students at either end
2. The first student kicks the ball to the student opposite
them and runs to the back of their line
3. The second player kick the ball to the student
opposite them and runs to the end of their line. The
process continues
4. Progress to a game where there are two teams of 6
playing one another
5. Teams must make 6 marks in total in order to score a
point. Students may either handball or kick the ball.
 Key Teaching Points
 Position body to be in line with the flight of the ball
 Elbows tucked in
 Thumbs together creating a ‘W’ formation

 Ball Control  Ball Pick Ups


1. Two groups of 6 are split into two so there are 4 groups
of 3 all at a cone in a square grid
2. Students are to tap the ball on the floor between two
hands, bounce the ball and over-head mark the ball
while running to the opposite cone, then giving the ball
to the next person in line
3. Progress to relay races with varying ball movements.
 Key Teaching Points
 Face the direction that the ball is coming from
 Semi-crouched position with knees bent
 Feet positioned to ensure wide base of support

 Evasion/Dodging
1. Two groups of 6 join together for a game of dodgeball
2. 6 players in their designated zones trying to avoid
being hit by the ball
3. If player is hit they are out, if a team mate marks the
ball, a player that was out is back in
4. Include side stepping and turning for practice
 Key Teaching Points
 Watch the opponent
 Change direction when moving
 Push off the foot that is planted on the ground
19

Week3:

 Activity1  Assessed Game Play


1. Two groups of 6 play a game of handball soccer that is being assessed by 6 other
markers. Markers inform players of the rules and what is being assessed
2. Each team has 1 goal keeper who can stand in the goals and block attackers’ handballs
3. The team with possession of the ball are attackers who try score a goal by passing the
ball around and handballing the ball through the two cones
4. The team that doesn’t have possession are defenders who can try and slow down the
play of the attackers by tagging the player with the ball with two hands
5. If an attacker is tagged with two hands, they have to handball the ball to a team mate
in two steps or the ball will be given to the opposition
6. Variations of the game include having all players touch the ball before being able to
score and all players have to be over the half-way line in order to score.
 Key Teaching Points
 Ball firmly gripped in the platform hand
 Stand side on to the target
 Handballing hand remains in a fist after hitting the ball and rests in the platform
hand
 Eyes focused on the ball
 Bring the ball close to the chest when marking
 Extend arms with hands towards the ball when picking up a dropped ball
 Watch the opponent
 Hold the ball out to the side as the opponent approaches

 Assessing Game Play


1. 1 group of 6 who assess two other groups of 6 playing a game of handball soccer
2. Assessing students address the class informing them of the rules of the game, the space
they have and what they are being assessed on
3. Assessing students divide into small groups of 3 and pick one of the two teams, from
there each assessor picks 2 students from that team to assess
4. Assessors mark students on their defending and attacking abilities, specifically looking
at use of space, positioning, execution and decision making. Each tactical property is
worth 5marks
5. Students are given a subtotal mark out of 20 for offensive and defensive skills.
Combining to create a total of 40 marks.
20

 Activity2  Assessed Drill


1. One group of 6 are perform a drill while being assessed by 6 markers. Markers inform
player how the drill runs and what is being assessed
2. Player1 starts off with the ball and runs to the cone 2 metres in front, bouncing the
ball once
3. Player2 begins to run to the far cone on their right, leading with their right hand and
calling for the ball
4. Player1 kicks the ball towards player2 who is leading towards the far cone
5. Player2 marks the ball near the cone and then jogs to the back of player1’s line while
bouncing the ball
6. Player1 then becomes a kicker and the drill repeats.
7. Variations of the drill include reversing it so that players are using their non-preferred
foot for kicking and non-preferred hand for bouncing the ball.
 Key Teaching Points
 Bounce the ball on an angle, not flat
 Eyes on the ball
 Move towards the ball, meeting it, rather than letting the ball meet the player when
marking
 Palms facing up when marking
 Head slightly bent over the ball when kicking
 Guide the ball down with one hand
 Follow through straight towards the target

 Assessing the Drill


1. One group of 6, assess another group of 6 who perform the drill
2. Markers inform players of how the drill runs and what they will be assessed on
3. Assessors divide into pairs and pick 2 students to assess including 1 other general
student who may not have any AFL associations or background knowledge
4. Assessors are marking students on their ability to prepare, execute and complete a kick,
a handball and a bounce
5. The preparation, execution and completion phases for each skill are worth 6 marks
each. The subtotal mark is out of 18.
6. The total amount of marks is out of 54 for all three individual skills.
21

Modified Game and Rules:

 AFL Touchball
 In general terms AFL touchball is very similar to netball/basketball except that the ball
is passed from one player to another using handball. It can be played indoors or
outdoors. This game can have other modifications included – it is up to you.

 Other aspects of the game to be considered include:


1. Five players on the court.
2. Eight-minute halves, with a one-minute break.
3. Game begins with a jump ball.
4. No tackling, or barging.
5. No running with the ball (indoors).
6. Running with the ball, only one bounce (outdoors).
7. Penalties given for barging, grabbing, pushing, or entering a restricted area.
8. Last team to touch ball prior to it crossing boundary loses possession.
9. Disputed possession of ball – jump ball.
10. Goals can be handball targets – one point for hitting the target, six points if it goes
through the hole – or have a player as a catcher who can run up and down the end
zone and receive a hand pass for the team to score.
11. Minimum number of handballs before you can score.
12. Ball hits the ground – turnover.

 Playing field:
1. A netball or basketball court.
2. 30m x 20m area.

 Equipment:
1. Football
2. Coloured bibs
3. Handball targets
4. Cones
22

 International Rules (Australia vs Ireland)


 In general terms, International Rules is Australian Football with a round ball. All the
key features are basically the same – kicking, handballing, tackling and marking. Tactics
are also similar – centre clearances, forward line set-ups, zone defences and man-on-
man strategies are used. The key differences (other than the round ball) can be
summarised accordingly:

Scoring A cross bar and net are added to the traditional AFL goal posts. A ball kicked or knocked
(not hand passed) into the net scores six points, a ball going above the cross bar is called
an “over” and earns three points, and a behind earns one point. A goal keeper protects
the goal area. Should the ball hit a post and return into play, the ball is still in play.
Teams Sixteen a side on the ground – six defenders, six forwards, three midfielders and the
goalkeeper with 10 interchange players.
Out of Bounds There are no boundary throw ins – a free kick is awarded against the team which last
touched the ball.
Field of Play Normal Australian Football length oval with parallel ‘side lines’ 90 metres apart. Only
two players per team are allowed in the centre square for the start of play and after six-
pointers.
Ball on Ground A player on the ground or on his knees may not pick the ball up – can only knock ball
on.
Solo Run A player is allowed a maximum of two bounces, one every 10 metres, before the ball has
to be played (kicked/hand balled).
Tackling The full tackle (from shoulders to waist) is allowed in International Rules, however,
tackling or slinging by one arm is not allowed.
Bumping Side to side (shoulder) bumps are allowed, however, players cannot be shirt-fronted no
matter where the ball is.
23

Wet Weather Activities:

 Positions
1. The class is split up into pairs or groups of 3
2. Each pair/group will have a laminated A4 sheet with a football oval printed on it and
a stack of cards with position names on them, as well as blue tack
3. Students are given 7 minutes to place the cards in the right spots on the oval
4. Once time is up the correct positions will be discussed as a class
 The point of this activity is to allows students to become familiar with the different
AFL positions and where they play on the oval.

 AFL Quiz
1. The class is split into groups of 4
2. Each group will get an A4 worksheet that contains questions about AFL rules, player
positions and roles and trivia
3. Students are given 10 minutes to answer as many questions as possible
4. Students area allowed to use their electronic devices
5. Once time is up, the answers will be discussed as a class

 AFL Venn Diagram


1. The class is split into groups of 4
2. Each group will get an A3 piece of paper with a blank Venn diagram
3. Students are given 10 minutes to compare and contrast aspects of AFL to any other
sport of their choice
4. Once time is up, each pair must present their findings
24

References:

AFL. (Unknown year of publication). Modified games. Retrieved September 30, 2017, from
http://www.aflcommunityclub.com.au/fileadmin/user_upload/Schools/Modified_Games.pdf

AFL Development Department. (Unknown year of publication). Individual and small group kicking
activities for match day. Retrieved September 26, 2017, from
http://www.aflcommunityclub.com.au/fileadmin/user_upload/Coach_AFL/Drills__Skills_and
_Tactics/Coaching_Tips/Kicking/Kicking_Drills.pdf

AFL Rules. (2017). AFL game rules. Retrieved September 23, 2017, from
http://www.aflrules.com.au/afl-game-rules/

Australian Post. (Unknown year of publication). Australian football player positions. Retrieved
September 24, 2017, from http://auspost.com.au/education/afl/media/pdfs/player-positions-
glossary.pdf

Government of Western Australia Curriculum Council – WACE. (2009). Physical education studies –
support materials for practical examinations – AFL. Retrieved September 27, 2017, from
https://wace1516.scsa.wa.edu.au/__data/assets/pdf_file/0016/131245/Physical_Education_St
udies_practical_examination_support_material_AFL.pdf

Nab Auskick. (2017). Compendium of games. Retrieved September 24, 2017, from
http://www.aflcommunityclub.com.au/fileadmin/user_upload/Coach_AFL/Drills__Skills_and
_Tactics/Skills___Drills/General/Auskick_Compendium_of_Games/Auskick_Compendium_o
f_Games___Activities.pdf

Nab Auskick. (2017). Football skills. Retrieved September 24, 2017, from
http://old.aflauskick.com.au/fileadmin/user_upload/documents/AFL_skills.pdf

Nab Auskick. (2017). Lesson plans – 9 to 10 years old. Retrieved September 24, 2017, from
http://www.aflcommunityclub.com.au/fileadmin/user_upload/Coach_AFL/Drills__Skills_and
_Tactics/Skills___Drills/General/Auskick_Lesson_Plans/Auskick_Lesson_Plans_-
_Age_9_to_10.pdf
25

Nab Auskick. (2017). Lesson plans – 11 to 12 years old. Retrieved September 24, 2017, from
http://www.aflcommunityclub.com.au/fileadmin/user_upload/Coach_AFL/Drills__Skills_and
_Tactics/Skills___Drills/General/Auskick_Lesson_Plans/Auskick_Lesson_Plans_-
_Age_11_to_12.pdf

Sports Plan. (2017). Aussie rules, AFL. Retrieved September 25, 2017, from
https://www.sportplan.net/app/#

United States Australian Football League. (Unknown year of publication). Australian rules football
skills guide. Retrieved September 24, 2017, from
https://womensfooty.com/files/training/skills_guide.pdf

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