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active after-school communities
Martial Arts
COMPANION BOOK
Acknowledgments
The Australian Sports Commission wishes to acknowledge the contribution
of the following people and organisations to the production of this resource.
Activities included within the Martial Arts Companion Book have been adapted from
the Playing for Life Resource Kit, with the assistance of Joel Muyot and Bronwen Bath.
These contributors also provided significant input for the inclusion of new activities
and the marital arts specific content.
Gayle Rogers (ACHPER/Schools Network), Sue Cormack (ACHPER/Schools Network),
Bruce Knights (Keilor Downs Secondary College) and Les Bee developed the content
for the introduction and principles for how and when to change activities.
The editorial team of Creating Excellence Consulting, Wenda Donaldson (AASC),
Teena Jackson (AASC), Lainie Houston (AASC), Melissa Backhouse (Junior Sport Unit)
and Ashley Beaver (AASC) developed, proofread and edited written materials and
significantly contributed to the overall content and format of the final product.
Disclaimer
The Playing for Life companion books have been designed for use with students aged
4–12. Each book assumes that each student is healthy and has no medical condition,
disability, illness, impairment or other reason that may impact, limit or restrict their
involvement in sport or other physical activity. A student should not be allowed to
participate in an activity if any medical, physical or other factor indicates that they are
not suited to that activity. Where there are any queries or concerns about such matters,
the consent of the student’s parent or guardian should be obtained before allowing
participation. While care has been taken in the preparation of these books, the
publisher and authors do not accept any liability arising from the use of the books
including, without limitation, from any activities described in the books.
© Australian Sports Commission 2007
This work is copyright. Apart from any fair dealing for the purpose of private study,
research, criticism or review as permitted under the Copyright Act 1968 and subsequent
amendments, no part of this publication may be reproduced, stored in a retrieval
system, or transmitted in any form or by any means, electronic, mechanical,
photocopying, recording or otherwise, without prior written permission from the
Australian Sports Commission. Requests and enquiries concerning reproduction
should be addressed to the copyright officer (email: copyright@ausport.gov.au).
For general enquiries:
Tel: (02) 6214 1111
Fax: (02) 6251 2680
Email: asc@ausport.gov.au
Web site: www.ausport.gov.au
For a complete listing of Australian Sports Commission publications,
visit www.ausport.gov.au/publications/catalogue/.
ISBN 978 1 74013 094 3
Unless otherwise specified, all images are the
property of the Australian Sports Commission.
Cover illustrations by Kathryn Wright Design
Content illustration by G.Robey Design
Design by Swell Design Group
Editorial consultants McLeod Marketing & Management
Printed by Paragon Printers
Introduction
Contents
»	 About this book	 ii
»	 Playing for Life – what is it?	 iii
»	 How do I know when to CHANGE IT?	 v
»	 Tips for delivery	 vii
»	 Introduction to martial arts	 1
»	 What you need from the kit…	 7
»	 Overview of lessons	 8
»	 How to use this book	 9
»	 Lesson plans:
LeSSON 1	 10
LeSSON 2	 16
LeSSON 3	 24
LeSSON 4	 30
LeSSON 5	 36
LeSSON 6	 42
LeSSON 7	 47
LeSSON 8	 53
»	 Where to from here? 	 60
»	 Resources and more information	 61
i
Introduction
About this book
The Playing for Life companion books have been
developed to complement the Active After-school
Communities (AASC) Playing for Life resource kit.
They are primarily designed for members of the
local community who will be delivering programs
to participating primary school-aged children.
More specifically, they are designed to help
people with minimal experience in the sport
to deliver activities in line with the Playing for Life
philosophy. This places an emphasis on providing
safe, fun, engaging activities that ensure
maximum participation from all children,
regardless of their level of ability.
ACTIVE AFTER-SCHOOL COMMUNITIE
S
BasketballCOMPANION BOOK
ACTIVE
AFTER-SCHOOL COMMU
NITIES
Gymnastics
COMPANION BOOK
ACTIV
E AFTER-SCH
OOL COMM
UNITIES
GolfCOMPANION BOOK
ACTIVE
AFTER-SCHOOL COMMU
NITIES
Netball
COMPANION BOOK
ii
Introduction
»	 The game is the focus — Players develop skills
through fun, game-like activities (by ’playing the game’)
rather than through traditional skills and drills.
»	 Coach is a facilitator — Coaches play more of a
facilitator role than a director’s role. Rather than
instructing players how to perform a particular skill,
coaches provide key coaching points for performing the
skill then set the players a challenge that they must
solve through activity. For example, they might ask:
	 »	How many different jumps can you
perform in 30 seconds?
	 »	 Where will you stand to field the ball?
	 »	How can you work together to stop
the opponents scoring?
	 »	 How can you include everyone?
	This engages players in the activity at a level that suits
their own ability, and players learn through self-discovery
rather than coach direction.
»	 Discrete coaching — Coach instructions and
demonstrations are kept to a minimum. Allow play to
continue and support players to develop their skills
on the side in an unobtrusive way during the course
of the activity. This maximises player participation
and allows players to receive one-on-one coach
support where required.
»	 Role models — Use player role models during the
activities to demonstrate and emphasise good
technique or strategies. Be aware of cultural
considerations when adopting this strategy.
Playing for Life – what is it?
The Playing for Life philosophy adopts a ‘game sense’
approach to physical activity.
iii
»	 Ask the players —
The use of player questioning
is a valuable strategy to engage
the players themselves in
changing the activity to increase
participation and to make the
activity more or less challenging.
»	 CHANGE IT — Simple variations to activities are introduced
to make the activities easier or harder in order to
accommodate all player ability levels and backgrounds.
Use the CHANGE IT acronym to assist you in modifying
the activities, and remember to ‘Ask the players’:
	
C 	 
Coaching style e.g. deciding when to direct activities
and when to ask the players. Knowing when to provide
discrete coaching and when to ‘just let the kids play’
	
H 	 
How you score or win e.g. introduce zones
for batting or target games
	
A 	
Area (playing area) e.g. make the playing area smaller
or larger; alter distances to targets or between players
	
N 	 
Number of players e.g. consider different team sizes to
keep all players active. Have several games of 2 v 2 or,
if focusing on defence skills, change to 3 v 2 or 2 v 1 etc
	
G 	 
Game rules e.g. allow 2 bounces before catching
or stopping a ball, or introduce a no-go zone
	
E 	 
Equipment e.g. use a larger or softer ball; rackets
instead of bats; bins or markers for targets
	
I 	 
Inclusion e.g. modify the game to maximise the
involvement of all players. Ask the players how
to change the game
	
T 	 
Time e.g. reduce or extend the time to perform
actions; change the number of passes within a time
limit; vary the length of time a player can hold the ball
It is more important to follow the concept of CHANGE IT
than to remember what each letter represents.
If it is not working…. CHANGE IT!!
The activity sets
the challenge
The game asks the
questions, and
The players’ response
is the answer
Remember!
iv
Introduction
How do I know when
to CHANGE IT?
The first step is to play the game and observe
player involvement and responses.
When observing the game being played, and player
involvement and responses, ask yourself the
following questions:
»	 Is the game safe?
»	 Are all players having fun?
»	 Are all players engaged in the game?
»	 Is the game working?
»	 Do all players understand the game?
»	 Is the objective of the game being achieved?
»	 Are all the players being included?
»	 Is participation being maximised?
»	 Is the game appropriate to the ability
level of each player?
»	 Are all players being challenged?
If the answer to any of the above
questions is No, then CHANGE IT.
The diagram on the following
page provides a step-by-step
guide about when and how to
apply the CHANGE IT principles.
v
Introduction
When and how to apply the CHANGE IT principles
Whatishappening?WhattodoHowtoCHANGEIT
CHANGEIT
UP
Increase
challenge
CHANGEIT
DOWN
Decrease
challenge
CHANGEIT
Tooeasy(highsuccess)
Playersnotchallengedenough
Bothsidesscoring
often,with littleeffort
Skillsrequiredeasilyperformed
Toodifficult(lowsuccess)
Littleornoscoring
Poorlevelsofpossession
Playersnotcopingwith
skills/poorexecution
Littleinterestormotivation
PLAYTHEGAMEAGAIN · OBSERVERESPONSES · MAKEFURTHERVARIATIONSASNECESSARY
Tooone-sided
(one-sidedsuccess)
Oneteamdominating
Someplayersnotgettingago
Addrulesthatincreasedifficulty
Setchallengesthatmakeitmoredifficulttoscore
Increaseteamsizes(perhapsoneteamonly)
Decreaseareasize(tomakeitmoredifficultforattackers)
Simplifytherulestomakegameseasiertoplay
Changetheequipmenttohelpplayerswiththeskills
Setchallengesthatmakeiteasertoscore
Varythesizeoftheplayingarea
Playmoregameswithfewerplayersperteamto
increasethe opportunitytoperformskills
Shuffletheteam—swapplayersaroundtobalanceteams
Introduceadditionalrulesto increasethechallenge
forthe dominantsideonlye.g.atimelimittoscore
Introducezonedareastorestrictdominantplayers
Developagamescenario
Observation
Isthepurpose
being achieved?
Areallplayers
engaged?
Areplayers
coping withthe
skillsrequired?
Isitsafe?
Areplayers
enjoyingthegame?
Playthegame
Observeplayer
involvement
and responses:
vi
Introduction
Tips for delivery
»	 Do not limit yourself to the structure of the lesson plans
provided. Be creative and add your own flair as you
become more confident as a deliverer.
»	 Use the Easier and Harder variations to modify the
games to suit the ability levels of the players.
Remember to use your own CHANGE IT variations
and ‘Ask the players’.
»	 Use the Tips section to provide discrete coaching
where needed to develop players’ skill levels.
»	 As the lessons progress, the games evolve to become
more complex and similar to the sport itself. However,
remember to match the game with the ability of the
players and modify it as necessary.
»	 On the other hand, if the players grasp the games
quickly, you may find you complete them in a shorter
timeframe than estimated. In these circumstances,
introduce games that the children enjoyed from
previous lessons, to fill in time.
»	 Remember some games may not work with one group,
whereas they could work really well with another. Don’t
be afraid to CHANGE IT to suit the needs of your group
or even replace the game completely.
»	 Keep group sizes to a minimum
to ensure maximum participation
of all children. Run the activity
with several groups at once, or
set up stations with various
activities and rotate the groups.
vii
Martialarts
Introduction to martial arts
Introduction
to martial arts
What are
martial arts?
»	 Martial arts incorporates
a total system of
training that goes
far beyond fighting.
»	 It can be many things to many people.
For some, it is the perfect vehicle for
achieving physical fitness, while for others
it is a means of self-protection.
»	 The practice of martial arts helps develop improved
balance, strength and mental fortitude — overall,
a more conditioned body and a sounder mind.
»	 Traditionally, martial arts training has been characterised
by the development of core martial arts techniques
through a strict adherence to repetitive drills.
»	 Playing for Life martial arts focuses on children
engaging in physical activity and developing skills
through self-discovery and problem solving —
that is, through play.
Tips for delivering martial arts
Following are some specific tips for delivering
Playing for Life martial arts:
»	 Most activities in this manual do not require any
equipment. Those that do need some equipment involve
items that are generally readily available or that can be
either made or purchased from local sports stores.
1
Introduction to martial arts
Examples include foam sticks (noodles) or rolled-up
paper, soccer-sized balls (such as foam or harder balls),
focus mitts, and striking shields. Focus mitts and striking
shields should be soft (thick pad) to ensure no injuries
when contact is made.
»	 You need to observe the following safety considerations
during martial arts activity lessons:
	 – Make sure the playing surface is even and free
of obstructions.
	 – If you are using an indoor playing area or surface,
participants can train barefooted. If you are conducting
the training outdoors, they must wear shoes.
	 – Start Out activities are used purely to prepare
players for the activities to come. Start out slowly
and gradually increase the pace or intensity as
players warm up.
	 – Some activities may require physical contact
between players. Always ensure contact in these
instances is light and all activities are strictly
supervised. In activities where there is more
potential for body contact (for example, sparring),
enforce a safety zone between sparring partners
so that no contact is made between players.
2
Introduction to martial arts
Introduction to basic martial arts
terms and skills
General
»	 Bowing — the act of
lowering the head and
upper body from the waist,
as a gesture before and
after the game.
»	 Sparring — a form of one-on-one training performed
with a training partner. Players face their partner and
perform several strikes and blocks at each other.
»	 Shadow sparring — a form of sparring where
players perform several strikes and blocks at
an imaginary attacker.
»	 Stance — the way the body and legs are positioned.
»	 Ready stance — a balanced
stance that ensures players
are standing at attention
awaiting further instructions
from the coach.
»	 Forward stance —
a basic type of stance, where
the weight is forward. One foot
is well forward of the other,
with the knee bent, and the
back leg is straight. Feet are
shoulder-width apart, facing
forward and flat on the ground.
»	 Horse-riding stance —
a stance where the player
stands as if they were
sitting on a wide horse.
Toes on both feet face the
front, and their back should
be straight to improve
posture and strengthening
of their back. Their hands
should be at their hips.
3
Introduction to martial arts
Striking
»	 Strike — the action of hitting a target
in training or a sparring session.
»	 Hand strike — any type of basic strike made with the
hand, which includes punches and open hand strikes.
»	 Palm heel strike — an
open hand strike made
with the palm of the hand
(in high-five position).
»	 KNIFE HAND strike — an
open hand strike, where the
hand starts at the opposite
shoulder, with fingers
straight, and strikes out
across the body to hit
with the thick part of the
hand, opposite the
thumb (palm down).
»	 Making a fist — the wrist
remains straight and the
thumb is on the outside.
»	 Punch — a basic strike made using a closed hand 
(a fist). A punch may be a straight, side, back, low,
mid-section or high punch.
4
Introduction to martial arts
»	 Leg raise — where the leg
is raised forward and kept
straight like a pendulum,
with the toes pointing back
towards the body.
»	 Kick — a strike made with
the foot. In a front kick, the
knee is lifted and the leg is
extended forward to make
contact with the ball of the
foot. Other types of kicks
are side, low (knee height),
mid-section (belly button
height) or high (face height).
A combo kick is 4 kicks
in different directions
while turning.
Blocks
»	 Block — the method of preventing a strike
at your body or head, using the forearm(s).
»	 Low section block — a type of
block performed with one hand to
stop an attack at the player’s
body. The hand starts at the
opposite shoulder, then moves
diagonally across to the knee on
the same side in a fanning motion
(firstly with an open hand and
eventually with a fist). The leg on
the same side as the blocking
arm is forward in the stance.
knee lift
front kick
5
Introduction to martial arts
»	 High section block — a type of
block performed with one arm
to stop an attack coming down
onto the player’s head. The
hand starts at the opposite
shoulder then moves upwards
above head height in a fanning
motion (firstly with an open
hand and eventually with a fist).
The leg on the same side
as the blocking arm is 
forward in the stance.
»	 Double low section block
— where the player blocks
an attack on the body with
both arms pointing
downward.
6
Lesson 2 · START OUT
Lesson 2 · GET INTO IT
Keentan
»
»
»
»
» »
»
»
»
»
Back to back pass
Change it
Safety
Back to back pass
What to do
START OUT
COOPERATIVE PLAY CP
08
Remove or print each of the
above cards from the Playing
for Life resource kit and add to
the ring-bound holder provided.
This companion book
cross-references these
cards throughout the
8-week lesson plan.
Martial Arts
COMPANION BOOK
What you need
from the kit…
Start OUT
Wildcard
Start Out WC 01A Form a group
Start Out WC 03A All-in tag
Start Out WC 03B Look out for others!
Start Out WC 04B Fish in the net
Start Out WC 04C Hospital tag
Start Out WC 05B Stork tag
Start Out WC 07 Tunnel and laps
Start Out WC 08A Partner tag
Start Out WC 08B Low 5s, high 5s
Start Out WC 09A
Warriors and
dragons
Start Out WC 10A Fun on the spot
Start Out WC 10B Frost and thaw
Cooperative Play
Start Out CP 02A
Here, there,
nowhere
Start Out CP 06B L-o-n-g throw
MOVEMENT
Start Out MV 01A Coach says
Start Out MV 01B Mexican wave
GET INTO IT
MOVEMENT
Get Into It MV 01A Racing relay
Get Into It MV 01B Shout
Get Into It MV 02A Tunnel crawl
Get Into It MV 02B Walk the line
Get Into It MV 03A Mirror, mirror
Get Into It MV 03B Speed touch
Get Into It MV 04A 3-step sparring
Get Into It MV 04B Treasure
FINISH UP
FINISH UP
Finish Up 01 What did you learn?
Finish Up 02 Relaxation
Finish Up 03 Stay tuned…
Finish Up 04 Video ref
Freeze frame
Finish Up 05 Shadow sparring
7
LESSOn OBJECTIVE FINISHUPGETINTOITStartOUT
Overview of lessons
12345678
Horse-ridingstance,
forwardstance,
low blocks
Forwardstance
and legraises
BlocksHandstrikesFrontkickBlocksandstrikesSparringOne-pointsparring
Funonthespot
StartOutWC10A
Here,there,nowhere
StartOutCP02A
Fishinthenet
StartOutWC04B
Coachsays
StartOutMV01A
Formagroup
StartOutWC01A
Warriorsanddragons
StartOutWC09A
Partnertag
StartOutWC08A
Frostandthaw
StartOutWC10B
Funonthespot
StartOutWC10A
All-intag
StartOutWC03A
Here,there,nowhere
StartOutCP02A
Storktag
StartOutWC05B
Hospitaltag
StartOutWC04C
Lookoutforothers!
StartOutWC03B
Funonthespot
StartOutWC10A
Speedtouch
GetIntoItMV03B
Coachsays
StartOutMV01A
Racingrelay
GetIntoItMV01A
All-intag
StartOutWC03A
Tunnelcrawl
GetIntoItMV02A
L-o-n-gthrow
StartOutCP06B
Tunnelandlaps
StartOutWC07
Coachsays
StartOutMV01A
Mexicanwave
StartOutMV01B
Walktheline
GetIntoItMV02B
Mirror,mirror
GetIntoItMV03A
Shout
GetIntoItMV01B
Partnertag
StartOutWC08A
Walktheline
GetIntoItMV02B
Mexicanwave
StartOutMV01B
Mirror,mirror
GetIntoItMV03A
Walktheline
GetIntoItMV02B
Mirror,mirror
GetIntoItMV03A
Coachsays
StartOutMV01A
Coachsays
StartOutMV01A
Shadowsparring
FinishUp05
Speedtouch
GetIntoItMV03B
3-stepsparring
GetIntoItMV04A
Coachsays
StartOutMV01A
Shout
GetIntoItMV01B
Mexicanwave
StartOutMV01B
Treasure
GetIntoItMV04B
Low5s,high5s
StartOutWC08B
Whatdidyoulearn?
FinishUp01
Shadowsparring
FinishUp05
Videoref
FinishUp04
Whatdidyoulearn?
FinishUp01
Shadowsparring
FinishUp05
Relaxation
FinishUp02
Shadowsparring
FinishUp05
Whatdidyoulearn?
FinishUp01
Relaxation
FinishUp02
Freezeframe
FinishUp04
Relaxation
FinishUp02
Whatdid
you learn?
FinishUp01
Staytuned…
FinishUp03
8
How to use this book
1 	
Read the introductory pages to make sure you have an
understanding of the Playing for Life philosophy and a basic
understanding of the sport, including terms and skills,
safety considerations and equipment requirements.
2 	
Read through each lesson plan to make sure you understand
the objectives and requirements for each lesson.
3 	
Collect and review the required Playing for Life
activity cards referred to in each of the lessons.
4
	Add the loose-leaf
activity cards to the
ring-bound holder
(shown). A companion
book can sit alongside
the activity cards —
just slide the cover
into the holder.
5 	
Before conducting each lesson, organise an appropriate
and safe playing area and the necessary equipment
(based on the number, ability levels and backgrounds of
the players and the available area and equipment). A full
equipment kit for this companion book has been prepared
and is available through the AASC preferred supplier.
To order, visit our web site at www.ausport.gov.au/aasc.
6 	
Deliver the lesson, using the indicated Playing for Life
activity cards and the instructions provided in the book.
Remember to vary the activities, where required, to cater
for the needs of different players. If the activity is not
working, remember to CHANGE IT.
7 	
Review the lesson immediately afterwards so you can
identify what worked well/what didn’t, what level the
players are at, and what you need to remember for next
time. The outcome of this review will influence what you
include in the next lesson and how you deliver it.
While this book is primarily designed to help people with
minimal experience in the sport to deliver activities in line
with the Playing for Life philosophy, we do encourage you
to consider attending a coaching course to improve your
knowledge and skills. Information about the relevant
coaching courses can be found in the ‘Where to from
here’ section of the book.
Lesson 2 · START OUT
Lesson 2 · GET INTO IT
Keentan
Use the activity card, PLUS…
»
»
»
Easier:
»
»
Harder:
»
»
»
»
»
Back to back pass
Change it
 Swap partners.
 Easier – passer or receiver can move feet around.
 Harder – move apart.
 Move apart and introduce new passes orpositions – e.g. rolling along ground,
bounce pass.
 Match players for
size in back-to-back
activities.
Safety
 Waist-height water
for the pool option.
Back to back passIn pairs, players are back to back and pass a ball to one another. (Play with 4 or more.)
What to do
 With one ball per pair, players pass
the ball back and forth.
 Ball must change hands completely.
 Explore different passes – make upnew ones. A pool provides extra scope
for inventiveness.
 After exploration – set a time period,
e.g. number of passes in 20 seconds.
 Highlight successful passes. Ask childrento show their successful passes.
START OUT
COOPERATIVE PLAY CP
08
9
Remember, if the game
isn’t working CHANGE IT 1
Lesson 1
Objective	 Horse-riding stance,
forward stance, low blocks
Time 	 60 minutes
Area 	 Area required depends
on player numbers
and mobility
Equipment 	 »	Marker cones to
define playing areas
Card summary
»	 Start Out WC 03A
»	 Start Out WC 08B
»	 Start Out WC 10A
»	 Start Out CP 02A
»	 Start Out MV 01A
»	 Get Into It MV 01A
»	Finish Up 01
START OUT
WILDCARD
WC
03
All-in tag
Everyone tries to tag everyone else! Players who are tagged continue
to tag others from a crouch position. (Play with 8–30.)
Safety
 When you are playing indoors,
boundaries should be away from
walls or free-standing
objects.
 Players should be familiar with
space and player awareness
activities such as Start out
WC 03a,b.
 Players can only tag with
their hands, NOT their feet.
 Heads up and looking
around at all times.
 Walk, shuffle, skip, jump…
 Statues – the coach signals
‘statue’ and all the running
players have to freeze in a
one-legged statue. Play
resumes after 5 seconds
on the signal ‘go’.
What to do
 Establish a playing area.
 Players tag whoever is nearest.
 Tagged players crouch and can continue
to tag others, but can’t change position.
Change it
 A player with limited mobility may have
to be tagged twice. Alternatively, use a
‘buddy’ pairing for all players – both
players in a pair have to be tagged within
5 seconds. Vary the locomotion according
to the ability of the players.
 Repeat the statue freeze when
about half the players have
been tagged. On the signal
‘go’, all the crouchers become
runners and the runners
become crouchers.
A
Pool alternative
START OUT
WILDCARD
WC
03
All-in tag
Everyon
e tries to tag everyone else! Players
who are tagged continue
to tag others from a crouch position
. (Play with 8–30.)
Safety
 When you are playing indoors,
boundaries should be away from
walls or free-standing objects.
 Players should be familiar
withspace and player awarene
ssactivities such as Start outWC 03a,b.
 Players can only tag withtheir hands, NOT their feet. Heads up and lookingaround at all times.
 Walk, shuffle,
skip, jump… Statues
– the coach signals‘statue’
and all the runningplayers have to freeze in aone-legg
ed statue. Playresumes after 5 secondson the signal ‘go’.What to do
 Establish a playing area. Players tag whoever is nearest.
 Tagged players crouch and can continue
to tag others, but can’t change position.Change it
 A player with limited mobility
may have
to be tagged twice. Alternatively, use a
‘buddy’ pairing for all players – both
players in a pair have to be tagged within
5 seconds. Vary the locomotion according
to the ability of the players.
 Repeat the statue freeze whenabout half the players havebeen tagged.
On the signal‘go’, all the crouchers becomerunners
and the runnersbecome
crouchers.
A
Pool alternative
Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time
10
Lesson 1 · START OUT	 10 minutes
Fun on the spot
Start Out WC 10A
5 minutes
A quick energiser. 3 or 4 running on the spot variations
are called. The emphasis is on short bursts of fun.
Skill Focus	 Focuses on listening and concentration
Use the activity card, PLUS…
»	 Call out specific movements including
jogging, star jumps, skipping, hopping.
Here, there,
nowhere
Start Out CP 02A
5 minutes
On your call, players run towards you, away from you (there),
or do an activity on the spot (nowhere). (Play with 6 or more.)
Skill Focus	Energiser that develops player
and spatial awareness
Use the activity card, PLUS…
»	 Call out specific movements including
jogging, star jumps, skipping, hopping.
11
Lesson 1 · Get into it 	 40 minutes
Coach says
Start Out MV 01A
10 minutes
Using the rules of ’Simon says’, call out commands
for players to perform various fundamental motor skills
and movement patterns.
Skill Focus	Teaches fundamental martial arts movements —
making a fist, bowing, the ready stance and
the horse-riding stance.
Use the activity card, PLUS…
»	 Ask players to demonstrate the following movement patterns:
–  make a fist			
–  bow
–  ready stance
–  horse-riding stance.
Harder:
»	 Introduce punching with
the horse-riding stance.
»	 Alternate between right-arm
and left-arm punching.
TipS	 »	When making a fist, make sure the wrist is straight.
ASK THE PLAYERS	 »	How can you make a fist?
			 »	How can you show respect
to the coach? (Bow)
			 »	How can you show you are ready
to start? (Assume the ready stance)
horse-riding
stance
ready stanceMAKE A FIST bow
12
Racing relay
Get Into It MV 01A
15 minutes
Players race each other in a relay, performing the
horse-riding stance. (Play in teams of 4 or 5.)
Skill Focus	Teaches fundamental martial arts movements
plus punching, teamwork and coordination
Use the activity card, PLUS…
»	 Players race each other jumping
forward in the horse-riding stance.
»	 Every two jumps, players stop, shout
and punch once with each arm.
Harder:
»	 Punch low and/or high.
»	 Increase the number of punches.
TipS	 »	Make sure players’ backs are straight and toes are
facing forward when in the horse-riding stance.
Lesson 1 · GET INTO IT	 continued
13
All-in tag
Start Out WC 03A
15 minutes
Everyone tries to tag everyone else. Players who are tagged
continue to tag others from a forward stance position.
(Play with 8–30.)
Skill Focus	Focuses on the forward stance,
balance and coordination
Use the activity card, PLUS…
»	 Players may only shuffle forwards and backwards in the
forward stance to avoid being tagged and to tag others.
»	 Players may only tag using their hands,
and may only tag the torso or legs.
»	 Once tagged, players stand still in the
forward stance position, and may tag others.
»	 Players may block taggers using a low block.
TipS	 »	 When shuffling, players drag their
back foot in line with the front foot
(still shoulder-width apart), and then 
move their front foot forward again.
Reverse for shuffling backwards.
	 »	 Ensure players stay on the balls
of their feet when shuffling.
	 »	 For a low block, the left hand
touches the right shoulder, then
moves diagonally down and across
to touch the left knee while the
left leg is forward in the forward
stance (or vice versa).
Lesson 1 · GET INTO IT	 continued
FORWARD STANCE
Low section block
14
Low 5s, high 5s
Start Out WC 08B
5 minutes
Players perform the nominated low 5s or high 5s with
4 other players.
Skill Focus	 Cool down activity that disguises stretching
Refer to the activity card…
TipS	 »	Emphasise the disguised stretching — nominate
a range of actions that will achieve this (e.g. high 5s,
low 5s, hi–low combo, lo–high combo).
	 »	 Encourage players to perform actions at a
gradually decreasing speed or in slow motion.
What did you learn?
Finish Up 01
5 minutes
Question and answer. Reinforce key skills or tactical points.
Link back to previous experiences.
Refer to the activity card…
Lesson 1 · Finish up 	 10 minutes
15
Remember, if the game
isn’t working CHANGE IT 2
Lesson 2
Objective	 Forward stance
and leg raises
Time 	 60 minutes
Area 	 Area required depends
on player numbers
and mobility
Equipment 	 »	Marker cones to
define playing areas
	 »	 1 large ball per pair
Card summary
»	 Start Out WC 01A
»	 Start Out WC 04B
»	 Start Out WC 07
»	 Start Out CP 06B
»	 Start Out MV 01A
»	 Get Into It MV 02A
»	Finish Up 05
START OUT
WILDCARD
WC
03
All-in tag
Everyone tries to tag everyone else! Players who are tagged continue
to tag others from a crouch position. (Play with 8–30.)
Safety
 When you are playing indoors,
boundaries should be away from
walls or free-standing
objects.
 Players should be familiar with
space and player awareness
activities such as Start out
WC 03a,b.
 Players can only tag with
their hands, NOT their feet.
 Heads up and looking
around at all times.
 Walk, shuffle, skip, jump…
 Statues – the coach signals
‘statue’ and all the running
players have to freeze in a
one-legged statue. Play
resumes after 5 seconds
on the signal ‘go’.
What to do
 Establish a playing area.
 Players tag whoever is nearest.
 Tagged players crouch and can continue
to tag others, but can’t change position.
Change it
 A player with limited mobility may have
to be tagged twice. Alternatively, use a
‘buddy’ pairing for all players – both
players in a pair have to be tagged within
5 seconds. Vary the locomotion according
to the ability of the players.
 Repeat the statue freeze when
about half the players have
been tagged. On the signal
‘go’, all the crouchers become
runners and the runners
become crouchers.
A
Pool alternative
START OUT
WILDCARD
WC
03
All-in tag
Everyon
e tries to tag everyone else! Players
who are tagged continue
to tag others from a crouch position
. (Play with 8–30.)
Safety
 When you are playing indoors,
boundaries should be away from
walls or free-standing objects.
 Players should be familiar
withspace and player awarene
ssactivities such as Start outWC 03a,b.
 Players can only tag withtheir hands, NOT their feet. Heads up and lookingaround at all times.
 Walk, shuffle,
skip, jump… Statues
– the coach signals‘statue’
and all the runningplayers have to freeze in aone-legg
ed statue. Playresumes after 5 secondson the signal ‘go’.What to do
 Establish a playing area. Players tag whoever is nearest.
 Tagged players crouch and can continue
to tag others, but can’t change position.Change it
 A player with limited mobility
may have
to be tagged twice. Alternatively, use a
‘buddy’ pairing for all players – both
players in a pair have to be tagged within
5 seconds. Vary the locomotion according
to the ability of the players.
 Repeat the statue freeze whenabout half the players havebeen tagged.
On the signal‘go’, all the crouchers becomerunners
and the runnersbecome
crouchers.
A
Pool alternative
Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time
16
Lesson 2 · Start out 	 15 minutes
Fish in the net
Start Out WC 04B
5 minutes
3 players form the net by holding hands. They catch others
by surrounding them. Caught players join the net and the
game continues. (Play with 6 or more.)
Skill Focus	 Fun energiser that encourages teamwork
Refer to the activity card…
17
Coach says
Start Out MV 01A
5 minutes
Using the rules of ‘Simon says’, call out commands for
players to perform various fundamental motor skills and
movement patterns.
Skill Focus	Practises fundamental martial arts movements —
making a fist, bowing, the ready stance and
the horse-riding stance.
Use the activity card, PLUS…
»	 Ask players to demonstrate the following movement patterns:
	 –  make a fist
–  bow
–  ready stance
–  horse-riding stance.
Harder:
»	 Introduce punching with
the horse-riding stance.
»	 Alternate between right-arm
and left-arm punching.
ASK THE PLAYERS	 »	How can you make a fist?
			 »	How can you show respect
to the coach? (Bow)
			 »	How can you show you are ready to start?
(Assume the ready stance)
Lesson 2 · Start out 	 continued
horse-riding
stance
ready stancebowMAKE A FIST
18
Form a group
Start Out WC 01A
5 minutes
Players run around in random directions avoiding body
contact with other players. Call a number and players form
groups of that size. Finish with groups of 4.
Skill Focus	Practises running, player awareness
and finding ‘space’
Refer to the activity card…
SAFETY	 »	Emphasise the need to be aware of
(and avoid running into) others.
Lesson 2 · Start out 	 continued
19
Lesson 2 · Get into it 	 35 minutes
Tunnel crawl
Get Into It MV 02A
10 minutes
Similar to tunnel ball but players commando-crawl through
their tunnel, then throw a punch in the horse-riding stance
and give a shout. Players forming the tunnel stand in the
horse-riding stance. Many variations are possible.
(Play in teams of 4–6.)
Skill Focus	Fun activity that is motivational and helps develop
teamwork, correct stance and coordination
Use the activity card, PLUS…
»	 Players stand in a horse-riding
stance to form the tunnel.
»	 After crawling through the tunnel,
the player must throw a punch in the
horse-riding stance and shout ‘GO!’.
Harder:
»	 Players complete a kick or a leg raise.
»	 Increase the space between the players in the tunnel.
horse-riding
stance
20
L-o-n-g throw
Start Out CP 06B
10 minutes
A cooperative game in which a ball is pushed between
2 players. If the ball reaches the receiver, both team-mates
take a step back. If it does not reach the receiver, both
team-mates take a step forward. The winning pair is the
one that has retreated the furthest.
Skill Focus	 Practises leg raises, balance and coordination
ADDITIONAL EQUIPMENT	1 large ball per pair
Use the activity card, PLUS…
»	 Players start in a forward stance and use leg
raises to push a ball to their team-mate.
»	 Vary the number of leg raises players must
complete before pushing the ball e.g. 2, 3, 4.
TipS	 »	In the forward stance, the front leg
should be bent, with the knee in line
above the ankle, with the back leg straight.
	 »	 Make sure players maintain the correct
technique while pushing the ball.
	 »	 Players should start close together.
	 »	With leg raises, make sure each player
keeps their leg straight like a pendulum,
with their toes pointing up and back.
ASK THE PLAYERS	 »	How many times can you raise your leg before
you need to place it back onto the floor?
Lesson 2 · GET INTO IT	 continued
21
Tunnel and laps
Start Out WC 07
15 minutes
A member of the striking team uses a leg raise to push the
ball into the field. They then run around team-mates, who are
standing shoulder-to-shoulder, to score points. At the same
time, the fielders come together to make a tunnel. The team
member with the ball crawls through the tunnel. When they
get to the front, they jump up and shout ’STOP!’.
(Play with 8 or more.)
Skill Focus	Fun activity that helps develop teamwork, the
horse-riding stance, leg raises and coordination
Use the activity card, PLUS…
»	 The striker pushes the ball into the field using a leg raise,
from a forward stance position.
»	 The fielders form a tunnel and stand in the horse-riding stance.
»	 The fielder with the ball crawls through the tunnel commando
style then jumps up at the other end, into the horse-riding
stance, and calls ’STOP!’.
ASK THE PLAYERS	 »	Does a good stance make it easier for your
team-mate to crawl through the tunnel?
Lesson 2 · GET INTO IT	 continued
22
Lesson 2 · Finish up 	 10 minutes
Shadow sparring
Finish Up 05
10 minutes
Players string together a series of 4 or 5 movements
they have learnt to date.
Skill Focus	Warm down activity that improves linking skills
and reactions to other people’s moves
Use the activity card, PLUS…
»	 Limit the movement patterns
to punching, leg raises or blocking only.
»	 Increase the speed of the patterns.
TipS	 »	Players should show plenty of enthusiasm,
and give a shout after each movement.
SAFETY	 »	Ensure players are sparring in small, manageable
groups, and are a safe distance apart.
	 »	 Players should not contact each other.
23
Remember, if the game
isn’t working CHANGE IT 3
Lesson 3
Objective	 Blocks
Time 	 60 minutes
Area 	 Area required depends
on player numbers
and mobility
Equipment 	 »	Marker cones to
define playing areas
	 »	1 foam stick (noodles)
or rolled-up newspaper
per pair
	 »	1–2 medium sized balls
per group of 6–8 players
	 »	1 set of bibs per group
of 6–8 players
Card summary
»	 Start Out WC 08A
»	 Start Out WC 09A
»	 Start Out MV 01A
»	 Start Out MV 01B
»	 Get Into It MV 02B
»	Finish Up 01
»	Finish Up 04
START OUT
WILDCARD
WC
03
All-in tag
Everyone tries to tag everyone else! Players who are tagged continue
to tag others from a crouch position. (Play with 8–30.)
Safety
 When you are playing indoors,
boundaries should be away from
walls or free-standing
objects.
 Players should be familiar with
space and player awareness
activities such as Start out
WC 03a,b.
 Players can only tag with
their hands, NOT their feet.
 Heads up and looking
around at all times.
 Walk, shuffle, skip, jump…
 Statues – the coach signals
‘statue’ and all the running
players have to freeze in a
one-legged statue. Play
resumes after 5 seconds
on the signal ‘go’.
What to do
 Establish a playing area.
 Players tag whoever is nearest.
 Tagged players crouch and can continue
to tag others, but can’t change position.
Change it
 A player with limited mobility may have
to be tagged twice. Alternatively, use a
‘buddy’ pairing for all players – both
players in a pair have to be tagged within
5 seconds. Vary the locomotion according
to the ability of the players.
 Repeat the statue freeze when
about half the players have
been tagged. On the signal
‘go’, all the crouchers become
runners and the runners
become crouchers.
A
Pool alternative
START OUT
WILDCARD
WC
03
All-in tag
Everyon
e tries to tag everyone else! Players
who are tagged continue
to tag others from a crouch position
. (Play with 8–30.)
Safety
 When you are playing indoors,
boundaries should be away from
walls or free-standing objects.
 Players should be familiar
withspace and player awarene
ssactivities such as Start outWC 03a,b.
 Players can only tag withtheir hands, NOT their feet. Heads up and lookingaround at all times.
 Walk, shuffle,
skip, jump… Statues
– the coach signals‘statue’
and all the runningplayers have to freeze in aone-legg
ed statue. Playresumes after 5 secondson the signal ‘go’.What to do
 Establish a playing area. Players tag whoever is nearest.
 Tagged players crouch and can continue
to tag others, but can’t change position.Change it
 A player with limited mobility
may have
to be tagged twice. Alternatively, use a
‘buddy’ pairing for all players – both
players in a pair have to be tagged within
5 seconds. Vary the locomotion according
to the ability of the players.
 Repeat the statue freeze whenabout half the players havebeen tagged.
On the signal‘go’, all the crouchers becomerunners
and the runnersbecome
crouchers.
A
Pool alternative
Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time
24
Warriors
and Dragons
Start Out WC 09A
10 minutes
One team called Warriors passes a ball to other Warriors and
tries to tag an opposition called Dragons. If Dragons are
tagged they become Warriors. When all the Dragons are
caught, the teams swap over.
Skill Focus	Focuses on anticipation and evasion skills
and builds teamwork
Refer to the activity card…
Partner tag
Start Out WC 08A
5 minutes
Players are paired off. On a signal, one player, the tagger,
tries to tag the other player. At the same time, all the other
pairs are doing the same thing — taggers are trying to tag
their partners.
Skill Focus	Practises attacking movements and evasion skills
Refer to the activity card…
ASK THE PLAYERS	 »	How can you make it easier to tag a player?
		 	 »	 How can you avoid getting tagged?
Lesson 3 · START OUT	 15 minutes
25
Lesson 3 · Get into it 	 35 minutes
Coach says
Start Out MV 01A
10 minutes
Using the rules of ’Simon says’, call out commands for
players to perform various fundamental motor skills and
movement patterns.
Skill Focus	Teaches fundamental martial arts movements —
making a fist, bowing, the ready stance and
the horse-riding stance
Use the activity card, PLUS…
»	 Ask players to demonstrate the following movement patterns:
	 –  make a fist
–  bow
–  ready stance
–  horse-riding stance.
Harder:
»	 Introduce punching with
the horse-riding stance.
»	 Alternate between right-arm
and left-arm punching.
ASK THE PLAYERS	 »	How can you make a fist?
		 	 »	How can you show respect
to the coach? (Bow)
		 	 »	How can you show you are ready
to start? (Assume the ready stance)
horse-riding
stance
ready stanceMAKE A FIST bow
26
Mexican wave
Start Out MV 01B
10 minutes
Players stand in a circle and one player demonstrates a
particular skill. Each player in turn around the circle repeats
this skill. Slowly introduce more skills.
Skill Focus	 Improves balance and coordination
Use the activity card, PLUS…
»	 The leader introduces the following skills on your command:
	 –  forward stance
–  leg raise
–  high section block
–  low section block
–  double low block.
TipS	 »	With leg raises, make sure each player keeps
their leg straight like a pendulum, with their
toes pointing up and back.
	 »	 Make sure players keep their backs straight
throughout the movements.
	 »	 When blocking, the leg on the same side as the
blocking arm should be forward in the stance.
	 »	 The blocking hand should start at the opposite
shoulder and then move upwards or diagonally
down in a fanning motion.
Lesson 3 · GET INTO IT	 continued
double low blocklow section blockhigh section block
leg raiseforward stance
27
Walk the line
Get Into It MV 02B
15 minutes
In pairs, players simulate attacks using a foam stick (pool
noodle) while their partner performs a series of blocks.
Skill Focus	 Practises blocks and improves hand–eye coordination
Use the activity card, PLUS…
»	 Players should start off in the forward stance.
»	 Ask players to regularly change their leading foot
in the forward stance.
TipS	 »	When blocking, players should step forward with the
same foot as the blocking arm, into a forward stance,
or step backwards with the opposite foot to the
blocking arm, into a forward stance.
Lesson 3 · GET INTO IT	 continued
28
Video ref
Finish up 04
5 minutes
Players mime specific sporting actions (stance, blocking,
leg raise, punching) in slow motion.
Use the activity card, PLUS…
»	 Describe martial arts skills or sequence of skills.
What did you learn?
Finish up 01
5 minutes
Question and answer. Reinforce key skills or tactical points.
Link back to previous experiences.
Refer to the activity card…
Lesson 3 · FINISH UP	 10 minutes
29
Remember, if the game
isn’t working CHANGE IT
Lesson 4
Objective	 Hand strikes
Time 	 60 minutes
Area 	 Area required depends
on player numbers
and mobility
Equipment 	 »	Marker cones to
define playing areas
	 »	1 striking shield,
focus mitt or a large
foam ball per pair
Card summary
»	 Start Out WC 08A
»	 Start Out WC 10B
»	 Get Into It MV 03A
»	 Get Into It MV 01B
»	Finish Up 02
»	Finish Up 05
4
START OUT
WILDCARD
WC
03
All-in tag
Everyone tries to tag everyone else! Players who are tagged continue
to tag others from a crouch position. (Play with 8–30.)
Safety
 When you are playing indoors,
boundaries should be away from
walls or free-standing
objects.
 Players should be familiar with
space and player awareness
activities such as Start out
WC 03a,b.
 Players can only tag with
their hands, NOT their feet.
 Heads up and looking
around at all times.
 Walk, shuffle, skip, jump…
 Statues – the coach signals
‘statue’ and all the running
players have to freeze in a
one-legged statue. Play
resumes after 5 seconds
on the signal ‘go’.
What to do
 Establish a playing area.
 Players tag whoever is nearest.
 Tagged players crouch and can continue
to tag others, but can’t change position.
Change it
 A player with limited mobility may have
to be tagged twice. Alternatively, use a
‘buddy’ pairing for all players – both
players in a pair have to be tagged within
5 seconds. Vary the locomotion according
to the ability of the players.
 Repeat the statue freeze when
about half the players have
been tagged. On the signal
‘go’, all the crouchers become
runners and the runners
become crouchers.
A
Pool alternative
START OUT
WILDCARD
WC
03
All-in tag
Everyon
e tries to tag everyone else! Players
who are tagged continue
to tag others from a crouch position
. (Play with 8–30.)
Safety
 When you are playing indoors,
boundaries should be away from
walls or free-standing objects.
 Players should be familiar
withspace and player awarene
ssactivities such as Start outWC 03a,b.
 Players can only tag withtheir hands, NOT their feet. Heads up and lookingaround at all times.
 Walk, shuffle,
skip, jump… Statues
– the coach signals‘statue’
and all the runningplayers have to freeze in aone-legg
ed statue. Playresumes after 5 secondson the signal ‘go’.What to do
 Establish a playing area. Players tag whoever is nearest.
 Tagged players crouch and can continue
to tag others, but can’t change position.Change it
 A player with limited mobility
may have
to be tagged twice. Alternatively, use a
‘buddy’ pairing for all players – both
players in a pair have to be tagged within
5 seconds. Vary the locomotion according
to the ability of the players.
 Repeat the statue freeze whenabout half the players havebeen tagged.
On the signal‘go’, all the crouchers becomerunners
and the runnersbecome
crouchers.
A
Pool alternative
Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time
30
Frost and thaw
Start Out WC 10B
5 minutes
One player is Frost, the chaser, while another is Thaw. Frost
tries to tag as many of the other players as possible. Once
tagged, they must freeze on the spot. Thaw can melt these
players by touching them. They can then rejoin the game.
(Play with 6 or more.)
Skill Focus	 Energiser that builds on teamwork
Refer to the activity card…
Lesson 4 · START OUT	 5 minutes
31
Mirror, mirror
Get Into It MV 03A
15 minutes
Play in pairs. Players stand stationary opposite their partner.
One player is the mirror, while the other is the leader.
The leader performs a series of movements/skills, and
the mirror must copy the skills like a reflection.
Skill Focus	 Develops hand techniques and hand–eye coordination
Use the activity card, PLUS…
»	 Both players start in the ready position and then put both hands
up in line with their jaw (as if holding two microphones).
»	Ask the leader to demonstrate the following hand techniques:
	 – straight punch — forward
stance without stepping
	 –  side punch — across the body
–  low punch — knee height
–  high punch — face height
	 – knife hand strike — across the body, palm down and
contact with the thick area of the hand, opposite the thumb
	 – palm heel strike — a high five to the front.
Harder:
»	 Introduce a focus point to strike.
»	 The leader calls a series of
actions and the mirror performs
by striking the focus point.
ASK THE PLAYERS	 »	How can you maintain good technique
and increase the speed?
SAFETY	 »	Players should only lightly contact the focus point.
Lesson 4 · GET INTO IT	 40 minutes
straight punch knife hand strike palm heel strike
32
Lesson 4 · GET INTO IT	 continued
Shout
Get Into It MV 01B
10 minutes
Shouting, or the ’martial arts yell’, is often used in martial
arts training. It is a controlled, aggressive shout that allows
players to concentrate their energy into the point of impact.
Players give a shout while performing a striking technique.
The aim is to see who can shout the longest.
Skill Focus	Practises shouts, concentration,
determination and perseverance
Refer to the activity card…
TipS	 »	Remind players to use their diaphragm and
concentrate their shout into their technique.
33
Lesson 4 · GET INTO IT	 continued
Partner tag
Start Out WC 08A
15 minutes
Players are paired off. On a signal, one player, the tagger,
tries to tag the other player. At the same time, all the other
pairs are doing the same thing — taggers are trying to tag
their partners.
Skill Focus	Focuses on the forward stance,
balance and coordination
ADDITIONAL EQUIPMENT	1 striking shield, focus mitt
or large foam ball per pair
Use the activity card, PLUS…
»	 Players may only shuffle forwards and backwards in the
forward stance to avoid being tagged and to tag others.
»	 One partner has a striking shield, focus mitt or large
foam ball and, on your call, must hold it in the various
positions (e.g. right shoulder, right knee, waist, chest etc).
»	 Players may only be tagged on the target.
»	 The tagger uses various punches or strikes to
hit the target, and shouts when they strike.
»	 Swap roles after each successful tag.
TipS	 »	When shuffling, make sure players
are on the balls of their feet.
	 »	When punching, make sure players’ wrists are
straight and their thumb is on the outside.
ASK THE PLAYERS	 »	How can you avoid being tagged?
LOW BLOCKFORWARD stanCE
34
Lesson 4 · Finish up 	 15 minutes
Shadow sparring
Finish Up 05
10 minutes
Players string together a series of 4 or 5 movements they
have learnt to date.
Skill Focus	Warm down activity that improves linking skills
and reactions to other people’s moves
Refer to the activity card…
TipS	 »	Players should show plenty of enthusiasm,
and give a shout after each movement.
SAFETY	 »	Make sure players are sparring in small, manageable
groups, and are a safe distance apart.
	 »	 Players should not contact each other.
Relaxation
Finish Up 02 	
5 minutes
Players concentrate on relaxed breathing and shifting this
relaxation to different body parts.
Refer to the activity card…
35
Remember, if the game
isn’t working CHANGE IT
Lesson 5
Objective	 Front kick
Time 	 60 minutes
Area 	 Area required depends
on player numbers
and mobility
Equipment 	 »	Marker cones to
define playing areas
	 »	1 striking shield,
focus mitt or a large
foam ball per pair
Card summary
»	 Start Out WC 03A
»	 Start Out WC 10A
»	 Start Out MV 01B
»	 Get Into It MV 02B
»	 Get Into It MV 03A
»	Finish Up 05
5
START OUT
WILDCARD
WC
03
All-in tag
Everyone tries to tag everyone else! Players who are tagged continue
to tag others from a crouch position. (Play with 8–30.)
Safety
 When you are playing indoors,
boundaries should be away from
walls or free-standing
objects.
 Players should be familiar with
space and player awareness
activities such as Start out
WC 03a,b.
 Players can only tag with
their hands, NOT their feet.
 Heads up and looking
around at all times.
 Walk, shuffle, skip, jump…
 Statues – the coach signals
‘statue’ and all the running
players have to freeze in a
one-legged statue. Play
resumes after 5 seconds
on the signal ‘go’.
What to do
 Establish a playing area.
 Players tag whoever is nearest.
 Tagged players crouch and can continue
to tag others, but can’t change position.
Change it
 A player with limited mobility may have
to be tagged twice. Alternatively, use a
‘buddy’ pairing for all players – both
players in a pair have to be tagged within
5 seconds. Vary the locomotion according
to the ability of the players.
 Repeat the statue freeze when
about half the players have
been tagged. On the signal
‘go’, all the crouchers become
runners and the runners
become crouchers.
A
Pool alternative
START OUT
WILDCARD
WC
03
All-in tag
Everyon
e tries to tag everyone else! Players
who are tagged continue
to tag others from a crouch position
. (Play with 8–30.)
Safety
 When you are playing indoors,
boundaries should be away from
walls or free-standing objects.
 Players should be familiar
withspace and player awarene
ssactivities such as Start outWC 03a,b.
 Players can only tag withtheir hands, NOT their feet. Heads up and lookingaround at all times.
 Walk, shuffle,
skip, jump… Statues
– the coach signals‘statue’
and all the runningplayers have to freeze in aone-legg
ed statue. Playresumes after 5 secondson the signal ‘go’.What to do
 Establish a playing area. Players tag whoever is nearest.
 Tagged players crouch and can continue
to tag others, but can’t change position.Change it
 A player with limited mobility
may have
to be tagged twice. Alternatively, use a
‘buddy’ pairing for all players – both
players in a pair have to be tagged within
5 seconds. Vary the locomotion according
to the ability of the players.
 Repeat the statue freeze whenabout half the players havebeen tagged.
On the signal‘go’, all the crouchers becomerunners
and the runnersbecome
crouchers.
A
Pool alternative
Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time
36
Lesson 5 · START OUT	 10 minutes
Fun on the spot
Start Out WC 10A
5 minutes
A quick energiser. 3 or 4 running on the spot variations are
called. The emphasis is on short bursts of fun.
Skill Focus	 Focuses on listening and concentration
Use the activity card, PLUS…
»	 Call out specific movements, including jogging,
star jumps, skipping, hopping.
All-in tag
Start Out WC 03A
5 minutes
Everyone tries to tag everyone else! Players who are tagged
continue to tag others from a crouched position.
(Play with 8–30.)
Skill Focus	 Improves spatial and player awareness
Refer to the activity card…
ASK THE PLAYERS	 »	How can you avoid being tagged?
			 »	How can you work together to tag a player?
37
Walk the line
Get Into It MV 02B
15 minutes
In pairs, one player simulates an attacking move while their
partner attempts to block.
Skill Focus	Practises blocks and improves
hand–eye coordination
Use the activity card, PLUS…
»	 Players should start in the forward stance.
»	 Ask players to change their leading foot
in the forward stance regularly.
»	 The attacker attempts to tag their partner on
the arm while their partner blocks their attempts.
»	 Swap partners regularly.
TipS	 »	When blocking, players
should step forward with the
same foot as the blocking
arm, into a forward stance,
or step backwards with the
opposite foot to the blocking
arm, into a forward stance.
Lesson 5 · GET INTO IT	 40 minutes
HIGH BLOCK
38
Mexican wave 	
Start Out MV 01B
10 minutes
Players stand in a circle, and one player demonstrates a
particular skill. Each player in turn around the circle repeats
this skill. Slowly introduce more skills.
Skill Focus	 Improves balance and coordination
Use the activity card, PLUS…
»	 The leader introduces the following
skills on your command:
–  leg raises
–  low kick — knee height
–  mid-section kick — belly button
–  high kick — face height
»	 Vary the commands.
Harder:
»	 Combination kick — kick in 4 directions
while turning on the spot.
TipS	 »	Players should start in the forward stance position.
	 »	With leg raises, make sure players keep their leg straight,
like a pendulum, with toes pointing up and back.
	 »	Players should make contact with the ball of their
kicking foot.
	 »	With a front kick, players should lift their knee first,
then extend their leg.
ASK THE PLAYERS	 »	How can you do a front kick?
			 »	What different heights can
you do the kick at?
Lesson 5 · GET INTO IT	 continued
front kickknee LIFT
39
Mirror, mirror
Get Into It MV 03A
15 minutes
Play in pairs. Players stand stationary opposite their partner.
One player is the mirror, while the other is the leader.
The leader holds a focus point for the mirror to strike.
Skill Focus	 Practises the front kick and leg raises
ADDITIONAL EQUIPMENT	1 focus mitt, striking shield
or large sized foam ball per pair
Use the activity card, PLUS…
»	 The leader holds a focus mitt for the mirror to strike.
»	 The mirror uses front kicks or leg raises to strike at the target.
»	 Based on your call, the mirror performs that number
of kicks in a row.
»	 The leader should move the target after each kick.
Easier:
»	 Pairs mirror each other’s actions and see how many kicks or leg
raises they can complete within a set timeframe e.g. 30 seconds.
Harder:
»	 In teams of 5, have 4 people standing holding a target at
different points around the mirror. The mirror must kick each
target with the same leg, while turning on the spot.
ASK THE PLAYERS	 »	How can you make sure you strike the target?
		 	 »	 How can you keep balance with a combo kick?
SAFETY	 »	Players should only lightly contact the target.
Lesson 5 · GET INTO IT	 continued
front kick
40
Lesson 5 · FINISH UP	 10 minutes
Shadow sparring
Finish Up 05
10 minutes
Players string together a series of 4 or 5 movements they
have learnt to date.
Skill Focus	Warm down activity that improves linking skills
and reactions to other people’s moves
Use the activity card, PLUS...
»	 Limit the movement patterns to hands or legs or blocking only.
TipS	 »	Players should show plenty of enthusiasm,
and give a shout after each movement.
SAFETY	 »	Make sure players are sparring in small, manageable
groups, and are a safe distance apart.
	 »	 Players should not contact each other.
41
Remember, if the game
isn’t working CHANGE IT
Lesson 6
Objective	 Blocks and strikes
Time 	 60 minutes
Area 	 Area required depends
on player numbers
and mobility
Equipment 	 »	Marker cones to
define the playing area
	 »	1 foam stick (noodle)
or rolled-up newspaper
per pair
	 »	1 striking shield,
focus mitt or a large
foam ball per pair
	 »	1 ball per group
of 6–8 players
	 »	1 set of bibs per group
of 6–8 players
Card summary
»	 Start Out WC 05B
»	 Start Out CP 02A
»	 Start Out MV 01A
»	 Get Into It MV 02B
»	 Get Into It MV 03A
»	Finish Up 01
»	Finish Up 02
6
Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time
42
Here, there,
nowhere
Start Out CP 02A
5 minutes
On your call, players run towards you (here), away from
you (there) or do an activity on the spot (nowhere).
(Play with 6 or more.)
Skill Focus	Energiser that increases spatial
and player awareness
Refer to the activity card…
Stork tag
Start Out WC 05B
5 minutes
Taggers chase runners. If runners are tagged, they have to
stand on the spot in a martial arts stance. A tagged runner
(stork) can be freed by a fellow runner by exchanging a ball in
an underarm throw. Either a stork or a free runner can throw
the ball. (Play with 8 or more.)
Skill Focus	 Improves anticipation, evasion skills and teamwork
Use the activity card, PLUS…
»	 When tagged, runners stand in any martial arts stance
(e.g. horse-riding stance, forward stance etc).
Lesson 6 · START OUT	 10 minutes
horse-riding stanceforward stance
43
Lesson 6 · GET INTO IT	 40 minutes
Walk the line
Get Into It MV 02B
15 minutes
In pairs, players simulate attacks using a foam stick (pool
noodle) while their partner makes low blocks (to defend
against strikes at their body) and high blocks (to defend
against strikes at their head or face).
Skill Focus	Practises blocks and improves
hand–eye coordination
Use the activity card, PLUS…
»	 Players should start in the forward stance.
TipS	 »	Ask players to regularly change their leading foot
in the forward stance.
	 »	 When blocking, players should step forward with the
same foot as the blocking arm, into a forward stance,
or step backwards with the opposite foot to the
blocking arm, into a forward stance.
44
Mirror, mirror
Get Into It MV 03A
15 minutes
Play in pairs. Players stand stationary opposite their partner.
One player is the mirror, while the other is the leader.
The leader performs a series of movements/skills, and
the mirror must copy the skills like a reflection.
Skill Focus	Practises hand techniques and
hand–eye coordination
ADDITIONAL EQUIPMENT	1 foam stick (noodle) or rolled-up paper
per pair · 1 focus mitt, striking shield
or large sized foam ball per pair
Use the activity card, PLUS…
»	 Both players start in the ready position and then put both hands
up in line with their jaw (as if holding two microphones).
»	Ask the leader to demonstrate the following hand techniques:
–  straight punch — forward stance without stepping
–  side punch — across the body
–  low punch — knee height
–  high punch — face height
	 – knife hand strike — across the body, palm down and
contact with the thick area of the hand, opposite the thumb
	 –  palm heel strike — a high five to the front.
Harder:
»	 Introduce a focus point to strike.
»	 The leader calls a series of
actions and the mirror performs
by striking the focus point.
ASK THE PLAYERS	 »	How can you maintain good technique
and increase the speed?
SAFETY	 »	Players should only lightly contact the target.
Lesson 6 · GET INTO IT	 continued
straight punch KNIFE HAND STRIKE PALM HEEL strike
45
Coach says
Start Out MV 01A
10 minutes
Using the rules of ’Simon says’, call out commands for
players to perform various fundamental motor skills and
movements patterns.
Skill Focus	 Practises the front kick
Use the activity card, PLUS…
»	 Ask players to demonstrate the following movement patterns:
–  knee raise
–  leg raise
–  front kick
–  low kick
–  mid-section kick
–  high kick.
TipS	 »	Raise the knee first in the kick then extend the leg.
Lesson 6 · GET INTO IT	 continued
What did you learn?
Finish Up 01
5 minutes
Question and answer. Reinforce key skills or tactical points.
Link back to previous experiences.
Refer to the activity card…
Relaxation
Finish Up 02 	
5 minutes
Players concentrate on relaxed breathing and shifting this
relaxation to different body parts.
Refer to the activity card…
Lesson 6 · FINISH UP	 10 minutes
46
Remember, if the game
isn’t working CHANGE IT
Lesson 7
Objective	 Sparring
Time 	 60 minutes
Area 	 Area required depends
on player numbers
and mobility
Equipment 	 »	Marker cones to
define the playing area
Card summary
»	 Start Out WC 03B
»	 Start Out WC 04C
»	 Start Out MV 01A
»	 Get Into It MV 03B
»	 Get Into It MV 04A
»	Finish Up 02
»	Finish Up 04
»	Finish Up 05
7
START OUT
WILDCARD
WC
03
All-in tag
Everyone tries to tag everyone else! Players who are tagged continue
to tag others from a crouch position. (Play with 8–30.)
Safety
 When you are playing indoors,
boundaries should be away from
walls or free-standing
objects.
 Players should be familiar with
space and player awareness
activities such as Start out
WC 03a,b.
 Players can only tag with
their hands, NOT their feet.
 Heads up and looking
around at all times.
 Walk, shuffle, skip, jump…
 Statues – the coach signals
‘statue’ and all the running
players have to freeze in a
one-legged statue. Play
resumes after 5 seconds
on the signal ‘go’.
What to do
 Establish a playing area.
 Players tag whoever is nearest.
 Tagged players crouch and can continue
to tag others, but can’t change position.
Change it
 A player with limited mobility may have
to be tagged twice. Alternatively, use a
‘buddy’ pairing for all players – both
players in a pair have to be tagged within
5 seconds. Vary the locomotion according
to the ability of the players.
 Repeat the statue freeze when
about half the players have
been tagged. On the signal
‘go’, all the crouchers become
runners and the runners
become crouchers.
A
Pool alternative
START OUT
WILDCARD
WC
03
All-in tag
Everyon
e tries to tag everyone else! Players
who are tagged continue
to tag others from a crouch position
. (Play with 8–30.)
Safety
 When you are playing indoors,
boundaries should be away from
walls or free-standing objects.
 Players should be familiar
withspace and player awarene
ssactivities such as Start outWC 03a,b.
 Players can only tag withtheir hands, NOT their feet. Heads up and lookingaround at all times.
 Walk, shuffle,
skip, jump… Statues
– the coach signals‘statue’
and all the runningplayers have to freeze in aone-legg
ed statue. Playresumes after 5 secondson the signal ‘go’.What to do
 Establish a playing area. Players tag whoever is nearest.
 Tagged players crouch and can continue
to tag others, but can’t change position.Change it
 A player with limited mobility
may have
to be tagged twice. Alternatively, use a
‘buddy’ pairing for all players – both
players in a pair have to be tagged within
5 seconds. Vary the locomotion according
to the ability of the players.
 Repeat the statue freeze whenabout half the players havebeen tagged.
On the signal‘go’, all the crouchers becomerunners
and the runnersbecome
crouchers.
A
Pool alternative
Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time
47
Lesson 7 · Start out	 10 minutes
Hospital tag
Start Out WC 04C
5 minutes
A nominated player tags any other player. The tagged player
becomes the new tagger but has to choose a martial arts
skill to perform. (Play with 6 or more.)
Skill Focus	 Warm up energiser
Use the activity card, PLUS…
»	 The tagged player must choose a martial arts skill to adopt
while tagging (e.g. jumping in the horse-riding stance,
shuffling in the forward stance).
Look out for others!
Start Out WC 03B
5 minutes
Players run in random directions in a defined area. Players
are made aware of the fact that the activity is focused on
learning to play safely in the presence of others.
Skill Focus	 Increases spatial and player awareness
Refer to the activity card…
ASK THE PLAYERS	 »	How can you stay clear of other players?
48
Lesson 7 · Get into it 	 40 minutes
Coach says
Start Out MV 01A
10 minutes
Using the rules of ’Simon says’, call out commands for
players to perform various fundamental motor skills and
movement patterns.
Skill Focus	Practises fundamental martial arts movements —
making a fist, bowing, the ready stance and the
horse-riding stance.
Use the activity card, PLUS…
»	 Ask players to demonstrate the following movement patterns:
–  make a fist
–  bow
–  ready stance
–  horse-riding stance
–  punching with the horse-riding stance.
Harder:
»	 Alternate between right-arm and left-arm punching.
»	 Alternate the types of punches, low, high, mid, combo etc.
ASK THE PLAYERS	 »	How can you make a fist?
		 	 »	How can you show respect
to the coach? (Bow)
		 	 »	How can you show you are ready to start?
(Assume the ready stance)
49
Shadow sparring
Finish Up 05 	
10 minutes
Players string together a series of 4 or 5 movements
they have learnt to date.
Skill Focus	Improves linking skills and reactions
to other people’s moves
Refer to the activity card…
TipS	 »	Players should show plenty of enthusiasm,
and give a shout after each movement.
SAFETY	 »	Make sure players are sparring in small, manageable
groups, and are a safe distance apart.
	 »	Players should not contact each other.
Lesson 7 · GET INTO IT	 continued
50
Lesson 7 · GET INTO IT	 continued
Speed touch
Get Into It MV 03B
10 minutes
Players pair off and face each other. One player tries to
touch the other player on the arm. The other player tries
to block or evade the strike.
Skill Focus	 Practises sparring and self-control
Use the activity card, PLUS…
»	 The defender uses blocks
to stop the strike attempts.
TipS	 »	Fake one direction before touching another.
ASK THE PLAYERS	 »	How do you make the most successful strikes?
		 	 »	What is the best way to make
successful blocks?
3-step sparring
Get Into It MV 04A
10 minutes
Players practise blocking and evading while other players
strike out at them.
Skill Focus	 Practises sparring and self-control
Refer to the activity card…
TipS	 »	When the punch is blocked (by the forearm),
the blocker gently pushes the puncher’s
arm across and away from their body.
51
Freeze frame
Finish Up 04	
5 minutes
Ask players to mime particular actions e.g. blocks, kicks,
punches. Players perform the actions until you call ’FREEZE!’.
You then look at the statues and provide feedback.
Refer to the activity card…
Relaxation
Finish Up 02	
5 minutes
Players concentrate on relaxed breathing and shifting this
relaxation to different body parts.
Refer to the activity card…
Lesson 7 · Finish up 	 10 minutes
52
Remember, if the game
isn’t working CHANGE IT
Lesson 8
Objective	 One-point sparring
Time 	 60 minutes
Area 	 Area required depends
on player numbers
and mobility
Equipment 	 »	Marker cones to
define playing areas
	 »	A hoop or rope
per group of 12
	 »	1 focus mitt, striking
shield or a large foam
ball per pair
	 »	10 tennis balls
per group
Card summary
»	 Start Out WC 10A
»	 Start Out MV 01A
»	 Start Out MV 01B
»	 Get Into It MV 01B
»	 Get Into It MV 03B
»	 Get Into It MV O4B
»	Finish Up 01
»	Finish Up 03
8
START OUT
WILDCARD
WC
03
All-in tag
Everyone tries to tag everyone else! Players who are tagged continue
to tag others from a crouch position. (Play with 8–30.)
Safety
 When you are playing indoors,
boundaries should be away from
walls or free-standing
objects.
 Players should be familiar with
space and player awareness
activities such as Start out
WC 03a,b.
 Players can only tag with
their hands, NOT their feet.
 Heads up and looking
around at all times.
 Walk, shuffle, skip, jump…
 Statues – the coach signals
‘statue’ and all the running
players have to freeze in a
one-legged statue. Play
resumes after 5 seconds
on the signal ‘go’.
What to do
 Establish a playing area.
 Players tag whoever is nearest.
 Tagged players crouch and can continue
to tag others, but can’t change position.
Change it
 A player with limited mobility may have
to be tagged twice. Alternatively, use a
‘buddy’ pairing for all players – both
players in a pair have to be tagged within
5 seconds. Vary the locomotion according
to the ability of the players.
 Repeat the statue freeze when
about half the players have
been tagged. On the signal
‘go’, all the crouchers become
runners and the runners
become crouchers.
A
Pool alternative
START OUT
WILDCARD
WC
03
All-in tag
Everyon
e tries to tag everyone else! Players
who are tagged continue
to tag others from a crouch position
. (Play with 8–30.)
Safety
 When you are playing indoors,
boundaries should be away from
walls or free-standing objects.
 Players should be familiar
withspace and player awarene
ssactivities such as Start outWC 03a,b.
 Players can only tag withtheir hands, NOT their feet. Heads up and lookingaround at all times.
 Walk, shuffle,
skip, jump… Statues
– the coach signals‘statue’
and all the runningplayers have to freeze in aone-legg
ed statue. Playresumes after 5 secondson the signal ‘go’.What to do
 Establish a playing area. Players tag whoever is nearest.
 Tagged players crouch and can continue
to tag others, but can’t change position.Change it
 A player with limited mobility
may have
to be tagged twice. Alternatively, use a
‘buddy’ pairing for all players – both
players in a pair have to be tagged within
5 seconds. Vary the locomotion according
to the ability of the players.
 Repeat the statue freeze whenabout half the players havebeen tagged.
On the signal‘go’, all the crouchers becomerunners
and the runnersbecome
crouchers.
A
Pool alternative
Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time
53
Lesson 8 · START OUT	 10 minutes
Fun on the spot
Start Out WC 10A
5 minutes
A quick energiser. 3 or 4 running on the spot variations are
called. The emphasis is on short bursts of fun.
Skill Focus	 Encourages listening and concentration
Use the activity card, PLUS…
»	 Call out specific movements, including jogging, star jumps,
skipping, hopping.
Speed touch
Get Into It MV 03B
5 minutes
Players pair off and face each other. One player tries to touch
the other player on the arm. The other player tries to block
or evade the strike.
Skill Focus	 Practises sparring, self-control and blocking
Use the activity card, PLUS…
»	 The defender uses blocks to stop the strike attempts.
TipS	 »	Fake one direction before touching another.
	 »	 Double low blocks should finish no wider
than the hips, and hands should be situated
approximately one foot from the body.
ASK THE PLAYERS	 »	How do you make the
most successful strikes?
		 	 »	What is the best way to make
successful blocks?
54
Coach says
Start Out MV 01A
10 minutes
Using the rules of ’Simon says’, call out commands for
players to perform various fundamental motor skills and
movement patterns.
Skill Focus	Practises fundamental martial arts movements —
making a fist, bowing, the ready stance and the
horse-riding stance
Use the activity card, PLUS…
»	 Ask players to demonstrate a variety of
the following movement patterns:
–  make a fist
–  bow
–  ready stance
–  horse-riding stance
–  blocks
–  front kicks
–  leg raises
–  strikes.
Harder:
»	 Introduce punching with the horse-riding stance.
»	 Alternate between right-arm and left-arm punching.
Lesson 8 · GET INTO IT	 45 minutes
55
Shout
Get Into It MV 01B
10 minutes
Shouting, or the ’martial arts yell’, is often used in martial
arts training. It is a controlled, aggressive shout that allows
players to concentrate their energy into the point of impact.
Players give a shout while performing a striking technique.
The aim is to see who can shout the longest.
Skill Focus	Practises shouts and concentration, and
encourages determination and perseverance
Use the activity card, PLUS…
»	 Players must use various types of hand
techniques when striking, such as a:
–  straight punch
–  side punch
–  open hand strike
–  knife hand strike
–  high punch
–  low punch.
TipS	 »	Remind players to use their diaphragm and
concentrate their shout into their technique.
Lesson 8 · GET INTO IT	 continued
56
Mexican wave
Start Out MV 01B
10 minutes
Players stand in a circle, and one player demonstrates a
particular skill. Each player in turn around the circle repeats
this skill. Slowly introduce more skills.
Skill Focus	 Improves balance and coordination
Use the activity card, PLUS…
»	 The leader introduces the following skills on your command:
–  leg raises
–  front kick
–  low kick — knee height
–  mid-section kick — belly button
–  high kick — face height
	 – combination kick — kick in 4 directions
while turning on the spot.
»	 Vary the commands.
TipS	 »	Players should start in the forward stance position.
	 »	With leg raises, make sure players keep their leg straight,
like a pendulum, with toes pointing up and back.
ASK THE PLAYERS	 »	How can you do a front kick?
		 	 »	What different heights can
you do the kick at?
front kickleg raise
Lesson 8 · GET INTO IT	 continued
57
Treasure
Get Into It MV 04B	
15 minutes
One team called Ninja try to steal the sacred jewels of the
Emperor (the treasure) from the Imperial Palace which is
guarded by another group, the Samurai warriors. The Ninja try
to fight their way past the Samurai guards using one-point
sparring matches. (Play in teams of 4–6.)
Skill Focus	 Uses strategy and teamwork
Refer to the activity card…
Lesson 8 · GET INTO IT	 continued
58
Lesson 8 · Finish up	 5 minutes
What did you learn?
Finish Up 01
2 minutes
Question and answer. Reinforce key skills or tactical points.
Link back to previous experiences.
Refer to the activity card…
Stay tuned…
Finish Up 03
3 minutes
Short announcements and handouts — where to from here.
Refer to the activity card…
59
Where to from here?
There are many styles of martial arts, both traditional and
sports-oriented. In the traditional styles, the main objective
in their training is self-improvement, whereas the sport
styles mainly train for competition. There are some
organisations that cater for both interests.
Most of the common martial arts organisations can be
found in your local Yellow Pages, as well as on the web.
Popular styles such as Taekwondo, Karate and Kung Fu can
also have various styles, depending on the Master Instructor
of the style. Children wanting to learn more about martial
arts should try and find an instructor who:
»	 comes from an organisation that has a good
reputation in their region
»	 has several years of experience dealing with
children, and
»	 is associated with an organisation that has several
branches nationally. This will ensure the student can
continue their training wherever they live.
Coaching and officiating
Through each of the state and territory associations, there
are coaching and officiating accreditation courses offered
all year round. Coaches and officials who complete the
requirements for these courses are accredited through
the National Coach Accreditation Scheme (NCAS) and
the National Officials Accreditation Scheme (NOAS).
60
Taekwondo Australia Inc
PO Box 1477
South Geelong, Victoria 3220
Tel: (03) 6275 2747
Fax: (03) 5243 3493
www.taekwondoaustralia.org.au
ta.ceo@bigpond.com
Australian Karate Federation Inc
22 Kilcolman Street
The Gap, Queensland 4061
Tel: (07) 3300 0022
Fax: (07) 3300 0033
www.akf.com.au
admin@akf.com.au
Australian Kung Fu (Wu Shu)
Federation Ltd
83 Lindrum
Holt ACT 2615
Tel: (02) 9571 8966
Fax: (02) 9571 8977
www.akwf.com
walt@phoenixfilms.com.au
Resources and
more information
For more information about martial arts, check your
local Yellow Pages, the internet, local papers or martial
arts magazines.
Organisations you may like to contact are listed below.
Their web sites contain contact details for the relevant
state and territory associations.
61

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Lloyd Irvin | Best Moves In Martial Atrs

  • 2. Acknowledgments The Australian Sports Commission wishes to acknowledge the contribution of the following people and organisations to the production of this resource. Activities included within the Martial Arts Companion Book have been adapted from the Playing for Life Resource Kit, with the assistance of Joel Muyot and Bronwen Bath. These contributors also provided significant input for the inclusion of new activities and the marital arts specific content. Gayle Rogers (ACHPER/Schools Network), Sue Cormack (ACHPER/Schools Network), Bruce Knights (Keilor Downs Secondary College) and Les Bee developed the content for the introduction and principles for how and when to change activities. The editorial team of Creating Excellence Consulting, Wenda Donaldson (AASC), Teena Jackson (AASC), Lainie Houston (AASC), Melissa Backhouse (Junior Sport Unit) and Ashley Beaver (AASC) developed, proofread and edited written materials and significantly contributed to the overall content and format of the final product. Disclaimer The Playing for Life companion books have been designed for use with students aged 4–12. Each book assumes that each student is healthy and has no medical condition, disability, illness, impairment or other reason that may impact, limit or restrict their involvement in sport or other physical activity. A student should not be allowed to participate in an activity if any medical, physical or other factor indicates that they are not suited to that activity. Where there are any queries or concerns about such matters, the consent of the student’s parent or guardian should be obtained before allowing participation. While care has been taken in the preparation of these books, the publisher and authors do not accept any liability arising from the use of the books including, without limitation, from any activities described in the books. © Australian Sports Commission 2007 This work is copyright. Apart from any fair dealing for the purpose of private study, research, criticism or review as permitted under the Copyright Act 1968 and subsequent amendments, no part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without prior written permission from the Australian Sports Commission. Requests and enquiries concerning reproduction should be addressed to the copyright officer (email: copyright@ausport.gov.au). For general enquiries: Tel: (02) 6214 1111 Fax: (02) 6251 2680 Email: asc@ausport.gov.au Web site: www.ausport.gov.au For a complete listing of Australian Sports Commission publications, visit www.ausport.gov.au/publications/catalogue/. ISBN 978 1 74013 094 3 Unless otherwise specified, all images are the property of the Australian Sports Commission. Cover illustrations by Kathryn Wright Design Content illustration by G.Robey Design Design by Swell Design Group Editorial consultants McLeod Marketing & Management Printed by Paragon Printers
  • 3. Introduction Contents » About this book ii » Playing for Life – what is it? iii » How do I know when to CHANGE IT? v » Tips for delivery vii » Introduction to martial arts 1 » What you need from the kit… 7 » Overview of lessons 8 » How to use this book 9 » Lesson plans: LeSSON 1 10 LeSSON 2 16 LeSSON 3 24 LeSSON 4 30 LeSSON 5 36 LeSSON 6 42 LeSSON 7 47 LeSSON 8 53 » Where to from here? 60 » Resources and more information 61 i
  • 4. Introduction About this book The Playing for Life companion books have been developed to complement the Active After-school Communities (AASC) Playing for Life resource kit. They are primarily designed for members of the local community who will be delivering programs to participating primary school-aged children. More specifically, they are designed to help people with minimal experience in the sport to deliver activities in line with the Playing for Life philosophy. This places an emphasis on providing safe, fun, engaging activities that ensure maximum participation from all children, regardless of their level of ability. ACTIVE AFTER-SCHOOL COMMUNITIE S BasketballCOMPANION BOOK ACTIVE AFTER-SCHOOL COMMU NITIES Gymnastics COMPANION BOOK ACTIV E AFTER-SCH OOL COMM UNITIES GolfCOMPANION BOOK ACTIVE AFTER-SCHOOL COMMU NITIES Netball COMPANION BOOK ii
  • 5. Introduction » The game is the focus — Players develop skills through fun, game-like activities (by ’playing the game’) rather than through traditional skills and drills. » Coach is a facilitator — Coaches play more of a facilitator role than a director’s role. Rather than instructing players how to perform a particular skill, coaches provide key coaching points for performing the skill then set the players a challenge that they must solve through activity. For example, they might ask: » How many different jumps can you perform in 30 seconds? » Where will you stand to field the ball? » How can you work together to stop the opponents scoring? » How can you include everyone? This engages players in the activity at a level that suits their own ability, and players learn through self-discovery rather than coach direction. » Discrete coaching — Coach instructions and demonstrations are kept to a minimum. Allow play to continue and support players to develop their skills on the side in an unobtrusive way during the course of the activity. This maximises player participation and allows players to receive one-on-one coach support where required. » Role models — Use player role models during the activities to demonstrate and emphasise good technique or strategies. Be aware of cultural considerations when adopting this strategy. Playing for Life – what is it? The Playing for Life philosophy adopts a ‘game sense’ approach to physical activity. iii
  • 6. » Ask the players — The use of player questioning is a valuable strategy to engage the players themselves in changing the activity to increase participation and to make the activity more or less challenging. » CHANGE IT — Simple variations to activities are introduced to make the activities easier or harder in order to accommodate all player ability levels and backgrounds. Use the CHANGE IT acronym to assist you in modifying the activities, and remember to ‘Ask the players’: C Coaching style e.g. deciding when to direct activities and when to ask the players. Knowing when to provide discrete coaching and when to ‘just let the kids play’ H How you score or win e.g. introduce zones for batting or target games A Area (playing area) e.g. make the playing area smaller or larger; alter distances to targets or between players N Number of players e.g. consider different team sizes to keep all players active. Have several games of 2 v 2 or, if focusing on defence skills, change to 3 v 2 or 2 v 1 etc G Game rules e.g. allow 2 bounces before catching or stopping a ball, or introduce a no-go zone E Equipment e.g. use a larger or softer ball; rackets instead of bats; bins or markers for targets I Inclusion e.g. modify the game to maximise the involvement of all players. Ask the players how to change the game T Time e.g. reduce or extend the time to perform actions; change the number of passes within a time limit; vary the length of time a player can hold the ball It is more important to follow the concept of CHANGE IT than to remember what each letter represents. If it is not working…. CHANGE IT!! The activity sets the challenge The game asks the questions, and The players’ response is the answer Remember! iv
  • 7. Introduction How do I know when to CHANGE IT? The first step is to play the game and observe player involvement and responses. When observing the game being played, and player involvement and responses, ask yourself the following questions: » Is the game safe? » Are all players having fun? » Are all players engaged in the game? » Is the game working? » Do all players understand the game? » Is the objective of the game being achieved? » Are all the players being included? » Is participation being maximised? » Is the game appropriate to the ability level of each player? » Are all players being challenged? If the answer to any of the above questions is No, then CHANGE IT. The diagram on the following page provides a step-by-step guide about when and how to apply the CHANGE IT principles. v
  • 8. Introduction When and how to apply the CHANGE IT principles Whatishappening?WhattodoHowtoCHANGEIT CHANGEIT UP Increase challenge CHANGEIT DOWN Decrease challenge CHANGEIT Tooeasy(highsuccess) Playersnotchallengedenough Bothsidesscoring often,with littleeffort Skillsrequiredeasilyperformed Toodifficult(lowsuccess) Littleornoscoring Poorlevelsofpossession Playersnotcopingwith skills/poorexecution Littleinterestormotivation PLAYTHEGAMEAGAIN · OBSERVERESPONSES · MAKEFURTHERVARIATIONSASNECESSARY Tooone-sided (one-sidedsuccess) Oneteamdominating Someplayersnotgettingago Addrulesthatincreasedifficulty Setchallengesthatmakeitmoredifficulttoscore Increaseteamsizes(perhapsoneteamonly) Decreaseareasize(tomakeitmoredifficultforattackers) Simplifytherulestomakegameseasiertoplay Changetheequipmenttohelpplayerswiththeskills Setchallengesthatmakeiteasertoscore Varythesizeoftheplayingarea Playmoregameswithfewerplayersperteamto increasethe opportunitytoperformskills Shuffletheteam—swapplayersaroundtobalanceteams Introduceadditionalrulesto increasethechallenge forthe dominantsideonlye.g.atimelimittoscore Introducezonedareastorestrictdominantplayers Developagamescenario Observation Isthepurpose being achieved? Areallplayers engaged? Areplayers coping withthe skillsrequired? Isitsafe? Areplayers enjoyingthegame? Playthegame Observeplayer involvement and responses: vi
  • 9. Introduction Tips for delivery » Do not limit yourself to the structure of the lesson plans provided. Be creative and add your own flair as you become more confident as a deliverer. » Use the Easier and Harder variations to modify the games to suit the ability levels of the players. Remember to use your own CHANGE IT variations and ‘Ask the players’. » Use the Tips section to provide discrete coaching where needed to develop players’ skill levels. » As the lessons progress, the games evolve to become more complex and similar to the sport itself. However, remember to match the game with the ability of the players and modify it as necessary. » On the other hand, if the players grasp the games quickly, you may find you complete them in a shorter timeframe than estimated. In these circumstances, introduce games that the children enjoyed from previous lessons, to fill in time. » Remember some games may not work with one group, whereas they could work really well with another. Don’t be afraid to CHANGE IT to suit the needs of your group or even replace the game completely. » Keep group sizes to a minimum to ensure maximum participation of all children. Run the activity with several groups at once, or set up stations with various activities and rotate the groups. vii
  • 11. Introduction to martial arts Introduction to martial arts What are martial arts? » Martial arts incorporates a total system of training that goes far beyond fighting. » It can be many things to many people. For some, it is the perfect vehicle for achieving physical fitness, while for others it is a means of self-protection. » The practice of martial arts helps develop improved balance, strength and mental fortitude — overall, a more conditioned body and a sounder mind. » Traditionally, martial arts training has been characterised by the development of core martial arts techniques through a strict adherence to repetitive drills. » Playing for Life martial arts focuses on children engaging in physical activity and developing skills through self-discovery and problem solving — that is, through play. Tips for delivering martial arts Following are some specific tips for delivering Playing for Life martial arts: » Most activities in this manual do not require any equipment. Those that do need some equipment involve items that are generally readily available or that can be either made or purchased from local sports stores. 1
  • 12. Introduction to martial arts Examples include foam sticks (noodles) or rolled-up paper, soccer-sized balls (such as foam or harder balls), focus mitts, and striking shields. Focus mitts and striking shields should be soft (thick pad) to ensure no injuries when contact is made. » You need to observe the following safety considerations during martial arts activity lessons: – Make sure the playing surface is even and free of obstructions. – If you are using an indoor playing area or surface, participants can train barefooted. If you are conducting the training outdoors, they must wear shoes. – Start Out activities are used purely to prepare players for the activities to come. Start out slowly and gradually increase the pace or intensity as players warm up. – Some activities may require physical contact between players. Always ensure contact in these instances is light and all activities are strictly supervised. In activities where there is more potential for body contact (for example, sparring), enforce a safety zone between sparring partners so that no contact is made between players. 2
  • 13. Introduction to martial arts Introduction to basic martial arts terms and skills General » Bowing — the act of lowering the head and upper body from the waist, as a gesture before and after the game. » Sparring — a form of one-on-one training performed with a training partner. Players face their partner and perform several strikes and blocks at each other. » Shadow sparring — a form of sparring where players perform several strikes and blocks at an imaginary attacker. » Stance — the way the body and legs are positioned. » Ready stance — a balanced stance that ensures players are standing at attention awaiting further instructions from the coach. » Forward stance — a basic type of stance, where the weight is forward. One foot is well forward of the other, with the knee bent, and the back leg is straight. Feet are shoulder-width apart, facing forward and flat on the ground. » Horse-riding stance — a stance where the player stands as if they were sitting on a wide horse. Toes on both feet face the front, and their back should be straight to improve posture and strengthening of their back. Their hands should be at their hips. 3
  • 14. Introduction to martial arts Striking » Strike — the action of hitting a target in training or a sparring session. » Hand strike — any type of basic strike made with the hand, which includes punches and open hand strikes. » Palm heel strike — an open hand strike made with the palm of the hand (in high-five position). » KNIFE HAND strike — an open hand strike, where the hand starts at the opposite shoulder, with fingers straight, and strikes out across the body to hit with the thick part of the hand, opposite the thumb (palm down). » Making a fist — the wrist remains straight and the thumb is on the outside. » Punch — a basic strike made using a closed hand  (a fist). A punch may be a straight, side, back, low, mid-section or high punch. 4
  • 15. Introduction to martial arts » Leg raise — where the leg is raised forward and kept straight like a pendulum, with the toes pointing back towards the body. » Kick — a strike made with the foot. In a front kick, the knee is lifted and the leg is extended forward to make contact with the ball of the foot. Other types of kicks are side, low (knee height), mid-section (belly button height) or high (face height). A combo kick is 4 kicks in different directions while turning. Blocks » Block — the method of preventing a strike at your body or head, using the forearm(s). » Low section block — a type of block performed with one hand to stop an attack at the player’s body. The hand starts at the opposite shoulder, then moves diagonally across to the knee on the same side in a fanning motion (firstly with an open hand and eventually with a fist). The leg on the same side as the blocking arm is forward in the stance. knee lift front kick 5
  • 16. Introduction to martial arts » High section block — a type of block performed with one arm to stop an attack coming down onto the player’s head. The hand starts at the opposite shoulder then moves upwards above head height in a fanning motion (firstly with an open hand and eventually with a fist). The leg on the same side as the blocking arm is  forward in the stance. » Double low section block — where the player blocks an attack on the body with both arms pointing downward. 6
  • 17. Lesson 2 · START OUT Lesson 2 · GET INTO IT Keentan » » » » » » » » » » Back to back pass Change it Safety Back to back pass What to do START OUT COOPERATIVE PLAY CP 08 Remove or print each of the above cards from the Playing for Life resource kit and add to the ring-bound holder provided. This companion book cross-references these cards throughout the 8-week lesson plan. Martial Arts COMPANION BOOK What you need from the kit… Start OUT Wildcard Start Out WC 01A Form a group Start Out WC 03A All-in tag Start Out WC 03B Look out for others! Start Out WC 04B Fish in the net Start Out WC 04C Hospital tag Start Out WC 05B Stork tag Start Out WC 07 Tunnel and laps Start Out WC 08A Partner tag Start Out WC 08B Low 5s, high 5s Start Out WC 09A Warriors and dragons Start Out WC 10A Fun on the spot Start Out WC 10B Frost and thaw Cooperative Play Start Out CP 02A Here, there, nowhere Start Out CP 06B L-o-n-g throw MOVEMENT Start Out MV 01A Coach says Start Out MV 01B Mexican wave GET INTO IT MOVEMENT Get Into It MV 01A Racing relay Get Into It MV 01B Shout Get Into It MV 02A Tunnel crawl Get Into It MV 02B Walk the line Get Into It MV 03A Mirror, mirror Get Into It MV 03B Speed touch Get Into It MV 04A 3-step sparring Get Into It MV 04B Treasure FINISH UP FINISH UP Finish Up 01 What did you learn? Finish Up 02 Relaxation Finish Up 03 Stay tuned… Finish Up 04 Video ref Freeze frame Finish Up 05 Shadow sparring 7
  • 18. LESSOn OBJECTIVE FINISHUPGETINTOITStartOUT Overview of lessons 12345678 Horse-ridingstance, forwardstance, low blocks Forwardstance and legraises BlocksHandstrikesFrontkickBlocksandstrikesSparringOne-pointsparring Funonthespot StartOutWC10A Here,there,nowhere StartOutCP02A Fishinthenet StartOutWC04B Coachsays StartOutMV01A Formagroup StartOutWC01A Warriorsanddragons StartOutWC09A Partnertag StartOutWC08A Frostandthaw StartOutWC10B Funonthespot StartOutWC10A All-intag StartOutWC03A Here,there,nowhere StartOutCP02A Storktag StartOutWC05B Hospitaltag StartOutWC04C Lookoutforothers! StartOutWC03B Funonthespot StartOutWC10A Speedtouch GetIntoItMV03B Coachsays StartOutMV01A Racingrelay GetIntoItMV01A All-intag StartOutWC03A Tunnelcrawl GetIntoItMV02A L-o-n-gthrow StartOutCP06B Tunnelandlaps StartOutWC07 Coachsays StartOutMV01A Mexicanwave StartOutMV01B Walktheline GetIntoItMV02B Mirror,mirror GetIntoItMV03A Shout GetIntoItMV01B Partnertag StartOutWC08A Walktheline GetIntoItMV02B Mexicanwave StartOutMV01B Mirror,mirror GetIntoItMV03A Walktheline GetIntoItMV02B Mirror,mirror GetIntoItMV03A Coachsays StartOutMV01A Coachsays StartOutMV01A Shadowsparring FinishUp05 Speedtouch GetIntoItMV03B 3-stepsparring GetIntoItMV04A Coachsays StartOutMV01A Shout GetIntoItMV01B Mexicanwave StartOutMV01B Treasure GetIntoItMV04B Low5s,high5s StartOutWC08B Whatdidyoulearn? FinishUp01 Shadowsparring FinishUp05 Videoref FinishUp04 Whatdidyoulearn? FinishUp01 Shadowsparring FinishUp05 Relaxation FinishUp02 Shadowsparring FinishUp05 Whatdidyoulearn? FinishUp01 Relaxation FinishUp02 Freezeframe FinishUp04 Relaxation FinishUp02 Whatdid you learn? FinishUp01 Staytuned… FinishUp03 8
  • 19. How to use this book 1 Read the introductory pages to make sure you have an understanding of the Playing for Life philosophy and a basic understanding of the sport, including terms and skills, safety considerations and equipment requirements. 2 Read through each lesson plan to make sure you understand the objectives and requirements for each lesson. 3 Collect and review the required Playing for Life activity cards referred to in each of the lessons. 4 Add the loose-leaf activity cards to the ring-bound holder (shown). A companion book can sit alongside the activity cards — just slide the cover into the holder. 5 Before conducting each lesson, organise an appropriate and safe playing area and the necessary equipment (based on the number, ability levels and backgrounds of the players and the available area and equipment). A full equipment kit for this companion book has been prepared and is available through the AASC preferred supplier. To order, visit our web site at www.ausport.gov.au/aasc. 6 Deliver the lesson, using the indicated Playing for Life activity cards and the instructions provided in the book. Remember to vary the activities, where required, to cater for the needs of different players. If the activity is not working, remember to CHANGE IT. 7 Review the lesson immediately afterwards so you can identify what worked well/what didn’t, what level the players are at, and what you need to remember for next time. The outcome of this review will influence what you include in the next lesson and how you deliver it. While this book is primarily designed to help people with minimal experience in the sport to deliver activities in line with the Playing for Life philosophy, we do encourage you to consider attending a coaching course to improve your knowledge and skills. Information about the relevant coaching courses can be found in the ‘Where to from here’ section of the book. Lesson 2 · START OUT Lesson 2 · GET INTO IT Keentan Use the activity card, PLUS… » » » Easier: » » Harder: » » » » » Back to back pass Change it Swap partners. Easier – passer or receiver can move feet around. Harder – move apart. Move apart and introduce new passes orpositions – e.g. rolling along ground, bounce pass. Match players for size in back-to-back activities. Safety Waist-height water for the pool option. Back to back passIn pairs, players are back to back and pass a ball to one another. (Play with 4 or more.) What to do With one ball per pair, players pass the ball back and forth. Ball must change hands completely. Explore different passes – make upnew ones. A pool provides extra scope for inventiveness. After exploration – set a time period, e.g. number of passes in 20 seconds. Highlight successful passes. Ask childrento show their successful passes. START OUT COOPERATIVE PLAY CP 08 9
  • 20. Remember, if the game isn’t working CHANGE IT 1 Lesson 1 Objective Horse-riding stance, forward stance, low blocks Time 60 minutes Area Area required depends on player numbers and mobility Equipment » Marker cones to define playing areas Card summary » Start Out WC 03A » Start Out WC 08B » Start Out WC 10A » Start Out CP 02A » Start Out MV 01A » Get Into It MV 01A » Finish Up 01 START OUT WILDCARD WC 03 All-in tag Everyone tries to tag everyone else! Players who are tagged continue to tag others from a crouch position. (Play with 8–30.) Safety When you are playing indoors, boundaries should be away from walls or free-standing objects. Players should be familiar with space and player awareness activities such as Start out WC 03a,b. Players can only tag with their hands, NOT their feet. Heads up and looking around at all times. Walk, shuffle, skip, jump… Statues – the coach signals ‘statue’ and all the running players have to freeze in a one-legged statue. Play resumes after 5 seconds on the signal ‘go’. What to do Establish a playing area. Players tag whoever is nearest. Tagged players crouch and can continue to tag others, but can’t change position. Change it A player with limited mobility may have to be tagged twice. Alternatively, use a ‘buddy’ pairing for all players – both players in a pair have to be tagged within 5 seconds. Vary the locomotion according to the ability of the players. Repeat the statue freeze when about half the players have been tagged. On the signal ‘go’, all the crouchers become runners and the runners become crouchers. A Pool alternative START OUT WILDCARD WC 03 All-in tag Everyon e tries to tag everyone else! Players who are tagged continue to tag others from a crouch position . (Play with 8–30.) Safety When you are playing indoors, boundaries should be away from walls or free-standing objects. Players should be familiar withspace and player awarene ssactivities such as Start outWC 03a,b. Players can only tag withtheir hands, NOT their feet. Heads up and lookingaround at all times. Walk, shuffle, skip, jump… Statues – the coach signals‘statue’ and all the runningplayers have to freeze in aone-legg ed statue. Playresumes after 5 secondson the signal ‘go’.What to do Establish a playing area. Players tag whoever is nearest. Tagged players crouch and can continue to tag others, but can’t change position.Change it A player with limited mobility may have to be tagged twice. Alternatively, use a ‘buddy’ pairing for all players – both players in a pair have to be tagged within 5 seconds. Vary the locomotion according to the ability of the players. Repeat the statue freeze whenabout half the players havebeen tagged. On the signal‘go’, all the crouchers becomerunners and the runnersbecome crouchers. A Pool alternative Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time 10
  • 21. Lesson 1 · START OUT 10 minutes Fun on the spot Start Out WC 10A 5 minutes A quick energiser. 3 or 4 running on the spot variations are called. The emphasis is on short bursts of fun. Skill Focus Focuses on listening and concentration Use the activity card, PLUS… » Call out specific movements including jogging, star jumps, skipping, hopping. Here, there, nowhere Start Out CP 02A 5 minutes On your call, players run towards you, away from you (there), or do an activity on the spot (nowhere). (Play with 6 or more.) Skill Focus Energiser that develops player and spatial awareness Use the activity card, PLUS… » Call out specific movements including jogging, star jumps, skipping, hopping. 11
  • 22. Lesson 1 · Get into it 40 minutes Coach says Start Out MV 01A 10 minutes Using the rules of ’Simon says’, call out commands for players to perform various fundamental motor skills and movement patterns. Skill Focus Teaches fundamental martial arts movements — making a fist, bowing, the ready stance and the horse-riding stance. Use the activity card, PLUS… » Ask players to demonstrate the following movement patterns: –  make a fist –  bow –  ready stance –  horse-riding stance. Harder: » Introduce punching with the horse-riding stance. » Alternate between right-arm and left-arm punching. TipS » When making a fist, make sure the wrist is straight. ASK THE PLAYERS » How can you make a fist? » How can you show respect to the coach? (Bow) » How can you show you are ready to start? (Assume the ready stance) horse-riding stance ready stanceMAKE A FIST bow 12
  • 23. Racing relay Get Into It MV 01A 15 minutes Players race each other in a relay, performing the horse-riding stance. (Play in teams of 4 or 5.) Skill Focus Teaches fundamental martial arts movements plus punching, teamwork and coordination Use the activity card, PLUS… » Players race each other jumping forward in the horse-riding stance. » Every two jumps, players stop, shout and punch once with each arm. Harder: » Punch low and/or high. » Increase the number of punches. TipS » Make sure players’ backs are straight and toes are facing forward when in the horse-riding stance. Lesson 1 · GET INTO IT continued 13
  • 24. All-in tag Start Out WC 03A 15 minutes Everyone tries to tag everyone else. Players who are tagged continue to tag others from a forward stance position. (Play with 8–30.) Skill Focus Focuses on the forward stance, balance and coordination Use the activity card, PLUS… » Players may only shuffle forwards and backwards in the forward stance to avoid being tagged and to tag others. » Players may only tag using their hands, and may only tag the torso or legs. » Once tagged, players stand still in the forward stance position, and may tag others. » Players may block taggers using a low block. TipS » When shuffling, players drag their back foot in line with the front foot (still shoulder-width apart), and then  move their front foot forward again. Reverse for shuffling backwards. » Ensure players stay on the balls of their feet when shuffling. » For a low block, the left hand touches the right shoulder, then moves diagonally down and across to touch the left knee while the left leg is forward in the forward stance (or vice versa). Lesson 1 · GET INTO IT continued FORWARD STANCE Low section block 14
  • 25. Low 5s, high 5s Start Out WC 08B 5 minutes Players perform the nominated low 5s or high 5s with 4 other players. Skill Focus Cool down activity that disguises stretching Refer to the activity card… TipS » Emphasise the disguised stretching — nominate a range of actions that will achieve this (e.g. high 5s, low 5s, hi–low combo, lo–high combo). » Encourage players to perform actions at a gradually decreasing speed or in slow motion. What did you learn? Finish Up 01 5 minutes Question and answer. Reinforce key skills or tactical points. Link back to previous experiences. Refer to the activity card… Lesson 1 · Finish up 10 minutes 15
  • 26. Remember, if the game isn’t working CHANGE IT 2 Lesson 2 Objective Forward stance and leg raises Time 60 minutes Area Area required depends on player numbers and mobility Equipment » Marker cones to define playing areas » 1 large ball per pair Card summary » Start Out WC 01A » Start Out WC 04B » Start Out WC 07 » Start Out CP 06B » Start Out MV 01A » Get Into It MV 02A » Finish Up 05 START OUT WILDCARD WC 03 All-in tag Everyone tries to tag everyone else! Players who are tagged continue to tag others from a crouch position. (Play with 8–30.) Safety When you are playing indoors, boundaries should be away from walls or free-standing objects. Players should be familiar with space and player awareness activities such as Start out WC 03a,b. Players can only tag with their hands, NOT their feet. Heads up and looking around at all times. Walk, shuffle, skip, jump… Statues – the coach signals ‘statue’ and all the running players have to freeze in a one-legged statue. Play resumes after 5 seconds on the signal ‘go’. What to do Establish a playing area. Players tag whoever is nearest. Tagged players crouch and can continue to tag others, but can’t change position. Change it A player with limited mobility may have to be tagged twice. Alternatively, use a ‘buddy’ pairing for all players – both players in a pair have to be tagged within 5 seconds. Vary the locomotion according to the ability of the players. Repeat the statue freeze when about half the players have been tagged. On the signal ‘go’, all the crouchers become runners and the runners become crouchers. A Pool alternative START OUT WILDCARD WC 03 All-in tag Everyon e tries to tag everyone else! Players who are tagged continue to tag others from a crouch position . (Play with 8–30.) Safety When you are playing indoors, boundaries should be away from walls or free-standing objects. Players should be familiar withspace and player awarene ssactivities such as Start outWC 03a,b. Players can only tag withtheir hands, NOT their feet. Heads up and lookingaround at all times. Walk, shuffle, skip, jump… Statues – the coach signals‘statue’ and all the runningplayers have to freeze in aone-legg ed statue. Playresumes after 5 secondson the signal ‘go’.What to do Establish a playing area. Players tag whoever is nearest. Tagged players crouch and can continue to tag others, but can’t change position.Change it A player with limited mobility may have to be tagged twice. Alternatively, use a ‘buddy’ pairing for all players – both players in a pair have to be tagged within 5 seconds. Vary the locomotion according to the ability of the players. Repeat the statue freeze whenabout half the players havebeen tagged. On the signal‘go’, all the crouchers becomerunners and the runnersbecome crouchers. A Pool alternative Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time 16
  • 27. Lesson 2 · Start out 15 minutes Fish in the net Start Out WC 04B 5 minutes 3 players form the net by holding hands. They catch others by surrounding them. Caught players join the net and the game continues. (Play with 6 or more.) Skill Focus Fun energiser that encourages teamwork Refer to the activity card… 17
  • 28. Coach says Start Out MV 01A 5 minutes Using the rules of ‘Simon says’, call out commands for players to perform various fundamental motor skills and movement patterns. Skill Focus Practises fundamental martial arts movements — making a fist, bowing, the ready stance and the horse-riding stance. Use the activity card, PLUS… » Ask players to demonstrate the following movement patterns: –  make a fist –  bow –  ready stance –  horse-riding stance. Harder: » Introduce punching with the horse-riding stance. » Alternate between right-arm and left-arm punching. ASK THE PLAYERS » How can you make a fist? » How can you show respect to the coach? (Bow) » How can you show you are ready to start? (Assume the ready stance) Lesson 2 · Start out continued horse-riding stance ready stancebowMAKE A FIST 18
  • 29. Form a group Start Out WC 01A 5 minutes Players run around in random directions avoiding body contact with other players. Call a number and players form groups of that size. Finish with groups of 4. Skill Focus Practises running, player awareness and finding ‘space’ Refer to the activity card… SAFETY » Emphasise the need to be aware of (and avoid running into) others. Lesson 2 · Start out continued 19
  • 30. Lesson 2 · Get into it 35 minutes Tunnel crawl Get Into It MV 02A 10 minutes Similar to tunnel ball but players commando-crawl through their tunnel, then throw a punch in the horse-riding stance and give a shout. Players forming the tunnel stand in the horse-riding stance. Many variations are possible. (Play in teams of 4–6.) Skill Focus Fun activity that is motivational and helps develop teamwork, correct stance and coordination Use the activity card, PLUS… » Players stand in a horse-riding stance to form the tunnel. » After crawling through the tunnel, the player must throw a punch in the horse-riding stance and shout ‘GO!’. Harder: » Players complete a kick or a leg raise. » Increase the space between the players in the tunnel. horse-riding stance 20
  • 31. L-o-n-g throw Start Out CP 06B 10 minutes A cooperative game in which a ball is pushed between 2 players. If the ball reaches the receiver, both team-mates take a step back. If it does not reach the receiver, both team-mates take a step forward. The winning pair is the one that has retreated the furthest. Skill Focus Practises leg raises, balance and coordination ADDITIONAL EQUIPMENT 1 large ball per pair Use the activity card, PLUS… » Players start in a forward stance and use leg raises to push a ball to their team-mate. » Vary the number of leg raises players must complete before pushing the ball e.g. 2, 3, 4. TipS » In the forward stance, the front leg should be bent, with the knee in line above the ankle, with the back leg straight. » Make sure players maintain the correct technique while pushing the ball. » Players should start close together. » With leg raises, make sure each player keeps their leg straight like a pendulum, with their toes pointing up and back. ASK THE PLAYERS » How many times can you raise your leg before you need to place it back onto the floor? Lesson 2 · GET INTO IT continued 21
  • 32. Tunnel and laps Start Out WC 07 15 minutes A member of the striking team uses a leg raise to push the ball into the field. They then run around team-mates, who are standing shoulder-to-shoulder, to score points. At the same time, the fielders come together to make a tunnel. The team member with the ball crawls through the tunnel. When they get to the front, they jump up and shout ’STOP!’. (Play with 8 or more.) Skill Focus Fun activity that helps develop teamwork, the horse-riding stance, leg raises and coordination Use the activity card, PLUS… » The striker pushes the ball into the field using a leg raise, from a forward stance position. » The fielders form a tunnel and stand in the horse-riding stance. » The fielder with the ball crawls through the tunnel commando style then jumps up at the other end, into the horse-riding stance, and calls ’STOP!’. ASK THE PLAYERS » Does a good stance make it easier for your team-mate to crawl through the tunnel? Lesson 2 · GET INTO IT continued 22
  • 33. Lesson 2 · Finish up 10 minutes Shadow sparring Finish Up 05 10 minutes Players string together a series of 4 or 5 movements they have learnt to date. Skill Focus Warm down activity that improves linking skills and reactions to other people’s moves Use the activity card, PLUS… » Limit the movement patterns to punching, leg raises or blocking only. » Increase the speed of the patterns. TipS » Players should show plenty of enthusiasm, and give a shout after each movement. SAFETY » Ensure players are sparring in small, manageable groups, and are a safe distance apart. » Players should not contact each other. 23
  • 34. Remember, if the game isn’t working CHANGE IT 3 Lesson 3 Objective Blocks Time 60 minutes Area Area required depends on player numbers and mobility Equipment » Marker cones to define playing areas » 1 foam stick (noodles) or rolled-up newspaper per pair » 1–2 medium sized balls per group of 6–8 players » 1 set of bibs per group of 6–8 players Card summary » Start Out WC 08A » Start Out WC 09A » Start Out MV 01A » Start Out MV 01B » Get Into It MV 02B » Finish Up 01 » Finish Up 04 START OUT WILDCARD WC 03 All-in tag Everyone tries to tag everyone else! Players who are tagged continue to tag others from a crouch position. (Play with 8–30.) Safety When you are playing indoors, boundaries should be away from walls or free-standing objects. Players should be familiar with space and player awareness activities such as Start out WC 03a,b. Players can only tag with their hands, NOT their feet. Heads up and looking around at all times. Walk, shuffle, skip, jump… Statues – the coach signals ‘statue’ and all the running players have to freeze in a one-legged statue. Play resumes after 5 seconds on the signal ‘go’. What to do Establish a playing area. Players tag whoever is nearest. Tagged players crouch and can continue to tag others, but can’t change position. Change it A player with limited mobility may have to be tagged twice. Alternatively, use a ‘buddy’ pairing for all players – both players in a pair have to be tagged within 5 seconds. Vary the locomotion according to the ability of the players. Repeat the statue freeze when about half the players have been tagged. On the signal ‘go’, all the crouchers become runners and the runners become crouchers. A Pool alternative START OUT WILDCARD WC 03 All-in tag Everyon e tries to tag everyone else! Players who are tagged continue to tag others from a crouch position . (Play with 8–30.) Safety When you are playing indoors, boundaries should be away from walls or free-standing objects. Players should be familiar withspace and player awarene ssactivities such as Start outWC 03a,b. Players can only tag withtheir hands, NOT their feet. Heads up and lookingaround at all times. Walk, shuffle, skip, jump… Statues – the coach signals‘statue’ and all the runningplayers have to freeze in aone-legg ed statue. Playresumes after 5 secondson the signal ‘go’.What to do Establish a playing area. Players tag whoever is nearest. Tagged players crouch and can continue to tag others, but can’t change position.Change it A player with limited mobility may have to be tagged twice. Alternatively, use a ‘buddy’ pairing for all players – both players in a pair have to be tagged within 5 seconds. Vary the locomotion according to the ability of the players. Repeat the statue freeze whenabout half the players havebeen tagged. On the signal‘go’, all the crouchers becomerunners and the runnersbecome crouchers. A Pool alternative Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time 24
  • 35. Warriors and Dragons Start Out WC 09A 10 minutes One team called Warriors passes a ball to other Warriors and tries to tag an opposition called Dragons. If Dragons are tagged they become Warriors. When all the Dragons are caught, the teams swap over. Skill Focus Focuses on anticipation and evasion skills and builds teamwork Refer to the activity card… Partner tag Start Out WC 08A 5 minutes Players are paired off. On a signal, one player, the tagger, tries to tag the other player. At the same time, all the other pairs are doing the same thing — taggers are trying to tag their partners. Skill Focus Practises attacking movements and evasion skills Refer to the activity card… ASK THE PLAYERS » How can you make it easier to tag a player? » How can you avoid getting tagged? Lesson 3 · START OUT 15 minutes 25
  • 36. Lesson 3 · Get into it 35 minutes Coach says Start Out MV 01A 10 minutes Using the rules of ’Simon says’, call out commands for players to perform various fundamental motor skills and movement patterns. Skill Focus Teaches fundamental martial arts movements — making a fist, bowing, the ready stance and the horse-riding stance Use the activity card, PLUS… » Ask players to demonstrate the following movement patterns: –  make a fist –  bow –  ready stance –  horse-riding stance. Harder: » Introduce punching with the horse-riding stance. » Alternate between right-arm and left-arm punching. ASK THE PLAYERS » How can you make a fist? » How can you show respect to the coach? (Bow) » How can you show you are ready to start? (Assume the ready stance) horse-riding stance ready stanceMAKE A FIST bow 26
  • 37. Mexican wave Start Out MV 01B 10 minutes Players stand in a circle and one player demonstrates a particular skill. Each player in turn around the circle repeats this skill. Slowly introduce more skills. Skill Focus Improves balance and coordination Use the activity card, PLUS… » The leader introduces the following skills on your command: –  forward stance –  leg raise –  high section block –  low section block –  double low block. TipS » With leg raises, make sure each player keeps their leg straight like a pendulum, with their toes pointing up and back. » Make sure players keep their backs straight throughout the movements. » When blocking, the leg on the same side as the blocking arm should be forward in the stance. » The blocking hand should start at the opposite shoulder and then move upwards or diagonally down in a fanning motion. Lesson 3 · GET INTO IT continued double low blocklow section blockhigh section block leg raiseforward stance 27
  • 38. Walk the line Get Into It MV 02B 15 minutes In pairs, players simulate attacks using a foam stick (pool noodle) while their partner performs a series of blocks. Skill Focus Practises blocks and improves hand–eye coordination Use the activity card, PLUS… » Players should start off in the forward stance. » Ask players to regularly change their leading foot in the forward stance. TipS » When blocking, players should step forward with the same foot as the blocking arm, into a forward stance, or step backwards with the opposite foot to the blocking arm, into a forward stance. Lesson 3 · GET INTO IT continued 28
  • 39. Video ref Finish up 04 5 minutes Players mime specific sporting actions (stance, blocking, leg raise, punching) in slow motion. Use the activity card, PLUS… » Describe martial arts skills or sequence of skills. What did you learn? Finish up 01 5 minutes Question and answer. Reinforce key skills or tactical points. Link back to previous experiences. Refer to the activity card… Lesson 3 · FINISH UP 10 minutes 29
  • 40. Remember, if the game isn’t working CHANGE IT Lesson 4 Objective Hand strikes Time 60 minutes Area Area required depends on player numbers and mobility Equipment » Marker cones to define playing areas » 1 striking shield, focus mitt or a large foam ball per pair Card summary » Start Out WC 08A » Start Out WC 10B » Get Into It MV 03A » Get Into It MV 01B » Finish Up 02 » Finish Up 05 4 START OUT WILDCARD WC 03 All-in tag Everyone tries to tag everyone else! Players who are tagged continue to tag others from a crouch position. (Play with 8–30.) Safety When you are playing indoors, boundaries should be away from walls or free-standing objects. Players should be familiar with space and player awareness activities such as Start out WC 03a,b. Players can only tag with their hands, NOT their feet. Heads up and looking around at all times. Walk, shuffle, skip, jump… Statues – the coach signals ‘statue’ and all the running players have to freeze in a one-legged statue. Play resumes after 5 seconds on the signal ‘go’. What to do Establish a playing area. Players tag whoever is nearest. Tagged players crouch and can continue to tag others, but can’t change position. Change it A player with limited mobility may have to be tagged twice. Alternatively, use a ‘buddy’ pairing for all players – both players in a pair have to be tagged within 5 seconds. Vary the locomotion according to the ability of the players. Repeat the statue freeze when about half the players have been tagged. On the signal ‘go’, all the crouchers become runners and the runners become crouchers. A Pool alternative START OUT WILDCARD WC 03 All-in tag Everyon e tries to tag everyone else! Players who are tagged continue to tag others from a crouch position . (Play with 8–30.) Safety When you are playing indoors, boundaries should be away from walls or free-standing objects. Players should be familiar withspace and player awarene ssactivities such as Start outWC 03a,b. Players can only tag withtheir hands, NOT their feet. Heads up and lookingaround at all times. Walk, shuffle, skip, jump… Statues – the coach signals‘statue’ and all the runningplayers have to freeze in aone-legg ed statue. Playresumes after 5 secondson the signal ‘go’.What to do Establish a playing area. Players tag whoever is nearest. Tagged players crouch and can continue to tag others, but can’t change position.Change it A player with limited mobility may have to be tagged twice. Alternatively, use a ‘buddy’ pairing for all players – both players in a pair have to be tagged within 5 seconds. Vary the locomotion according to the ability of the players. Repeat the statue freeze whenabout half the players havebeen tagged. On the signal‘go’, all the crouchers becomerunners and the runnersbecome crouchers. A Pool alternative Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time 30
  • 41. Frost and thaw Start Out WC 10B 5 minutes One player is Frost, the chaser, while another is Thaw. Frost tries to tag as many of the other players as possible. Once tagged, they must freeze on the spot. Thaw can melt these players by touching them. They can then rejoin the game. (Play with 6 or more.) Skill Focus Energiser that builds on teamwork Refer to the activity card… Lesson 4 · START OUT 5 minutes 31
  • 42. Mirror, mirror Get Into It MV 03A 15 minutes Play in pairs. Players stand stationary opposite their partner. One player is the mirror, while the other is the leader. The leader performs a series of movements/skills, and the mirror must copy the skills like a reflection. Skill Focus Develops hand techniques and hand–eye coordination Use the activity card, PLUS… » Both players start in the ready position and then put both hands up in line with their jaw (as if holding two microphones). » Ask the leader to demonstrate the following hand techniques: – straight punch — forward stance without stepping –  side punch — across the body –  low punch — knee height –  high punch — face height – knife hand strike — across the body, palm down and contact with the thick area of the hand, opposite the thumb – palm heel strike — a high five to the front. Harder: » Introduce a focus point to strike. » The leader calls a series of actions and the mirror performs by striking the focus point. ASK THE PLAYERS » How can you maintain good technique and increase the speed? SAFETY » Players should only lightly contact the focus point. Lesson 4 · GET INTO IT 40 minutes straight punch knife hand strike palm heel strike 32
  • 43. Lesson 4 · GET INTO IT continued Shout Get Into It MV 01B 10 minutes Shouting, or the ’martial arts yell’, is often used in martial arts training. It is a controlled, aggressive shout that allows players to concentrate their energy into the point of impact. Players give a shout while performing a striking technique. The aim is to see who can shout the longest. Skill Focus Practises shouts, concentration, determination and perseverance Refer to the activity card… TipS » Remind players to use their diaphragm and concentrate their shout into their technique. 33
  • 44. Lesson 4 · GET INTO IT continued Partner tag Start Out WC 08A 15 minutes Players are paired off. On a signal, one player, the tagger, tries to tag the other player. At the same time, all the other pairs are doing the same thing — taggers are trying to tag their partners. Skill Focus Focuses on the forward stance, balance and coordination ADDITIONAL EQUIPMENT 1 striking shield, focus mitt or large foam ball per pair Use the activity card, PLUS… » Players may only shuffle forwards and backwards in the forward stance to avoid being tagged and to tag others. » One partner has a striking shield, focus mitt or large foam ball and, on your call, must hold it in the various positions (e.g. right shoulder, right knee, waist, chest etc). » Players may only be tagged on the target. » The tagger uses various punches or strikes to hit the target, and shouts when they strike. » Swap roles after each successful tag. TipS » When shuffling, make sure players are on the balls of their feet. » When punching, make sure players’ wrists are straight and their thumb is on the outside. ASK THE PLAYERS » How can you avoid being tagged? LOW BLOCKFORWARD stanCE 34
  • 45. Lesson 4 · Finish up 15 minutes Shadow sparring Finish Up 05 10 minutes Players string together a series of 4 or 5 movements they have learnt to date. Skill Focus Warm down activity that improves linking skills and reactions to other people’s moves Refer to the activity card… TipS » Players should show plenty of enthusiasm, and give a shout after each movement. SAFETY » Make sure players are sparring in small, manageable groups, and are a safe distance apart. » Players should not contact each other. Relaxation Finish Up 02 5 minutes Players concentrate on relaxed breathing and shifting this relaxation to different body parts. Refer to the activity card… 35
  • 46. Remember, if the game isn’t working CHANGE IT Lesson 5 Objective Front kick Time 60 minutes Area Area required depends on player numbers and mobility Equipment » Marker cones to define playing areas » 1 striking shield, focus mitt or a large foam ball per pair Card summary » Start Out WC 03A » Start Out WC 10A » Start Out MV 01B » Get Into It MV 02B » Get Into It MV 03A » Finish Up 05 5 START OUT WILDCARD WC 03 All-in tag Everyone tries to tag everyone else! Players who are tagged continue to tag others from a crouch position. (Play with 8–30.) Safety When you are playing indoors, boundaries should be away from walls or free-standing objects. Players should be familiar with space and player awareness activities such as Start out WC 03a,b. Players can only tag with their hands, NOT their feet. Heads up and looking around at all times. Walk, shuffle, skip, jump… Statues – the coach signals ‘statue’ and all the running players have to freeze in a one-legged statue. Play resumes after 5 seconds on the signal ‘go’. What to do Establish a playing area. Players tag whoever is nearest. Tagged players crouch and can continue to tag others, but can’t change position. Change it A player with limited mobility may have to be tagged twice. Alternatively, use a ‘buddy’ pairing for all players – both players in a pair have to be tagged within 5 seconds. Vary the locomotion according to the ability of the players. Repeat the statue freeze when about half the players have been tagged. On the signal ‘go’, all the crouchers become runners and the runners become crouchers. A Pool alternative START OUT WILDCARD WC 03 All-in tag Everyon e tries to tag everyone else! Players who are tagged continue to tag others from a crouch position . (Play with 8–30.) Safety When you are playing indoors, boundaries should be away from walls or free-standing objects. Players should be familiar withspace and player awarene ssactivities such as Start outWC 03a,b. Players can only tag withtheir hands, NOT their feet. Heads up and lookingaround at all times. Walk, shuffle, skip, jump… Statues – the coach signals‘statue’ and all the runningplayers have to freeze in aone-legg ed statue. Playresumes after 5 secondson the signal ‘go’.What to do Establish a playing area. Players tag whoever is nearest. Tagged players crouch and can continue to tag others, but can’t change position.Change it A player with limited mobility may have to be tagged twice. Alternatively, use a ‘buddy’ pairing for all players – both players in a pair have to be tagged within 5 seconds. Vary the locomotion according to the ability of the players. Repeat the statue freeze whenabout half the players havebeen tagged. On the signal‘go’, all the crouchers becomerunners and the runnersbecome crouchers. A Pool alternative Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time 36
  • 47. Lesson 5 · START OUT 10 minutes Fun on the spot Start Out WC 10A 5 minutes A quick energiser. 3 or 4 running on the spot variations are called. The emphasis is on short bursts of fun. Skill Focus Focuses on listening and concentration Use the activity card, PLUS… » Call out specific movements, including jogging, star jumps, skipping, hopping. All-in tag Start Out WC 03A 5 minutes Everyone tries to tag everyone else! Players who are tagged continue to tag others from a crouched position. (Play with 8–30.) Skill Focus Improves spatial and player awareness Refer to the activity card… ASK THE PLAYERS » How can you avoid being tagged? » How can you work together to tag a player? 37
  • 48. Walk the line Get Into It MV 02B 15 minutes In pairs, one player simulates an attacking move while their partner attempts to block. Skill Focus Practises blocks and improves hand–eye coordination Use the activity card, PLUS… » Players should start in the forward stance. » Ask players to change their leading foot in the forward stance regularly. » The attacker attempts to tag their partner on the arm while their partner blocks their attempts. » Swap partners regularly. TipS » When blocking, players should step forward with the same foot as the blocking arm, into a forward stance, or step backwards with the opposite foot to the blocking arm, into a forward stance. Lesson 5 · GET INTO IT 40 minutes HIGH BLOCK 38
  • 49. Mexican wave Start Out MV 01B 10 minutes Players stand in a circle, and one player demonstrates a particular skill. Each player in turn around the circle repeats this skill. Slowly introduce more skills. Skill Focus Improves balance and coordination Use the activity card, PLUS… » The leader introduces the following skills on your command: –  leg raises –  low kick — knee height –  mid-section kick — belly button –  high kick — face height » Vary the commands. Harder: » Combination kick — kick in 4 directions while turning on the spot. TipS » Players should start in the forward stance position. » With leg raises, make sure players keep their leg straight, like a pendulum, with toes pointing up and back. » Players should make contact with the ball of their kicking foot. » With a front kick, players should lift their knee first, then extend their leg. ASK THE PLAYERS » How can you do a front kick? » What different heights can you do the kick at? Lesson 5 · GET INTO IT continued front kickknee LIFT 39
  • 50. Mirror, mirror Get Into It MV 03A 15 minutes Play in pairs. Players stand stationary opposite their partner. One player is the mirror, while the other is the leader. The leader holds a focus point for the mirror to strike. Skill Focus Practises the front kick and leg raises ADDITIONAL EQUIPMENT 1 focus mitt, striking shield or large sized foam ball per pair Use the activity card, PLUS… » The leader holds a focus mitt for the mirror to strike. » The mirror uses front kicks or leg raises to strike at the target. » Based on your call, the mirror performs that number of kicks in a row. » The leader should move the target after each kick. Easier: » Pairs mirror each other’s actions and see how many kicks or leg raises they can complete within a set timeframe e.g. 30 seconds. Harder: » In teams of 5, have 4 people standing holding a target at different points around the mirror. The mirror must kick each target with the same leg, while turning on the spot. ASK THE PLAYERS » How can you make sure you strike the target? » How can you keep balance with a combo kick? SAFETY » Players should only lightly contact the target. Lesson 5 · GET INTO IT continued front kick 40
  • 51. Lesson 5 · FINISH UP 10 minutes Shadow sparring Finish Up 05 10 minutes Players string together a series of 4 or 5 movements they have learnt to date. Skill Focus Warm down activity that improves linking skills and reactions to other people’s moves Use the activity card, PLUS... » Limit the movement patterns to hands or legs or blocking only. TipS » Players should show plenty of enthusiasm, and give a shout after each movement. SAFETY » Make sure players are sparring in small, manageable groups, and are a safe distance apart. » Players should not contact each other. 41
  • 52. Remember, if the game isn’t working CHANGE IT Lesson 6 Objective Blocks and strikes Time 60 minutes Area Area required depends on player numbers and mobility Equipment » Marker cones to define the playing area » 1 foam stick (noodle) or rolled-up newspaper per pair » 1 striking shield, focus mitt or a large foam ball per pair » 1 ball per group of 6–8 players » 1 set of bibs per group of 6–8 players Card summary » Start Out WC 05B » Start Out CP 02A » Start Out MV 01A » Get Into It MV 02B » Get Into It MV 03A » Finish Up 01 » Finish Up 02 6 Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time 42
  • 53. Here, there, nowhere Start Out CP 02A 5 minutes On your call, players run towards you (here), away from you (there) or do an activity on the spot (nowhere). (Play with 6 or more.) Skill Focus Energiser that increases spatial and player awareness Refer to the activity card… Stork tag Start Out WC 05B 5 minutes Taggers chase runners. If runners are tagged, they have to stand on the spot in a martial arts stance. A tagged runner (stork) can be freed by a fellow runner by exchanging a ball in an underarm throw. Either a stork or a free runner can throw the ball. (Play with 8 or more.) Skill Focus Improves anticipation, evasion skills and teamwork Use the activity card, PLUS… » When tagged, runners stand in any martial arts stance (e.g. horse-riding stance, forward stance etc). Lesson 6 · START OUT 10 minutes horse-riding stanceforward stance 43
  • 54. Lesson 6 · GET INTO IT 40 minutes Walk the line Get Into It MV 02B 15 minutes In pairs, players simulate attacks using a foam stick (pool noodle) while their partner makes low blocks (to defend against strikes at their body) and high blocks (to defend against strikes at their head or face). Skill Focus Practises blocks and improves hand–eye coordination Use the activity card, PLUS… » Players should start in the forward stance. TipS » Ask players to regularly change their leading foot in the forward stance. » When blocking, players should step forward with the same foot as the blocking arm, into a forward stance, or step backwards with the opposite foot to the blocking arm, into a forward stance. 44
  • 55. Mirror, mirror Get Into It MV 03A 15 minutes Play in pairs. Players stand stationary opposite their partner. One player is the mirror, while the other is the leader. The leader performs a series of movements/skills, and the mirror must copy the skills like a reflection. Skill Focus Practises hand techniques and hand–eye coordination ADDITIONAL EQUIPMENT 1 foam stick (noodle) or rolled-up paper per pair · 1 focus mitt, striking shield or large sized foam ball per pair Use the activity card, PLUS… » Both players start in the ready position and then put both hands up in line with their jaw (as if holding two microphones). » Ask the leader to demonstrate the following hand techniques: –  straight punch — forward stance without stepping –  side punch — across the body –  low punch — knee height –  high punch — face height – knife hand strike — across the body, palm down and contact with the thick area of the hand, opposite the thumb –  palm heel strike — a high five to the front. Harder: » Introduce a focus point to strike. » The leader calls a series of actions and the mirror performs by striking the focus point. ASK THE PLAYERS » How can you maintain good technique and increase the speed? SAFETY » Players should only lightly contact the target. Lesson 6 · GET INTO IT continued straight punch KNIFE HAND STRIKE PALM HEEL strike 45
  • 56. Coach says Start Out MV 01A 10 minutes Using the rules of ’Simon says’, call out commands for players to perform various fundamental motor skills and movements patterns. Skill Focus Practises the front kick Use the activity card, PLUS… » Ask players to demonstrate the following movement patterns: –  knee raise –  leg raise –  front kick –  low kick –  mid-section kick –  high kick. TipS » Raise the knee first in the kick then extend the leg. Lesson 6 · GET INTO IT continued What did you learn? Finish Up 01 5 minutes Question and answer. Reinforce key skills or tactical points. Link back to previous experiences. Refer to the activity card… Relaxation Finish Up 02 5 minutes Players concentrate on relaxed breathing and shifting this relaxation to different body parts. Refer to the activity card… Lesson 6 · FINISH UP 10 minutes 46
  • 57. Remember, if the game isn’t working CHANGE IT Lesson 7 Objective Sparring Time 60 minutes Area Area required depends on player numbers and mobility Equipment » Marker cones to define the playing area Card summary » Start Out WC 03B » Start Out WC 04C » Start Out MV 01A » Get Into It MV 03B » Get Into It MV 04A » Finish Up 02 » Finish Up 04 » Finish Up 05 7 START OUT WILDCARD WC 03 All-in tag Everyone tries to tag everyone else! Players who are tagged continue to tag others from a crouch position. (Play with 8–30.) Safety When you are playing indoors, boundaries should be away from walls or free-standing objects. Players should be familiar with space and player awareness activities such as Start out WC 03a,b. Players can only tag with their hands, NOT their feet. Heads up and looking around at all times. Walk, shuffle, skip, jump… Statues – the coach signals ‘statue’ and all the running players have to freeze in a one-legged statue. Play resumes after 5 seconds on the signal ‘go’. What to do Establish a playing area. Players tag whoever is nearest. Tagged players crouch and can continue to tag others, but can’t change position. Change it A player with limited mobility may have to be tagged twice. Alternatively, use a ‘buddy’ pairing for all players – both players in a pair have to be tagged within 5 seconds. Vary the locomotion according to the ability of the players. Repeat the statue freeze when about half the players have been tagged. On the signal ‘go’, all the crouchers become runners and the runners become crouchers. A Pool alternative START OUT WILDCARD WC 03 All-in tag Everyon e tries to tag everyone else! Players who are tagged continue to tag others from a crouch position . (Play with 8–30.) Safety When you are playing indoors, boundaries should be away from walls or free-standing objects. Players should be familiar withspace and player awarene ssactivities such as Start outWC 03a,b. Players can only tag withtheir hands, NOT their feet. Heads up and lookingaround at all times. Walk, shuffle, skip, jump… Statues – the coach signals‘statue’ and all the runningplayers have to freeze in aone-legg ed statue. Playresumes after 5 secondson the signal ‘go’.What to do Establish a playing area. Players tag whoever is nearest. Tagged players crouch and can continue to tag others, but can’t change position.Change it A player with limited mobility may have to be tagged twice. Alternatively, use a ‘buddy’ pairing for all players – both players in a pair have to be tagged within 5 seconds. Vary the locomotion according to the ability of the players. Repeat the statue freeze whenabout half the players havebeen tagged. On the signal‘go’, all the crouchers becomerunners and the runnersbecome crouchers. A Pool alternative Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time 47
  • 58. Lesson 7 · Start out 10 minutes Hospital tag Start Out WC 04C 5 minutes A nominated player tags any other player. The tagged player becomes the new tagger but has to choose a martial arts skill to perform. (Play with 6 or more.) Skill Focus Warm up energiser Use the activity card, PLUS… » The tagged player must choose a martial arts skill to adopt while tagging (e.g. jumping in the horse-riding stance, shuffling in the forward stance). Look out for others! Start Out WC 03B 5 minutes Players run in random directions in a defined area. Players are made aware of the fact that the activity is focused on learning to play safely in the presence of others. Skill Focus Increases spatial and player awareness Refer to the activity card… ASK THE PLAYERS » How can you stay clear of other players? 48
  • 59. Lesson 7 · Get into it 40 minutes Coach says Start Out MV 01A 10 minutes Using the rules of ’Simon says’, call out commands for players to perform various fundamental motor skills and movement patterns. Skill Focus Practises fundamental martial arts movements — making a fist, bowing, the ready stance and the horse-riding stance. Use the activity card, PLUS… » Ask players to demonstrate the following movement patterns: –  make a fist –  bow –  ready stance –  horse-riding stance –  punching with the horse-riding stance. Harder: » Alternate between right-arm and left-arm punching. » Alternate the types of punches, low, high, mid, combo etc. ASK THE PLAYERS » How can you make a fist? » How can you show respect to the coach? (Bow) » How can you show you are ready to start? (Assume the ready stance) 49
  • 60. Shadow sparring Finish Up 05 10 minutes Players string together a series of 4 or 5 movements they have learnt to date. Skill Focus Improves linking skills and reactions to other people’s moves Refer to the activity card… TipS » Players should show plenty of enthusiasm, and give a shout after each movement. SAFETY » Make sure players are sparring in small, manageable groups, and are a safe distance apart. » Players should not contact each other. Lesson 7 · GET INTO IT continued 50
  • 61. Lesson 7 · GET INTO IT continued Speed touch Get Into It MV 03B 10 minutes Players pair off and face each other. One player tries to touch the other player on the arm. The other player tries to block or evade the strike. Skill Focus Practises sparring and self-control Use the activity card, PLUS… » The defender uses blocks to stop the strike attempts. TipS » Fake one direction before touching another. ASK THE PLAYERS » How do you make the most successful strikes? » What is the best way to make successful blocks? 3-step sparring Get Into It MV 04A 10 minutes Players practise blocking and evading while other players strike out at them. Skill Focus Practises sparring and self-control Refer to the activity card… TipS » When the punch is blocked (by the forearm), the blocker gently pushes the puncher’s arm across and away from their body. 51
  • 62. Freeze frame Finish Up 04 5 minutes Ask players to mime particular actions e.g. blocks, kicks, punches. Players perform the actions until you call ’FREEZE!’. You then look at the statues and provide feedback. Refer to the activity card… Relaxation Finish Up 02 5 minutes Players concentrate on relaxed breathing and shifting this relaxation to different body parts. Refer to the activity card… Lesson 7 · Finish up 10 minutes 52
  • 63. Remember, if the game isn’t working CHANGE IT Lesson 8 Objective One-point sparring Time 60 minutes Area Area required depends on player numbers and mobility Equipment » Marker cones to define playing areas » A hoop or rope per group of 12 » 1 focus mitt, striking shield or a large foam ball per pair » 10 tennis balls per group Card summary » Start Out WC 10A » Start Out MV 01A » Start Out MV 01B » Get Into It MV 01B » Get Into It MV 03B » Get Into It MV O4B » Finish Up 01 » Finish Up 03 8 START OUT WILDCARD WC 03 All-in tag Everyone tries to tag everyone else! Players who are tagged continue to tag others from a crouch position. (Play with 8–30.) Safety When you are playing indoors, boundaries should be away from walls or free-standing objects. Players should be familiar with space and player awareness activities such as Start out WC 03a,b. Players can only tag with their hands, NOT their feet. Heads up and looking around at all times. Walk, shuffle, skip, jump… Statues – the coach signals ‘statue’ and all the running players have to freeze in a one-legged statue. Play resumes after 5 seconds on the signal ‘go’. What to do Establish a playing area. Players tag whoever is nearest. Tagged players crouch and can continue to tag others, but can’t change position. Change it A player with limited mobility may have to be tagged twice. Alternatively, use a ‘buddy’ pairing for all players – both players in a pair have to be tagged within 5 seconds. Vary the locomotion according to the ability of the players. Repeat the statue freeze when about half the players have been tagged. On the signal ‘go’, all the crouchers become runners and the runners become crouchers. A Pool alternative START OUT WILDCARD WC 03 All-in tag Everyon e tries to tag everyone else! Players who are tagged continue to tag others from a crouch position . (Play with 8–30.) Safety When you are playing indoors, boundaries should be away from walls or free-standing objects. Players should be familiar withspace and player awarene ssactivities such as Start outWC 03a,b. Players can only tag withtheir hands, NOT their feet. Heads up and lookingaround at all times. Walk, shuffle, skip, jump… Statues – the coach signals‘statue’ and all the runningplayers have to freeze in aone-legg ed statue. Playresumes after 5 secondson the signal ‘go’.What to do Establish a playing area. Players tag whoever is nearest. Tagged players crouch and can continue to tag others, but can’t change position.Change it A player with limited mobility may have to be tagged twice. Alternatively, use a ‘buddy’ pairing for all players – both players in a pair have to be tagged within 5 seconds. Vary the locomotion according to the ability of the players. Repeat the statue freeze whenabout half the players havebeen tagged. On the signal‘go’, all the crouchers becomerunners and the runnersbecome crouchers. A Pool alternative Coaching·Howtoscore·PlayingArea·Numberofplayers·Gamerules·Equipment·InCLUSION·Time 53
  • 64. Lesson 8 · START OUT 10 minutes Fun on the spot Start Out WC 10A 5 minutes A quick energiser. 3 or 4 running on the spot variations are called. The emphasis is on short bursts of fun. Skill Focus Encourages listening and concentration Use the activity card, PLUS… » Call out specific movements, including jogging, star jumps, skipping, hopping. Speed touch Get Into It MV 03B 5 minutes Players pair off and face each other. One player tries to touch the other player on the arm. The other player tries to block or evade the strike. Skill Focus Practises sparring, self-control and blocking Use the activity card, PLUS… » The defender uses blocks to stop the strike attempts. TipS » Fake one direction before touching another. » Double low blocks should finish no wider than the hips, and hands should be situated approximately one foot from the body. ASK THE PLAYERS » How do you make the most successful strikes? » What is the best way to make successful blocks? 54
  • 65. Coach says Start Out MV 01A 10 minutes Using the rules of ’Simon says’, call out commands for players to perform various fundamental motor skills and movement patterns. Skill Focus Practises fundamental martial arts movements — making a fist, bowing, the ready stance and the horse-riding stance Use the activity card, PLUS… » Ask players to demonstrate a variety of the following movement patterns: –  make a fist –  bow –  ready stance –  horse-riding stance –  blocks –  front kicks –  leg raises –  strikes. Harder: » Introduce punching with the horse-riding stance. » Alternate between right-arm and left-arm punching. Lesson 8 · GET INTO IT 45 minutes 55
  • 66. Shout Get Into It MV 01B 10 minutes Shouting, or the ’martial arts yell’, is often used in martial arts training. It is a controlled, aggressive shout that allows players to concentrate their energy into the point of impact. Players give a shout while performing a striking technique. The aim is to see who can shout the longest. Skill Focus Practises shouts and concentration, and encourages determination and perseverance Use the activity card, PLUS… » Players must use various types of hand techniques when striking, such as a: –  straight punch –  side punch –  open hand strike –  knife hand strike –  high punch –  low punch. TipS » Remind players to use their diaphragm and concentrate their shout into their technique. Lesson 8 · GET INTO IT continued 56
  • 67. Mexican wave Start Out MV 01B 10 minutes Players stand in a circle, and one player demonstrates a particular skill. Each player in turn around the circle repeats this skill. Slowly introduce more skills. Skill Focus Improves balance and coordination Use the activity card, PLUS… » The leader introduces the following skills on your command: –  leg raises –  front kick –  low kick — knee height –  mid-section kick — belly button –  high kick — face height – combination kick — kick in 4 directions while turning on the spot. » Vary the commands. TipS » Players should start in the forward stance position. » With leg raises, make sure players keep their leg straight, like a pendulum, with toes pointing up and back. ASK THE PLAYERS » How can you do a front kick? » What different heights can you do the kick at? front kickleg raise Lesson 8 · GET INTO IT continued 57
  • 68. Treasure Get Into It MV 04B 15 minutes One team called Ninja try to steal the sacred jewels of the Emperor (the treasure) from the Imperial Palace which is guarded by another group, the Samurai warriors. The Ninja try to fight their way past the Samurai guards using one-point sparring matches. (Play in teams of 4–6.) Skill Focus Uses strategy and teamwork Refer to the activity card… Lesson 8 · GET INTO IT continued 58
  • 69. Lesson 8 · Finish up 5 minutes What did you learn? Finish Up 01 2 minutes Question and answer. Reinforce key skills or tactical points. Link back to previous experiences. Refer to the activity card… Stay tuned… Finish Up 03 3 minutes Short announcements and handouts — where to from here. Refer to the activity card… 59
  • 70. Where to from here? There are many styles of martial arts, both traditional and sports-oriented. In the traditional styles, the main objective in their training is self-improvement, whereas the sport styles mainly train for competition. There are some organisations that cater for both interests. Most of the common martial arts organisations can be found in your local Yellow Pages, as well as on the web. Popular styles such as Taekwondo, Karate and Kung Fu can also have various styles, depending on the Master Instructor of the style. Children wanting to learn more about martial arts should try and find an instructor who: » comes from an organisation that has a good reputation in their region » has several years of experience dealing with children, and » is associated with an organisation that has several branches nationally. This will ensure the student can continue their training wherever they live. Coaching and officiating Through each of the state and territory associations, there are coaching and officiating accreditation courses offered all year round. Coaches and officials who complete the requirements for these courses are accredited through the National Coach Accreditation Scheme (NCAS) and the National Officials Accreditation Scheme (NOAS). 60
  • 71. Taekwondo Australia Inc PO Box 1477 South Geelong, Victoria 3220 Tel: (03) 6275 2747 Fax: (03) 5243 3493 www.taekwondoaustralia.org.au ta.ceo@bigpond.com Australian Karate Federation Inc 22 Kilcolman Street The Gap, Queensland 4061 Tel: (07) 3300 0022 Fax: (07) 3300 0033 www.akf.com.au admin@akf.com.au Australian Kung Fu (Wu Shu) Federation Ltd 83 Lindrum Holt ACT 2615 Tel: (02) 9571 8966 Fax: (02) 9571 8977 www.akwf.com walt@phoenixfilms.com.au Resources and more information For more information about martial arts, check your local Yellow Pages, the internet, local papers or martial arts magazines. Organisations you may like to contact are listed below. Their web sites contain contact details for the relevant state and territory associations. 61