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INTRODUCTION These cards have been produced to support returning and new players to the game of rugby union, developing the skills required and physically preparing them for the challenges contact rugby brings through appropriate games and constrained practices. They are not designed to tell you how or what to coach but to consider what games will support a player to re- develop or develop the skills required playing contact rugby. Research confirms the obvious—that sustained participation in sport is related to an on-going positive experience, which includes having fun, improving skills, and having positive interactions with peers. The aim is to retain more players and support those coming back by focusing the sessions on these core areas. The cards are broken into four key areas; Environment, Games, Skills and Technical. All players should be encouraged to try different roles during the sessions. A high priority has been placed on developing confidence in contact. The overriding principle should be “Game Based” development. In a Game-Based approach, the process is to structure a progression of situations to develop the competency of playing rugby. Players are encouraged to “give it a go” by making tactical decisions and learning technical skills as solutions to solve problems on the pitch rather than in isolation. Technical skills are learned in the context of playing. The term "Game Based" however, doesn't mean that sessions involve players just playing rugby games, which would allow the skills and situations players need to master to occur randomly. With any skill, it is often easier to learn if it is broken down into manageable parts. This is true for tactical skills as well as technical. Sessions should be no longer than an hour. REMEMBER
Transcript
Page 1: s3-eu-west-1.amazonaws.com · Web view• Score within a set number of passes • Decrease (increases challenge) or Increase (reduces the challenge) width of the pitch End Ball •

INTRODUCTION

These cards have been produced to support returning and new players to the game of rugby union, developing the skills required and physically preparing them for the challenges contact rugby brings through appropriate games and constrained practices. They are not designed to tell you how or what to coach but to consider what games will support a player to re-develop or develop the skills required playing contact rugby.

Research confirms the obvious—that sustained participation in sport is related to an on-going positive experience, which includes having fun, improving skills, and having positive interactions with peers. The aim is to retain more players and support those coming back by focusing the sessions on these core areas.

The cards are broken into four key areas; Environment, Games, Skills and Technical. All players should be encouraged to try different roles during the sessions. A high priority has been placed on developing confidence in contact.

The overriding principle should be “Game Based” development. In a Game-Based approach, the process is to structure a progression of situations to develop the competency of playing rugby. Players are encouraged to “give it a go” by making tactical decisions and learning technical skills as solutions to solve problems on the pitch rather than in isolation. Technical skills are learned in the context of playing.

The term "Game Based" however, doesn't mean that sessions involve players just playing rugby games, which would allow the skills and situations players need to master to occur randomly. With any skill, it is often easier to learn if it is broken down into manageable parts. This is true for tactical skills as well as technical.

Sessions should be no longer than an hour.

REMEMBER

• Game is the teacher – tells us what skills and tactics to use and when to use them.

• Pitch is the classroom – where the best learning takes place

• Coach is the facilitator – ask questions and sets challenges

WEEK ONE

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ENGAGEMENT

SESSION AIMSIncreasing motivation to support regular participation

• Setting a positive learning environment through APES Active Purposeful Enjoyable Safe• Provide for successful experiences• Use verbal and nonverbal praise

OBJECTIVES

• Development of key rugby skills: handling, catching, passing and evasion• Spatial awareness• Teamwork• Communication

GAME IDEAS

• Rugby Netball• End Ball• Drop off or Colours Touch

SKILL FOCUS

• 3 v 1 keep ball• 3 v 1 ball touch

TECHNIQUE IDEAS

• In 3’s passing• Evasive running (SAQ)

WEEK TWO

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CONNECTION & CONFIDENCE

SESSION AIMSBuilding connection to rugby, the rugby club and peers

• Interaction between players• Spend time talking to them one on one, get to know them• Keep Practice Fresh, Fast-Paced, and Moving• Rewarding EFFORT over SUCCESS

OBJECTIVES

• Further development of key rugby skills• Further develop understanding of the Principles of Play• Develop confidence in contact with each other and the ground• Introduce contest of possession

GAME IDEAS

• Miss-Match Touch• Overload touch• Pop off the floor rugby

SKILL FOCUS

• Evasive running, 1 v 1• 2 v 1, 3 v 1 and 3 v 2 Evasion Games (touch based)• Wrestling games

TECHNIQUE IDEAS

• In 3’s passing• Parachute Falling Practice

WEEK THREE

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CONFIDENCE IN CONTACT

SESSION AIMSDeveloping contact skills through easy stages that build confidence

• One on one fun energetic exercises• Whole – Part – Whole stage development• Set challenges for all levels of ability• Feedback and Reinforcement

OBJECTIVES

• Understand the principles of a contact warm up• Introduction of the grab tackle• Develop contest of possession• Maintain the principles of attack and defence

GAME IDEAS

• Pop off the floor rugby• Grab Touch• Ruck Touch

SKILL FOCUS

• 2 v 1, 3 v 1 and 3 v 2 Evasion Game (grab tackle based)• Wrestling games• Ball presentation

TECHNIQUE IDEAS

• Tower of Power• 1 v 1 ruck practice

WEEK FOUR

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CONTACT CONFIDENCE

SESSION AIMSDevelop the players ability to adapt to contact situations

• One on one fun energetic exercises• Whole – Part – Whole stage development• Set challenges for all levels of ability• Feedback and Reinforcement

OBJECTIVES

• Specific focused warm up• Introduction of the tackle• Develop contest of possession• Maintain the principles of attack and defence

GAME IDEAS

• Pop off the floor rugby• Ruck Touch• Tackle and Ruck Game

SKILL FOCUS

• 1 v 1 Tackle Game (Evasion should still be encouraged)• Ball presentation• 2 v 1, 3 v 1 and 3 v 2 Evasion Game (tackle based)

TECHNIQUE IDEAS

• Tower of Power• Tackle practices

WEEK FIVE

GAME CONFIDENCE

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SESSION AIMSDevelop the players ability to play contact rugby

• Further develop confidence in tackling• Feedback and Reinforcement• Build upon team work• Create good communication between all

OBJECTIVES

• Development of the tackle• Introduction of the scrum• Advance contest of possession• Maintain the principles of attack and defence

GAME IDEAS

• Offload Game (touch into tackle)• Tackle and Ruck Game• Scrum Game

SKILL FOCUS

• 1 v 1 Tackle Game (Evasion should still be encouraged)• Passing out of the tackle• 2 v 1, 3 v 1 and 3 v 2 Evasion Game (tackle based)

TECHNIQUE IDEAS

• Tower of Power scrum• Tackle practices including offloading

WEEK SIX

GAME CONFIDENCE

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SESSION AIMSDevelop the players ability to play contact rugby

• Further develop confidence in all forms of contact• Feedback and Reinforcement• Fully understand the WHY they are doing something• Connecting to team mates

OBJECTIVES

• Develop support play and shape• Introduce the maul• Advance contest of possession• Maintain the principles of attack and defence

GAME IDEAS

• Tackle and Ruck Game• Maul Game• Game

SKILL FOCUS

• 1 v 1 Tackle Game (Evasion should still be encouraged)• Passing out of the tackle• 2 v 1, 3 v 1 and 3 v 2 Evasion Game (tackle based)

TECHNIQUE IDEAS

• Mauling 1st player is ball carrier, 2nd player secures and takes the ball• Tackle practices including offloading

Game CardRugby Netball

• Multi-directional• Pass and move• 5 Passes secures a point, any additional passes above this gets a point (change over at 10)• No contact or wrestling of the ball away from ball carrier• No ‘knock downs’

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• Turnover through intercept, knock on or change after 10 passes

Progressions• Vary height of pass and action with ball (i.e. touch floor before pass / pass off the floor)• After 5 passes team can look to score on any try line or defined try line / corner• Vary the pitch size and shape

Overload Touch• Start with more attackers than defenders• Once a two handed touch has been made below waist height the attacking player must pass to a supporting player• All defending players must retire more than 3 metres in line with the mark of touch. The defending team cannot move forward until a pass has been made

Progressions• Score within a set number of passes• Decrease (increases challenge) or Increase (reduces the challenge) width of the pitch

End Ball• Run and Pass in any direction• Score by passing to a team mate in the scoring zone• No contact or wrestling of the ball away from ball carrier• No ‘knock downs’• Players must pass after a two handed touch being made below waist height and within 3 seconds• Turnover through intercept, knock on or score• No standing in the scoring zone for longer than 5 seconds

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Progressions• Tackling is allowed as a grasp on the shirt below the armpit for approximately three seconds• The tackled player must be allowed to pass• No fend or hand offs are allowedRuck TouchBall carriers• Try to evade the defenders first• When touched drop to the floor and present the ball back towards your teammates as far away as possibleArriving players• Adopt a strong, low, stable body position (see Tower of Power Card)• Make contact with the opposition with shoulder and arms• Drive the player clear

Progressions• Tackling is allowed as a grasp on the shirt below the armpit for approximately three seconds• The tackled player must be allowed to drop to the floor• Introduce a second player from each team to the ruck• No fend or hand offs are allowed

Game CardContinuous Pop off the Floor Rugby

• Try to evade the defenders first• Tackling is allowed as a grasp on the shirt below the armpit for approximately three seconds• The tackled player must be allowed to drop to the floor• The tackled player must immediately pass the ball to a supporting player• Defending players must not prevent the pass• After scoring, the team that scored maintains possession and will play back the other way

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Progressions• Player must be moving when receiving the ball• If no offload available after 2 seconds turnover ball

Scrum game

• Tackling is allowed as a grasp on the shirt below the armpit for approximately three seconds• Use 1 v 1 scrum for all restarts and knock – on’s• Start with hands on shoulders, adopt TOP and push over ball• Develop game through individual coaching of the scrum position

Progressions• Increase pressure in the scrum by following technical development 1 progressions below• Develop to 3 v 3 scrum

Drop Off Touch

• Normal touch rules• Defender who makes the touch turns (drops off) immediately to own try line before returning to play• Attackers try to exploit the space(s) left by drop off players• Use 3 v 3 scrum for all restarts and knock – on’s•

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Progressions• After scoring, the team that scored maintains possession and will play back the other way

Tackle and Ruck game

• Tackling is allowed as a grasp on the shirt below the armpit for approximately three seconds• Once tackled player must drop to the floor and either present the ball or immediately pop pass• Defending players must not prevent the pass• Use 3 v 3 scrum for all restarts and knock – on’s

Progressions• Allow full tackles following technical development area

Game CardColours Touch

• Normal touch rules• Players are given a colour• Coach calls out a colour at any time during the game• Defenders who have been given that colour must run around the nearest cone of that colour and then re-join play

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• Attackers try to exploit the space(s) left by players

Progressions• Frequency of call• Attackers and Defenders run around cone• Change form narrow to wide pitch by changing direction of play

Offload game

• Tackling is allowed as a grasp on the shirt below the armpit for approximately three seconds or a full tackle• Once tackled player must immediately try to pass the ball• Defending players must not prevent the pass• Use 3 v 3 scrum for all restarts and knock – on’s

Progressions•

Miss-Match Touch

• Normal touch rules• 2 or 3 Players are given a coloured bib• Players in bibs touch tackles don’t count• Attackers try to exploit the players in bibs or the spaces left by other defenders helping out

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Progressions• Take bibs away and have non tackling defenders, attackers have to identify and exploit non tacklers• Change form narrow to wide pitch by changing direction of play

Maul game

• Tackling must be a grasp on the shirt below the armpit• Once tackled player must immediately turn towards his own team• Defending players must not prevent the turn• One extra player from each team can then help support teammate• Can only drive forward 2 metres before pass

Progressions• Allow more players to support teammate• Can continue to drive forward to score

SKILL DEVELOPMENT AND TECHNIQUE CARDS

Technical Development(either whilst the game is being played or an activity in a 10-metre-square area)

Passing Practice in a Game 3 v 1• In 3’s pass the ball and avoid ball being

Technical Development(either whilst the game is being played or an activity in a 10-metre-square area)

Evasion 1 v 3• 3 defenders pass the ball to each other and try

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intercepted by the defender.

Coaching points• Hands ready - Palms up• Follow through• Elbows off the body• Move to space to help ball carrier

Progressions• How many passes before an interception• Reduce the size of the grid• Change to 2 v 2

and touch the attacker with the ball

Coaching points• Feint which way you are going to run, shift weight and change direction• Short steps• Accelerate away from the ball

Progressions• Reduce the size of the grid

Technical DevelopmentSee Tower of Power Card for further details

Tower of Power - Game• Stand opposite another player• Adopt TOP body position• Grasp opposite players shoulders• Try to drive player backwards for two metres

INSERT PICTURE HERE

Progressions• Three squares with a ball in the middle• Jog between squares and compete to push a player out of circle and away from the ball• Players must enter from the correct side

Technical Development(either whilst the game is being played or an activity in a 10-metre-square area)

3 v 2 Evasion and Support Game• Players must run around their cone• Grab tackle allowed

Progressions• Attackers can run around any cone• Place cones around grid and choose any cone• If grab tackled start again

Technical Development

Tower of Power - Scrum• Stand opposite another player• Adopt TOP body position• Grasp opposite players shoulders• Try to drive player backwards for two metres

INSERT PICTURE HERE

Technical Development(either whilst the game is being played or an activity in a 10-metre-square area)

Evasion, Handling and Support Game• 1 v 1, attack side-line, grab tackle. 4 balls.

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Progressions

Crouch – Bind – Set

• Engagement process followed – Kneeling NO Pushing• Engagement process followed – Standing NO Pushing• Engagement process followed – Standing and Pushing• Build to 3 v 3 scrum• When engaging and scrummaging, keep the shoulders above hips at all times

Progressions

• 4 v 1, Attackers become a team and attack a weakness (1 ball)• 4 v 2, Allow defenders to support a team mate by moving around a side (1 ball)• All defending players may move around the grid to defend a side

Technical Development

Side Tackle

Coaching Points:

• Head to the side, chin of chest and eyes open.• Cheek to cheek• Open arms• Shoulder against hips• Squeeze arms tight around the legs (ring of steel)• Roll to finish on top and get back to feet quickly.

Tackle Progressions:

Progression Tackler Ball Carrier 1 Kneeling Standing2 Squatting Standing3 Squatting Walking4 Standing Jogging

Technical Development(either whilst the game is being played or an activity in a 10-metre-square area)

Developing the pass out of the tackle

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PRINCIPLES OF PLAY

Rugby is a game that is made up of many elements, but can be broken down into 5 main components known as the Principles of Play:

Contest possession, Go forward, Support, Continuity, and Pressure all underpinned by good Communication.

Contest PossessionHow we contest for possession:• Kick• Tackle• Scrum• Lineout• Maul• Ruck

Go ForwardHow we go forward:

• Run• Kick

• Maul• Scrum

ContinuityHow we provide continuity:• Evasion• Passing• Ruck• Maul

SupportHow we support:

• Verbally/Non Verbal• Support shape

• Support lines• Catching

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DECISION MAKING

How we measure Go Forward

We win the ball at what is known as the GAIN line, this helps us to now when we have moved forward

The TACKLE line is where the defenders are likely to meet the attackers

How do we Go Forward

Attacking the space is the key to maintaining go forward

• Carry the ball in two hands

• Get in front of your team mates

• Stand-up the defender

• Hit weak side of tackler

• Foot speed through the impact

• Present ball/Pass the ball

What does Continuity look like

Once you have been held or tackled many options are available, this is known as The Hierarchy of Contact:

What does Support look like

We need to support the ball carrier both inside and outside

Alignment

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