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Six Activity Plans www.afl9s.com.au AFL 9s Teacher’s Curriculum Resource Guide www.afl.com.au/ schools
Transcript

Six Activity Plans

www.afl9s.com.au

AFL 9sTeacher’s Curriculum Resource Guide

www.afl.com.au/schools

SESSION 1:HANDBALLING

SESSION 2:KICKING

SESSION 3:MARKING

SESSION 4:DEFENCE

SESSION 5:OFFENCE

SESSION 6:PLAYING

THE GAME

Warm Up- Cross the River

- Introduction to Handballing

Combined with Skill Development: See Below.

- Leader Ball - End Zone - End Zone - Octopus

Skill Development

- Spare Cone Activity

- Figure 8’s

- 3 v 1 Keepings Off

- Kicking Whistle Drill

- Goal Kicking

- Positional Play

- Partner Kicking & Marking

- Stand the Mark

- Team Tag

- 2 v 1 Keepings Off

- Jail Break

- Four Corners

- 4 v 2 Tag

- Jail Break

- Learning the Rules

Play a Game

- Defend the Cone

- 5 Pass Game & Shoot

- Positional Play

- Football Baseball

- Play a Game - AFL 9s - AFL 9s - AFL 9s

Warm Down- Reflection

- Muscle of the Day

- Reflection

- Muscle of the Day

- Reflection

- Muscle of the Day

- Reflection - Reflection

- Reflection

- Muscle of the Day

AFL 9s: Activity Plans

Welcome

www.afl9s.com.auwww.afl.com.au/schools

FOREWORDA critical component of the AFL’s strategy is to enhance the presence of Australia’s Indigenous game in primary and secondary schools by providing opportunities for all students to participate and engage with the game. A key element of achieving this is by providing teachers with engaging and user friendly resources. This curriculum resource guide which has been developed by teachers will provide you with the knowledge and confidence to teach and facilitate the AFL’s newest game. AFL 9s is the perfect game to play at school. The modified rules enable teachers to set up safe, fun competitions for both boys and girls. The game format is versatile in that it can be modified to suit the skill level and confidence of your students and available facilities. Importantly AFL 9s is ideal for students to learn motor and coordination skills while participating in a team sport. AFL 9s can also be easily integrated into lunch time programs, P.E/Sport lessons and House Sport at your school. Some of the features of this resource include:

- Six user friendly Activity Plans based on the major skills needed to play AFL 9s.

- Each Activity Plan provides a variety of activities that you can pick and choose for your program.

- Video Links to how to teach the Skills and Rules of the game.

- Extension Activities: Come Try Day, Gala Day and Match Fixtures.

- Introduction to Stretching: Muscle of the Day.

The AFL 9s teachers curriculum resource guide is an important resource and we wish to continually improve it. We welcome your feedback to [email protected]. Information about other Australian Football Programs and resources can be found on the Coles AFL Schools website www.afl.com.au/schools.

If you require any assistance in relation to AFL 9s or any other Australian Football program or resource please contact AFL Development staff in your respective area.

MARK RIDDIFORD, AFL SCHOOLS & EDUCATION MANAGER

EXTENSION ACTIVITIES: AFL 9S COME & TRY DAY AFL 9S GALA DAY DRAW FOR MATCH FIXTURES

OVERVIEW OF ACTIVITY PLANS:

CLICK HERE: For AFL State School Managers contact details.

www.afl9s.com.au

AFL 9s: Activity Plans

FIELD OF PLAYAn AFL 9s field is rectangular in size and divided into 3 zones, Forward, Midfield and Defensive zones. At the start and restart of play, the 9 players on each team must be divided so that 3 players of each team are in each zone of the field. After each start / restart of play there are no restrictions on player movement around the field.

The playing field can be any size. The largest dimensions allowed in AFL 9s are 1OO metres x 5O metres.

Fields (indoor and outdoor) can be modified to suit player ability. Any playing surface can be used. These include: - Synthetic grass.- Grass.- Indoor soft and hard courts.- Hockey fields.

TEAM SET UP- Divide class into two teams. Nominate three backs, three centres and three forwards

per team per zone.- Forwards should wear an arm / wrist band to identify them.- Interchange players remain behind the boundary line and can replace players on the field

on the coach’s signal.

START & RESTART OF PLAY- The game commences with a ball up.- After a goal, play is restarted in the centre of the field via a ball up.- If a behind (1 point) is scored the ball is required to be kicked back into play from between

the goals by a defender. - For beginners the ball should be balled up in the centre after every point.

OUT OF BOUNDSWhen the ball goes out of bounds (ball completely over the line) by hand or foot, the nearest opponent shall kick the ball back into play.

If there is any doubt as to which team last touched the ball before it went out of bounds, the umpire shall call a ball-up five metres in from the boundary line.

POSSESSIONA player may stay in possession of the ball for a maximum distance of 2O metres involving one bounce unless- the player is touched with one or two hands (touch).- directed to dispose of the football by the umpire.

Note: At primary school level it is recommended that the maximum distance is shortened

GAINING POSSESSION OF THE BALLThere are two clear options for change-over of possession. The playing ability of your players should be the primary consideration when deciding which rule you choose

Advanced level - a turnover occurs when the ball touches the ground as a result of a kick, handball or marking attempt and when the ball goes out of bounds.

Rules & Information

www.afl.com.au/schools

WHAT IS AFL 9S:

AFL 9s is a fast, free-flowing game that involves 9 players on each team playing on a smaller field. Best of all, it’s ‘touch football’ with no tackling or bumping, making it suitable for people of any age or skill level. Importantly, AFL 9s is easy to play, not too physically demanding and provides an environment where fun, enjoyment and safety are a priority.

AFL 9s has many applications in the community, particularly in school and social environments.

Fundamentally, AFL 9s enables people of all ages and ability levels to participate in male, female or mixed competitions.

The game is played between two teams of nine (9) with interchange players. The field has a maximum length of 1OO metres (which can be modified depending on the age and ability level of participants) and is divided into three zones: a mid-zone and two scoring zones.

Teams score by kicking the football into their attacking scoring zone to designated forwards who are the only players permitted to score. A mark is awarded irrespective of the distance the ball has travelled and if the ball hits the ground it is an automatic turnover.

AFL 9s is a semi-contact version of the game which requires players to implement a touch in place of a tackle.

CLICK HERE: Learn the Rules of the Game

Beginner level - Play continues when the ball hits the ground. Players cannot make contact when going for the ball. - At the beginner level players cannot win possession of the ball unless they are standing up.- If the ball goes out of bounds the opposing team gains possession of the ball from where the ball went out.- Players may attempt to intercept the ball in flight, however must not make contact with an opposing player.- A player is not permitted to touch an opponent unless the player is in possession of the ball.- Players are not permitted to dive on the ball; a free kick will be awarded against and player doing so.

BALL TOUCHING THE GROUND (ADVANCED LEVEL)A turnover occurs anytime the ball touches the ground, with possession being given to the opposing team of whoever touched the ball last.The exceptions to this rule are:- From a ball up, this rule does not apply until one team has taken clean possession of the ball. ie. A tap from a ball up can touch the

ground.- If shooting for goal, you can intentionally kick / dribble the ball along the ground. However, should the ball be touched prior to scoring,

the usual turnover of possession will apply.

BALL TOUCHING THE GROUND (BEGINNER LEVEL)A turnover does not occur when the ball touches the ground. Possession goes to the player who picks the ball up first. Players must:- Keep their feet. Players are not permitted to dive on the ball; a free kick will be awarded against and player doing so.- Not permitted to touch an opponent unless the player is in possession of the ball.- No contact with opponents before touching the ball.

BUMPING / TACKLING / BARGINGThere is to be no contact or spoiling, players cannot:- Hold an opponent with their hands.- Knock the ball out of an opponent’s hands.- Push the player in the side.- Steal the ball from another player.- Deliberately bump another player.- Smother an opponent’s kick by trying to block the kicking motion at the point of impact.- Barge, fend off or shepherd opponents.- Touch the ball while another player has possession.

DISPOSSESSING THE PLAYER IN POSSESSIONWhen a player in possession of the ball is touched by an opponent but deemed to have ‘no prior opportunity’, the umpire will call TOUCH and the player must kick or handpass within two steps or two seconds. (This can be extended to 3 steps / 3 metres etc. depending on the ability of your players).

Failure to do so will result in a free kick being awarded to the opposing team.

When a player in possession of the ball is deemed to have had ‘prior opportunity’ to dispose of it when touched by an opposing player, the umpire will award a Free Kick to the opposing team.

BOUNCING THE BALLWhere a player is moving whilst in possession of the ball he / she must bounce the ball or touch it on the ground after ten metres, irrespective of whether such a player is running in a straight line or otherwise.

A player in possession may bounce the ball only once.

He / she must dispose of it by hand or foot and may not touch it again until it has been touched by another player.

AFL 9s: Activity Plans

Rules & Information

www.afl.com.au/schools www.afl9s.com.au

www.afl9s.com.au

AFL 9s: Activity Plans

Rules & Information

DISPOSAL OF THE BALLThe ball must be disposed of by a handball or kick (as per the Laws of Australian Football). Players are not permitted to throw or hand the ball to another player or a free kick will be awarded to the opposing team. A player is not permitted to deliberately kick the ball off the ground.

MARKA mark is taken if, in the opinion of the umpire, a player catches or takes control of the football after it has been kicked by another player irrespective of the distance travelled.- No player (except for the player on the mark) may be closer than 2 metres away in any direction.- It is not a mark if the ball touches the ground or has been touched by another player during the period when the ball was kicked until it

was caught or controlled by the player.- When a player is awarded a mark or free kick an opposing player may stand at the position on the playing surface where the mark or

free kick was awarded known as “the mark.”- There is to be absolutely no contact in a marking contest. The player in the front position has every opportunity to mark the ball.- The player taking the mark will have a reasonable opportunity to dispose of the ball or play on. If he / she delay the umpire will place a

five-second count for play to resume.- The player awarded the mark or free kick must only play on from behind the point of ‘the mark’ except when the umpire pays the

advantage in a free kick situation.

PLAYING ONThe umpire shall call “Play On” in the following:- When a player after taking a mark runs around or over the spot “the mark” where he / she caught the ball.- When a player after a turnover has occurred runs around or over the spot “the mark” where the ball made contact with the ground due

to the turnover.- The ball after being kicked has been touched in transit.

SCORINGOnly forward players can shoot for goal within the forward scoring zone. This can be: - During general play by receiving a kick or handball.- Upon marking the ball and taking a set shot for goal. - A designated forward may kick for goal from a Free Kick (initiating contact, holding the ball etc). but not from a turnover from either

the ball hitting the ground or going out of bounds. To be eligible to shoot from a set shot, the player kicking for goal must be inside the scoring zone.

In mixed competitions, a goal scored by the female forward is worth 9 points

The field umpire will be the sole judge of whether the kick for goal was successful.

THE GAME IS SHORTER & THE GROUND IS SMALLER5

OM

1OOM

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Activity Plan: Session One

HandballingTime: 6O - 75 minutes

WARM UP: CROSS THE RIVERTime: 5 - 1O mins

Cones x 16

Soft Playballs x 4

Whistle

Pairs aim to take the ball from one riverbank to the other by throwing it to each other.Four taggers (to be negotiated)Taggers can only move in a line across the grid

INTRODUCTION TO HANDBALLING:Time: 5 - 1O mins

Discuss the success criteria and demonstrate the correct way to handball.Students get into pairs and handball to each other from 3 metres out, then 5m, then 1Om out as they get more confident at it.

SPARE CONE ACTIVITY

Cones x 24

Footballs x 6

Whistle

Handballing under pressureHandball the lengths, not the diagonalsOpposition in the middleOne spare cone with no playerHandball to your best optionUse the spare cone.

FIGURE 8’s

Cones x 24

Footballs x 6

Whistle

Begin at position 1. Handball the footy and run to the cone you’ve handballed to. Should make a figure 8 shape by doing this.

3 v 1 KEEPINGS OFF

Extension Activity for students who demonstrate good technique with handballing. Starts with 1 defender and 3 attackers. The aim is to get attacking players to move into space to avoid the defender. Regularly change who the defender is.

SKILL DEVELOPMENT: Time: 25 mins

Taggers Pair with the ball

15M

3OM

1.

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LEARNING INTENTION: Students will learn the correct grip and technique needed to handball a football to a partner.

SUCCESS CRITERIA:Teaching points for handballing:1. The ball must be gripped firmly with

the platform hand and hit with a clenched fist.

2. The punching fist is formed by placing the thumb outside, not inside the fingers.

3. The stance is nearly side on to allow the punching arm to swing through freely. Knees slightly bent to maintain balance.

CLICK HERE: Learn how to Handball

www.afl9s.com.au

REFLECTION: WARM DOWNTime: 5 mins

Ask students what they learnt today and get 2 students to demonstrate the skill. Critique the students on what they did well or need to improve on or if they met the success criteria.

‘MUSCLE OF THE DAY’ - SHOULDERS 2 - 3 stretches focusing on this area (Two students can lead this)Pre-game and training stretches involve completing three sets of each stretch and holding each for 1O seconds.

GAME SENSE: DEFEND THE CONETime: 5 - 1O mins

Cones x 18

Footballs x 3

Whistle

Starts in the middle of the court with attacking team progressing towards their cone.Students need to take up to 4 steps then handball to another team member.Aim is to handball and hit the cone.No player in the zone around the cone.When defenders gain possession, they become attackers.

FOCUS QUESTIONS:- Is it better to run and carry the ball or deliver the ball immediately?- Where can you position yourself to be a benefit to the team?- Where can you run to assist your team in scoring by hitting the cone?

Team 1 Team 2

PLAY A GAME: 5 PASS GAME & SHOOT Time: 15 mins

Section out a ‘grid area’ in front of the goal square, at least 1Om out. Teams are made of 5 players. Players must complete a set number of passes inside the zone before handballing through the goals. If the ball is intercepted, the team must start back at zero.Other points of interest - good communication skills and movement

Variations:Play the 5 pass game and shoot as a 3 v 2 game to give one side an advantage. Substitute goals for large garbage bins or hoops on stands.

STA

RT

Cones x 16 Footballs x 2 Whistle

Activity Plan: Session One

HandballingTime: 6O - 75 minutes

Team 1 Team 2

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Activity Plan: Session Two

WARM UP: (2 x ACTIVITIES)Time: 25 mins

ACTIVITY 1: KICKING WHISTLE DRILLIn pairs players kick the ball to each other until the helper coach blows the whistle. Players stop immediately and look at the coach.

ACTIVITY 2: GOALKICKINGIn pairs, players face their partner on the opposite side of the goals. Using their partner as a target, each player takes a set shot for goal. Players have an equal number of shots and move around to the cones set out at various angles anddistances.

FOCUS QUESTIONS:- What are the important aspects of kicking for goal?- Why have we put your partner behind the goals?- It is important for you to have a routine when kicking for goal.- What is your routine?

TEACHING POINTS:- Choose a target behind the goals (partner).- Run straight towards the target (square shoulders towards the target).- Follow through with your kicking leg towards the target.

ACTIVITY 1:

ACTIVITY 2:

GAME SENSE: POSITIONAL PLAYTime: 15 mins

Form two teams of nine. The aim is to transfer the ball through all sections of the AFL 9s pitch to the other end. If a team transfers the ball to the other end without dropping the ball, they may kick the ball in the direction of the bin, endeavoring to land the ball in the bin.There are three players from each team in each section of the pitch making a total of six players in each section.At first the players are to remain stationary in their section, and when the group feels confident, they may move around.

Cones x 12 Coach x 1

Footballs x 6 Players x 12

Whistle x 1

Cones x 8 Bins x 2

Footballs x 2 Coach x 1

Whistle x 1 Players x 18

Team 1 Team 2

CENTRES FORWARDSBACKS

SCORING: Each chest mark = 2pts Each overhead mark = 5pts Hit the bin with the ball = 5pts Kicking the ball in the bin = 1Opts

KickingTime: 65 minutes

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LEARNING INTENTION: To be able to kick a drop punt.

SUCCESS CRITERIA: Teaching points for kicking:1. Line up the ball with your target. 2. Have your head bent slightly over

the ball.3. Hold the ball over the thigh of the

kicking leg.4. Guide the ball down with one hand.5. Point your toes at your target -

watch the ball hit the foot.6. Follow through straight towards the

target.

CLICK HERE: Learn how to Kick

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REFLECTION: WARM DOWNTime: 5 mins

Revisit the success criteria (teaching points of kicking) and then decide whether the learning intention was accomplished.

‘MUSCLE OF THE DAY’ - HAMSTRINGS 2 - 3 stretches focusing on this area (Two students can lead this)Pre-game and training stretches involve completing three sets of each stretch and holding each for 1O seconds.

Team 2

PLAY A GAME: FOOTBALL BASEBALL Time: 2O mins

- Two teams with even numbers.- Batter kicks the football into the diamond from home plate.- The fielding team gathers the ball and must either kick or handball

the ball between the fielding team players to either a base (1st, 2nd and 3rd) or home plate before the batter (kicker) arrives at the base.

- You can play 3 out, all out or bat the entire team, then change over.

Activity Plan: Session Two

Team 1 Team 2

1ST3RD

H.

2ND

KickingTime: 65 minutes

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Activity Plan: Session Three

MarkingTime: 75 minutes

WARM UP: LEADER BALLTime: 5 mins

A leader is chosen with a group set up about 1Om behind a marker. Players run towards the leader and:1. Grabs the ball out of the leaders hands who is holding the ball up above the players head.2. Marks the ball from the leader who throws the ball-up above the players head.The player takes the ball and handballs it back to the leader before returning to the back of the line.

Note: This activity may be practised with the player on their back, dropping the ball above their head, then to the left and right hand side of their head.A soft ball may be used first as some children are scared that the football may hurt or hit them in the head.

SKILL DEVELOPMENT: Time: 5O mins

ACTIVITY 1: POSITIONAL PLAY Time: 2O minsForm two teams of nine. The aim is to transfer the ball through all sections of the AFL 9s pitch to the other end. If a team transfers the ball to the other end without dropping the ball, they may kick the ball in the direction of the bin, endeavoring to land the ball in the bin.There are three players from each team in each section of the pitch making a total of six players in each section.At first the players are to remain stationary in their section, and when the group feels confident, they may move around.

Cones x 8 Bins x 2

Footballs x 2 Coach x 1

Whistle x 1 Players x 18

Team 1 Team 2

CENTRES FORWARDSBACKS

SCORING: Each chest mark = 2pts Each overhead mark = 5pts Hit the bin with the ball = 5pts Kicking the ball in the bin = 1Opts

Cones x 12 Footballs x 6 Whistle Coach x 1 Players x 12

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LEARNING INTENTION: To be able to take a chest-mark and an overhead mark.

SUCCESS CRITERIA:Teaching points of a Chest Mark:1. The fingers should be outstretched,

pointing towards the ball. 2. The arms must be extended - ‘long

arms and palms up, elbows tucked in.3. The ball is taken on hands and arms

and guided to the chest.Teaching points of an Overhead Mark:1 . Jump off one foot and swing the other

knee up to gain maximum height.2. Fingers are outstretched and

thumbs are almost together making a ‘W’ with your hands.

3. The thumbs are positioned behind the ball.

4. The ball is met slightly in front of the head with arms extended ‘long arms’. It should be firmly gripped in the fingers.

CLICK HERE: Learn how to Mark

www.afl9s.com.au

Team 2

SKILL DEVELOPMENT: (CONTINUED...)

ACTIVITY 2: PARTNER KICKING & MARKING Time: 2O mins (Players x 12)

In pairs, players kick the ball to each other gradually increasing the intensity and distance of the kick. Players should “track” the ball by watching the ball from the kicker’s foot in to their hands.

Extension activity: Once players are 2Om apart, the kicker should attempt to put the ball in the air for their partner to mark overhead.

Activity Plan: Session Three

MarkingTime: 75 minutes

PLAY A GAME: Time: 15 mins

- Players should stay in position.- All players to experience playing in different positions through

regular rotations.- A player in possession of the ball must bounce it at least once

every 10m (maximum of one bounce).- Tackling: tagging only.- Bumping is not allowed.- Before you start the game give players a few minutes to decide

how their team will play the game (eg. Go straight down the middle, use the space, kick long to the best option, use handball to run the ball etc).

FOCUS QUESTIONS:- Did we stick to our game plan?- What do we need to change for the second half / next game?- What is our team doing well? - What do we need to improve on?

Cones x 12 Footballs x 6 Whistle Coach x 1

FOCUS QUESTIONS:- How can you adjust your kick to make sure the ball goes in the air?- How do you adjust your marking to mark the ball over your head?- Where do you aim to take (mark) the ball?

TEACHING POINTS: - Marking: Refer to lesson teaching points.- Kicking: Be balanced when kicking (Take at least three to five steps).- Run in the direction the ball is to be kicked.- Aim to kick in front of the leading player.

REFLECTION: WARM DOWNTime: 5 mins

Revisit the success criteria (teaching points of kicking) and then decide whether the learning intention was accomplished.

‘MUSCLE OF THE DAY’ – QUADRICEPS

2-3 stretches focusing on this area (Two students can lead this)Pre-game and training stretches involve completing three sets of each stretch and holding each for 1O seconds.

ACTIVITY 3: STAND THE MARK Time: 1O mins (Players x 24)

Player A kicks to a marking contest between players B & C. Players B & C aim to mark the ball overhead at its highest point. When the ball is marked , the opposing player stands the mark, while the player who has taken the mark pushes back off the mark before kicking back to player A. If the ball is not marked, the player who gains possession when the ball hits the ground pushes back off the mark. Players swap roles after each contest.

FOCUS QUESTIONS:- Why is it important to push back off the mark?

TEACHING POINTS: (PUSHING BACK OFF THE MARK)- Push back quickly. - Keep facing the play.- Push back far enough to kick over the mark or to safely play on.

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LEARNING INTENTION: We are learning to (WALT) apply defending skills in games

SUCCESS CRITERIA: 1. Gaining possession.2. Knowing when to cover space

(zone defence).3. Knowing when to ‘man-up.’4. Knowing when to intercept the ball.

CLICK HERE: Learn Defence

Activity Plan: Session Four

Defence ActivitiesTime: 6O minutes

WARM UP: END ZONETime: 5 mins

Score by handpassing the football to any team-mate in the end zone. Anyone is allowed to enter the end zone. Students can run with the ball, but if touched, must stop and pass. Record the number of turnovers.

Cones Footballs x 1

FOCUS QUESTIONS:- When should you pass? - How should you pass? - Where should you move if not in possession of the ball?

GAME SENSE: (3 x ACTIVITIES) Time: 35 mins

ACTIVITY 1: TEAM TAG

Cones x 4 per group Footballs x 1 per group

ACTIVITY 2: 2 v 1 KEEPINGS OFF (GROUPS OF THREE)

Using a football, the two attackers try to keep the ball away from the defender in a small square - 1Ox1O. Swap roles every minute.

FOCUS QUESTIONS:- What is the best way for the defender to create a turnover? (Press up on the ball carrier).- Where is the defender looking - at the ball carrier or the other player?- How should the defender position themselves?

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5 v 5 games in approximately 1Ox1O mt area. One team begins with the ball for 2 mins and attempt to tag opposition as many times as possible. They can handpass from one team member to another. A point for every tag. However, the team without the ball may choose to intercept the ball once the ball is in the air. If intercepted, that team scores a point. Swap roles after two minutes.

FOCUS QUESTIONS:- Is the team with the ball trying to create space or deny space? (Deny space - so, this team is acting like the defensive team).- When should you attempt to intercept? (When you think you can get the ball).

Cones x 4 per group Footballs x 1 per group

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Bibs

Activity Plan: Session Four

Defence ActivitiesTime: 6O minutes

PLAY A GAME: AFL 9sTime: 15 mins

Divide class into 3 teams - mini round robin. 5 mins per game.Team that has a bye could take on administrative roles; ie: 2 goal umpires, 2 field umpires, 2 boundary umpies, 2 scorers, timekeeper.

REFLECTION: WARM DOWNTime: 5 mins

Revisit the success criteria (teaching points of defence) and then decide whether the learning intention was accomplished.

‘MUSCLE OF THE DAY’ – BACK ROTATION STRETCHTeaching PointsStand upright with your arms folded across your chestRotate your shoulders around to one side Hold for between 1O and 3O seconds VariationsPerform seated on a chair and gripping the backrest

Useful Resources for Extension:1. Developing Game Sense Through Tactical Learning -

Ray Breed & Michael Spittle.2. Developing Game Sense in AFL Footballers - Shane Pill.

Cones x 8 Footballs x 1 Whistle Bibs for each teamStopwatch Scoreboard

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ACTIVITY 3: JAIL BREAK – DEFENCE FOCUS

Teams of 6 v 6. Mark out a square (1Ox1O) with another 3 metres outside of it. One team are the defenders, the other the attackers. Swap after 2 mins. Defenders can move anywhere in the outer square, but not in the inner square. Attacking team must pass the football around or run with the football until they can run the ball through the outer square, without being tagged by a defender and place on the ground. After a score, or if a tag is made, return to inner square and begin again.

Cones x 8 per group Footballs x 1 per group

FOCUS QUESTIONS:- Why is it important for the defenders to identify space? - Defenders - how do you work together in order to prevent space for the attacking team (communication).- What type of defence is this called (Zone) Why? (Guarding an area or space, rather than a direct opponent).

Bibs x 6 per group (Defenders)

ACTIVITY 2: 2 v 1 KEEPINGS OFF (GROUPS OF THREE) (CONTINUED...)

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Note: For Rules & Information please refer to page 3 of this guide.

Offence ActivitiesTime: 6O minutes

Activity Plan: Session Five

WARM UP: END ZONETime: 5 mins

Score by handpassing the football to any team-mate in the end zone. Anyone is allowed to enter the end zone. Students can run with the ball, but if touched, must stop and pass. Record the number of turnovers.

FOCUS QUESTIONS:- How many turnovers? - Why so many turnovers? - Any problems with tactics? - How could you improve?

GAME SENSE: (3 x ACTIVITIES) Time: 35 mins

Cones x 4 per group Footballs x 1 per group

FOCUS QUESTIONS:- When should you pass? How should you pass? - Where should you move if not in possession of the ball?

FOCUS QUESTIONS:- When should you pass the ball? (Draw the defender).- Do you need to run with the ball? - What is the best way for attackers without the ball to find space?

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Cones x 4 Footballs x 1 per group

END ZONE

END ZONE

END ZONE

END ZONE

Cones x 4 per group Footballs x 1 per group

Bibs x 2 per group (Defenders)

ACTIVITY 1: FOUR CORNERS ACTIVITY 2: 4 v 2 TAG

Groups of four. Three attackers start on a cone each - one corner is vacant. One defender in the middle. The aim is for the three attackers to keep the ball off the defender, who attempts to cut off the pass. The ball cannot be passed diagonally. After each pass, an attacker should run to the vacant corner, giving the passer two options. The ball is passed to the cone, not in between.

In groups of six, have four attackers and two defenders in a 1Ox1Om square. The attacking team has 1 minute and may run or handpass the ball. The aim of the defenders is to tag the ball carrier to score a point. Rotate roles after 1 minute.

LEARNING INTENTION: We are learning to (WALT) apply attacking skills in games

SUCCESS CRITERIA:1. Keeping possession2. Knowing when to pass3. Knowing where to pass4. Knowing where to run5. Identifying and using space

CLICK HERE: Learn Offence

www.afl9s.com.au

ACTIVITY 3: JAIL BREAK – OFFENCE FOCUS

Cones x 8 per group Footballs x 1 per group

FOCUS QUESTIONS- How did you decide whether to run with the ball or pass it? - Was it better to move the ball quickly or slowly? Why? - How did you create the gap in the defenders square?

Bibs x 6 per group (Defenders)

Activity Plan: Session Five

Offence ActivitiesTime: 6O minutes

PLAY A GAME: AFL 9sTime: 15 mins

Divide class into 3 teams - mini round robin. 5 mins per game.Team that has a bye could take on administrative roles; ie: 2 goal umpires, 2 field umpires, 2 scorers, timekeeper.

REFLECTION: WARM DOWNTime: 5 mins

Revisit the success criteria (teaching points of defence) and then decide whether the learning intention was accomplished.

‘MUSCLE OF THE DAY’ – LOWER BACK STRETCHTeaching PointsLay on the floor on your back.Bring your knees up to your chest and use your arms to pull them in further.Hold for between 1O and 3O seconds. VariationsPerform one leg at a time. Add internal rotation to further stretch gluteus muscles.

Useful Resources for Extension:1. Developing Game Sense Through Tactical Learning - Ray Breed & Michael Spittle.2. Developing Game Sense in AFL Footballers - Shane Pill.

Cones x 8 Footballs x 1 Whistle Stopwatch

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Teams of 6 v 6. Mark out a square (1Ox1O) with another 3 metres outside of it. One team are the defenders, the other the attackers. Swap after 2 mins. Defenders can move anywhere in the outer square, but not in the inner square. Attacking team must pass the football around or run with the football until they can run the ball through the outer square, without being tagged by a defender and place on the ground. After a score, or if a tag is made, return to inner square and begin again.

THIS SIDE OUT OF PLAY

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Bibs for each team Scoreboard

Note: For Rules & Information please refer to page 3 of this guide.

Playing the GameTime: 65 minutes

Activity Plan: Session Six

WARM UP: OCTOPUSTime: 1O mins

- Students line up at one end with tags.- One person is in the middle who is the tagger.- When called students must run to other end without being touched.- Students must stay inside the designated area. If the run outside they become a tagger.- If the tagger gets the students tag, they become a tagger.- Once all players have made it to the other side all new taggers go to the middle. This

continues till one person is left.- No contact. Any player who is tackled remains in.- No contact can be made on the tagger either. Any runner who uses contact to avoid their

tag being removed is out and becomes a tagger.

Note: Can be played without tags. (Simply use touch).

Cones x 4 Whistle Coach x 1 Players x 18+ Bibs x 1 per player

FOCUS QUESTIONS:- How do we tag the opposition?- What are some strategies we use to help us tag?- How do we avoid the tag?(find space)

PLAYING THE GAME (LEARNING THE RULES):Time: 5 mins

Refer to the AFL 9s rules in the Introduction section- Explain the rules to the students. - Divide class into two teams. Nominate three backs, three centres and three forwards per team per zone. - Show students where designated zones are and rules for each zone.- Walk through game situations. Start by giving examples of what can and can’t be done. - Play for a short period 3-5 mins. - Stop and identify key rules as they happen.

Note: Once players can identify all the rules you are ready to start.

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LEARNING INTENTION: For students to play the game of AFL 9s

SUCCESS CRITERIA:1. Students understand the designated

zones2. Students understand the key

concepts of AFL 9s3. Students utilise effective teamwork

and team skills during the game

KEY CONCEPTS/UNDERSTANDING- Players in two teams attempt to

score by kicking a football through the centre goal posts from within their scoring zone.

- Between the centre post is worth six, between the outer posts is worth 1.

- Defenders attempt to tag the player with the ball. No contact is allowed.

- Play with two teams of nine players, plus unlimited interchange players.

- Only forwards can score

CLICK HERE: Learn the Game

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Activity Plan: Session Six

Playing the GameTime: 65 minutes

PLAYING THE GAME (LEARNING THE RULES): (CONTINUED...)Time: 1O mins

Cones x 8 Whistle Players x 24 Bibs x 12 per team

FOCUS QUESTIONS:- How many in each zone?- Who can score a goal?- How do we get the ball off the opposition?- What are the main rules?- Where do we stand at the start of the

game or when the ball is turned over?

TEACHING POINTS:- Forwards wear something to identify

them. Explain that they are the only player that can score.

- Players must be in their designated zones (three players per zone) at the start of the match and when a goal has been scored.

- Players can only tag - no tackle.- Explain how a turnover occurs.Footballs x 1

GAME TIME:Time: 4 x 6 minute quarters. 6 min half time break

Divide class into two teams. Nominate three backs, three centres and three forwards per team per zone. Have 3 interchange players who can come on after any score.

Important for all players to play in each zone. Playing 4 x 6 minute quarters offers the opportunity to rotate every player in each position.

Begin play in the centre zone with a ball-up between two centres, who:

- Attempt to tap the ball to a team-mate (no run-up allowed).

- The team in possession of the ball attempts to progress the ball towards the forwards’ zone by either a handball or a kick, or by running and bouncing the ball once only.

- The ball cannot be kicked from the back zone directly into the forward zone.

- If tagged in possession of the ball, the player must hand the ball over to the opposition player who made the tag.

- If, in the umpire’s opinion, a player has not had an opportunity to dispose of the ball before being tagged, the umpire can call ‘play on’ and the player may have two steps or two seconds to dispose of the ball to a team-mate.

- If the ball touches the ground, Beginner: the umpire can call ‘play on’ Advanced: Turnover

- A player is not permitted to deliberately kick the ball off the ground.

- After a goal, play is restarted in the centre of the field via a ball-up.

Cones x 8 Whistle Players x 24

FOCUS QUESTIONS:Get students to identify tactics they could use for the following:- Moving the ball.- Defending.- Kicking for goal.- Finding the forward.- Playing as a team.

Asks students to identify what aspects of team play they could better utilise- Communication.- Encouragement.- Passing.- Protecting their team mate using non contact tactics.

Footballs x 1

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Bibs x 12 per team

Playing the GameTime: 65 minutes

Activity Plan: Session Six

REFLECTION: WARM DOWNTime: 1O mins

- Revisit the rules of AFL 9s.- Ask students to give you 3 tactics they could use next time they play the game.- What did we do well? How can we improve next time?

‘MUSCLE OF THE DAY’ - QUADRICEPS

2-3 stretches focusing on this area (Two students can lead this)Pre-game and training stretches involve completing three sets of each stretch and holding each for 1O seconds.

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AFL 9s COMPETITION: Now that your students understand the rules of AFL 9s develop a Team Competition. Using the fixtures attached create a league of between 4-8 teams that play over a 5 week periodWeek 1 - 4 round robinsWeek 5 Finals

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LEARNING INTENTION: - Pre 5 week program: To introduce the

game of AFL 9s to students through a come and try day

- Post 5 week program: Students to practise all the various skills they have learnt during the AFL 9s program

SUCCESS CRITERIA:Students are exposed to various skills of Australian Rules football:- Kicking- Handballing- Marking- Bouncing- Evasive Skills (baulk, blind turn)- Goal KickingNote: Make all activities fun and fast paced. Encourage lots of touches of the ball and variety

USEFUL WEBLINKS: AFL AuskickAFL CommunityAFL SchoolsCoach AFLCoach Assist

Extension Activity: Session One

AFL 9s Come & Try DayTime: 65 - 7O minutes

NO ORGANISED WARM UP. USE YOUR WARM UP TIME TO ORGANISE STUDENTS: TIme: 5 - 1O mins

Organisation- Split students into even numbers.- Students line up behind each cone.- Number each cone. Each number will correspond to an activity. The group behind that

cone will start at that activity.

The session is designed for 6O students (1O per group)- For smaller numbers remove rotations.- These will work for up to 16 per group. Optimum number is between 8 and 14.

These activities do not require an oval. Please utilise a space that suits your school such as basketball courts, soccer or hockey fields or tiger turf.

Cones x 6

ACTIVITY ROTATION Time: 6O mins (Each rotation should run for 8 - 9 mins with 1 - 2 mins for change over)

A teacher or advanced student should manage every station

Variation: These activities are designed for ages 1O-18. To increase the challenge for advanced students select groups where they are against other advanced kids

Remedial: Simplify activities and utilise activities from any of the other weekly sessions that promote those skills

Note: This is just an example. Any activities will be suitable as long as they are fun and fast paced and promote the following skills. Variety of skills is important.

COME & TRY DAY: GROUND SET UP

- STATION 1: Relay Races

- STATION 2: Different Kicks

- STATION 3: Football Volley Ball

- STATION 4: Find the Queen

- STATION 5: Rioli Magic

- STATION 6: Goal Kicking Frenzy

1 6

2

3

4

5Note: Please modify to suit your space.

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Extension Activity: Session Two

STATION 1: RELAY RACESDevelopment focus - Picking the ball up.- Bouncing.- Teamwork.- Agility.

RulesChildren line up behind first cone. Run in and out of cones. Once out they complete different skill (as shown) they run straight past the cones and tag the next person. Once a player has completed their leg, get them to sit behind the cone. The first team to have all players finished the course and seated behind the cones is the winner.

STATION 2: DIFFERENT KICKS

Aim of the StationTo practice all the different kicking skills in our game

Development focus- Snaps.- Bananas.- Drop punts / Torpedos.

Guidelines- Players have shots for goal using 3 different kicking techniques.- Start by teaching each kick.- They can move from station to station and practise their different types.- Get the players to tally their total goals.

AFL 9s Gala Day

STATION 3: FOOTBALL VOLLEYBALL

Development focus - Marking. - Kicking.- Team-work. - Hand balling.

Rules- Each team has even numbers.- Players can stand anywhere they like inside the boundary on their side.- No players can stand in the dead zone.- A player kicks from the serve area. The ball must go past the

dead zone and land in the safe zone. - Any kick that fails to land in the opposition area results in a point

to the opposition.- The opposition team must mark the ball to keep it alive.

- If no players successfully mark the ball or it lands untouched in the safe zone then serving team wins a point.

- If marked the receiving team must handball at least 2 times and no more than 4 before the ball is kicked.

- If when handballing, the ball is dropped or the player misses the target leading to the ball hitting the ground, the opposition team wins a point.

- Once 2 handballs are completed the team in possession must kick the ball back to their opposition team. The ball must go past the dead zone and land in the safe zone. Any kick that fails to land in the opposition area results in a point to the opposition.

- The opposition team must mark the ball to keep it alive. This continues until the ball goes out of bounds or lands in the safe zone.

- The team that wins the point serves next.

Race 1: Pick the ball up, run around the cones, place the ball back on the ground.

Race 2: Pick the ball up, bounce, run around cones, bounce again, place ball back on ground

Race 3: Pick the ball up, tap along ground around and back, place ball back on ground

BANANAS

SNAPS

DROP PUNTS / TORPEDOS

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EXTENSION ACTIVITY: GALA DAY The AFL 9s Gala Day is a fun day that encourages students to test their skills against teams within their school or against teams from other schools. The Gala Day can take two forms: an Interschool AFL 9s Round Robin or a fun activity day as presented here. It is up to you.

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STATION 4: FIND THE QUEEN

Aim of the StationTo get the ball to your player on the cone

Development focus - Handball - Voice-communication- Team-work - Running with-out the ball

Rules- Players move the ball via handball.- A point is scored when the player in the designated area marks

the ball. The player inside that area can move anywhere in their designated space but cannot leave that area .

- A turnover results from an opposition player marking the ball or the ball hitting the ground.

- No tackling or bumping. This is non-contact. - Players can take 3-7 steps then must get rid of the ball (vary

depending on skill level of players).- Players have 3-5 seconds to dispose of the ball (vary depending

on skill level of players).- At no point can the ball or a player with the ball leave the square.

Turnover results if they do.- No player can go within the circle around the player on the cone.

If an opponent does this results in an uncontested penalty.- If a team scores the other team starts with the ball in the middle.

Each team must start in their half.

Extension Activity: Session Two

STATION 3: FOOTBALL VOLLEYBALL (CONTINUED...)

AFL 9s Gala Day

SERVICE AREA

SERVICE AREA

DEA

D Z

ONE

SA

FE

ZONE S

AFE Z

ONE

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STATION 5: RIOLI MAGICAim of the StationTo practise all the unique skills that makes our game great

Development focus- High marking. - Baulking.- Blind turn. - Handball. - Tackling.

Guidelines- Players line up behind the cone.- They will run to each station and complete each skill on the way

around.- Cone 1: High mark. They can jump into the tackle ruck. The ball can

be thrown to them or held depending on player’s skill level. Once they have the ball in their possession move on to the next cone.

- Cone 2: Baulk the stationary pole-person.- Cone 3: Blind turn around stationary pole-person.- Cone 4: Handball at handball target.- Cone 5: Ground dribble around markers.- Once the player has tackled the bag, they collect the ball from

their shot at the handball target and return the ball (around the outside) to cone 1 and rejoin the line.

AFL 9s Gala Day

Extension Activity: Session Two

STATION 6: GOAL KICKING FRENZY

Aim of the StationTo kick a goal before your opponent

Development focus- Goal kicking - Picking up ball - Acceleration

Rules- Teams line up between the cones. Each player receives a

number. Players must stay between cones and in designated position until called.

- Coach’s discretion on how players start. Suggestions include : lying on stomach, lying on back, on hands and knees, push ups or sit ups.

- 2 balls are placed between the two lines of players. Balls can be placed anywhere as long as it is even for both teams.

- Coach will call a number. That number from each team runs and picks up ball and must kick the goal before opposition.

- If a player misses they must retrieve the ball and return to the kicking station and shoot from there. This continues until a player scores.

- Player that wins scores a point for their team.

KICKING STATION

1

2

3

4

5

1

2

3

4

5

START

DRIBBLE

HANDBALL AT TARGETBAULK

BLIND TURN

SPECKY

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Extension Activity: Resource Plans

Draw for Match Fixtures

DRAW FOR 3 OR 4 TEAMSVenue 1 Venue 2

Round 1 1 v 2 4 v 3Round 2 3 v 1 4 v 2Round 3 1 v 4 3 v 2DRAW FOR 5 OR 6 TEAMS

Venue 1 Venue 2 Venue 3Round 1 1 v 6 2 v 5 3 v 4Round 2 3 v 1 4 v 2 5 v 6Round 3 1 v 5 6 v 4 2 v 3Round 4 2 v 1 3 v 6 4 v 5Round 5 1 v 4 5 v 3 6 v 2DRAW FOR 7 OR 8 TEAMS

Venue 1 Venue 2 Venue 3 Venue 4Round 1 8 v 1 2 v 7 3 v 6 4 v 5Round 2 1 v 4 5 v 3 6 v 2 7 v 8Round 3 7 v 1 8 v 6 2 v 5 3 v 4Round 4 1 v 3 4 v 2 5 v 8 6 v 7Round 5 6 v 1 7 v 5 8 v 4 2 v 3Round 6 1 v 2 3 v 8 4 v 7 5 v 6Round 7 5 v 1 6 v 4 7 v 3 8 v 2DRAW FOR 9 OR 1O TEAMS

Venue 1 Venue 2 Venue 3 Venue 4 Venue 5Round 1 1 v 1O 2 v 9 3 v 8 4 v 7 5 v 6Round 2 5 v 1 6 v 4 7 v 3 8 v 2 9 v 1ORound 3 1 v 9 1O v 8 2 v 7 3 v 6 4 v 5Round 4 4 v 1 5 v 3 6 v 2 7 v 1O 8 v 9Round 5 1 v 8 9 v 7 1O v 6 2 v 5 3 v 4Round 6 3 v 1 4 v 2 5 v 1O 6 v 9 7 v 8Round 7 1 v 7 8 v 6 9 v 5 1O v 4 2 v 3Round 8 2 v 1 3 v 1O 4 v 9 5 v 8 6 v 7Round 9 1 v 6 7 v 5 89 v 4 9 v 3 1O v 2DRAW FOR 11 OR 12 TEAMS

Venue 1 Venue 2 Venue 3 Venue 4 Venue 5 Venue 6Round 1 12. v 1 2 v 11 3 v 1O 4 v 9 5 v 8 6 v 7Round 2 1 v 6 7 v 5 8 v 4 9 v 3 1O v 2 11 v 12Round 3 11 v 1 12 v 1O 2 v 9 3 v 8 4 v 7 5 v 6Round 4 1 v 5 6 v 4 7 v 3 8 v 2 9 v 12 1O v 11Round 5 1O v 1 11 v 9 12 v 8 2 v 7 3 v 6 4 v 5Round 6 1 v 4 5 v 3 6 v 2 7 v 12 8 v 11 9 v 1ORound 7 9 v 1 1O v 8 11 v 7 12 v 6 2 v 5 3 v 4Round 8 1 v 3 4 v 2 5 v 12 6 v 11 7 v 1O 8 v 9Round 9 8 v 1 9 v 7 1O v 6 11 v 5 12 v 4 2 v 3Round 1O 1 v 2 3 v 12 4 v 11 5 v 1O 6 v 9 7 v 8Round 11 7 v 1 8 v 6 9 v 5 1O v 4 11 v 3 12 v 2

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Six Activity Plans

AFL 9sTeacher’s Curriculum Resource Guide

ACKNOWLEDGMENTSAFL 9s Teacher Working Team: Rebecca Taylor, Michael Smethurst, Jason Kenny, Aaron Bailey, Trevor Robertson - AFL Victoria Schools Development Manager, Mark Riddiford - AFL Schools and Education Manager.

Technical Support: Rhy Gieschen - AFL Victoria AFL 9s Participation Programs Manager.

Editing: Anthony Stanguts - AFL Victoria Media & Communication Manager, Steve Teakel - AFL Victoria Coaching Development Manager.

Design: Chris Downey - Red Onion Creative, The Adcell Group: www.adcellgroup.com.au.

Reference List: Developing Game Sense in AFL Footballers - Shane Pill, Developing Game Sense Through Tactical Learning - Ray Breed and Michael Spittle, AFL 9s Booklet and Website: afl9s.com.au, AFL Junior Coaching Manual, AFL Community Website: aflcommunity.com.au, Active After Schools Communities: Playing for Life - AFL 9s, AFL 9s Website: afl9s.com.au, NAB AFL Auskick Lesson Plans Website: aflauskick.com.au.

www.afl.com.au/schools www.afl9s.com.au


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