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w w w . h o o k i n 2 h o c k e y . h o c k e y . o r g . a u
TABLE OFCONTENTSWelcome: 2
Rules of hockey: 3
ANC codes: 4 + 5
Tools and tips: 6 - 8
What is Hookin2Hockey?: 9
Sessions: 10
Session 1Learning the basic skills: 12
Session 2Dribbling: 18
Session 3Passing and stealing: 22
Session 4Game focus: 26
Session 5Dribbling: 30
Session 6Passing: 34
Session 7Stealing: 38
Session 8Game focus: 42
Welcome to Hockey Australia's Hookin2Hockey Schools Guide. This guide has been
designed to assist teachers, community coaches (from clubs and associations) and approved
coaching providers, to deliver Hockey Australia's all-inclusive Sporting Schools Program. The
program will help students learn the basic skil ls of the game, as well as develop fundamental
motor skil ls, and improve their ability to work as part of a team.
Hookin2Hockey Schools Guide – Philosophy We believe that Hookin2Hockey Schools will introduce new players to a game that provides fun,
friendships and a lifelong love of an iconic Olympic sport, beginning in a school environment.
This program will teach students the basic skil ls giving them the opportunity to not only fall in
love with our game, but providing them with a dream that one day they can represent
Australia at the highest level of all, the Olympic Games. The Australian men's and
women's teams are among the best teams in the world, giving equal opportunity to
both young girls and boys.
• Player's love of hockey begins in a fun and welcoming environment.
• The basic skil ls (pushing, receiving, dribbling and stealing) that could take them to the
Olympics are learned in this program, through playing modified games.
• Safe practice! None of the skil ls require the hockey stick to be raised above knee
height. This means players are safe throughout the program.
• Skil l demonstrations wil l assist students in copying the movement of each skil l. This helps
develop skil ls and enjoyment of the game.
• Hockey is a dynamic game. All the skil ls are introduced, practised and developed while
moving, so there is no standing around!
• The more time and space players have to learn skil ls the faster they wil l learn them
and the faster they wil l grow to love hockey.
• Maximise game play; this program is all about the fun that comes with playing
small-sided and modified games of hockey.
Here are the reasons why everyone loves hockey:
WELCOME
h o c ke y. org . a u > 2
3 < h o c ke y. org . a u
There are very few rules of the game that need to be administered for the activities in this guide. The two rules outlined below can be officiated as stringently or as leniently as seen fit
to suit the age group that is participating in the session and program.
• No feet: The ball is not permitted to come into contact with the players feet. If the ball does
touch the players feet then a turn-over wil l be awarded to the opposition.
• Flat side of the stick: Only the flat side of the stick can be used in hockey. This can again be
enforced or not enforced depending on the age of the participant. It is recommended that in
younger participants (F-3) this rule is encouraged rather than enforced.
Fundamental Rules of Hockey
Australian Curriculum Glossary
No feet Flat side only
FUNDAMENTAL MOVEMENT SKILLS: The foundation movements or precursor patterns to more specialised,
complex skil ls in games, sports, dance, gymnastics and physical recreation
activities. They provide the foundation for human movement, competent and confident
participation in a range of physical activities. The fundamental movement skil ls to be
developed through Health and Physical Education include:
• Locomotor and non-locomotor skills – rolling, balancing, sliding, jogging, running, leaping, jumping, hopping, dodging, galloping, skipping, floating and moving the body through water to safety.
• Object control skills – bouncing, throwing, catching, kicking, striking.
MOVEMENT CONCEPTS AND STRATEGIES: These provide a framework for enhancing movement
performance. Movement concepts (or elements of movement) explored in the curriculum include body
awareness; spatial awareness; effort awareness; and relationship to/with objects, people and space.
Movement strategies refer to a variety of approaches that wil l help a player or team to successfully achieve
a movement outcome or goal. Movement strategies include moving into space to receive a pass from a
teammate or hitting a ball away from opponents to make it difficult to retrieve or return the ball. Different
games and sports may require similar activities or goals and wil l therefore use similar
movement strategies to achieve success.
MOVEMENT CHALLENGES: Choose movement tasks that require individuals or groups of students to use a
problem solving approach to successfully complete a task. The solution can be
verbalised, documented or demonstrated physically.
Reference: http://www.australiancurriculum.edu.au/health-and-physical-education/curriculum/f-10?layout=1#level3-4Reference: http://www.australiancurriculum.edu.au/health-and-physical-education/curriculum/f-10?layout=1#level1-2Reference: http://www.australiancurriculum.edu.au/health-and-physical-education/curriculum/f-10?layout=1#level5-6
h o c ke y. org . a u > 4
This program offers activities aligned to the Australian National Curriculum Health and Physical
Education learning area. The relevant codes below are included with each activity to highlight the
curriculum content addressed as part of the activity.
AUSTRALIAN NATIONAL CURRICULUM CODES
YEARS 1 & 2
MOVING OUR BODY
UNDERSTANDING MOVEMENT UNDERSTANDING MOVEMENT
LEARNING THROUGH MOVEMENTLEARNING THROUGH MOVEMENT LEARNING THROUGH MOVEMENT
UNDERSTANDING MOVEMENT
MOVING OUR BODY MOVING OUR BODY
YEARS 3 & 4 YEARS 5 & 6
ACPMP 025: Perform fundamental movement skills in a variety of movement
sequences and situations
ACPMP 027: Create and participate in games with and without equipment
ACPMP 028: Discuss the body's reactions to participating in physical activities
ACPMP 029: Incorporate elements of effort, space, time, objects and people in performing simple movement sequences
ACPMP 030: Use strategies to work in group situations when participating in
physical activities
ACPMP 031: Propose a range of alternatives and test their effectiveness
when solving movement challenges
ACPMP 032: Identify rules and fair play when participating in physical activities
ACPMP 043: Practise and refine fundamental movement skills in a variety
of movement sequences and situations
ACPMP 045: Practise and apply movement concepts and strategies with
and without equipment
ACPMP 046: Examine the benefits of physical activity to health and wellbeing
ACPMP 047: Combine elements of effort, space, time, objects and people when
performing movement sequences
ACPMP 048: Adopt inclusive practices when participating in physical activities
ACPMP 049: Apply innovative and creative thinking in solving
movement challenges
ACPMP 050: Apply basic rules and scoring systems, and demonstrate fair
play when participating in physical activities
ACPMP 061: Practise specialised movement skills and apply them in a
variety of movement sequences and situations
ACPMP 063: Propose and apply movement concepts and strategies with
and without equipment
ACPMP 064: Participate in physical activities designed to enhance fitness,
and discuss the impact regular participation can have on health
and wellbeing
ACPMP 065: Manipulate and modify elements of effort, space, time, objects and people to perform
movement sequences
ACPMP 067: Participate positively in groups and teams by encouraging others and negotiating roles and responsibilities
ACPMP 068: Apply critical and creative thinking processes in order to generate
and assess solutions to movement challenges
ACPMP 069: Demonstrate ethical behavior and fair play that aligns with rules when participating in a range of
physical activities
Reference: http://www.australiancurriculum.edu.au/health-and-physical-education/curriculum/f-10?layout=1#level3-4Reference: http://www.australiancurriculum.edu.au/health-and-physical-education/curriculum/f-10?layout=1#level1-2Reference: http://www.australiancurriculum.edu.au/health-and-physical-education/curriculum/f-10?layout=1#level5-6
5 < h o c ke y. org . a u
This program also develops skil ls that are not sports or hockey specific.
Participating in the activities helps develop these general capabilities:
AUSTRALIAN NATIONAL CURRICULUM GENERAL CAPABILITIES
YEARS 1 & 2
PERSONAL AND SOCIAL CAPABILITIES
CRITICAL AND CREATIVE THINKING
PERSONAL AND SOCIAL CAPABILITIES
CRITICAL AND CREATIVE THINKING
PERSONAL AND SOCIAL CAPABILITIES
CRITICAL AND CREATIVE THINKING
YEARS 3 & 4 YEARS 5 & 6
Self-awareness: - Understand themselves as learners
- Develop reflective practice
Inquiring: - Identify and clarify information and ideas
- Organise and process information - Pose questions
Social management: - Communicate effectively
- Make decisions - Negotiate and resolve conflict
- Work collaboratively
Self-management: - Work independently and show initiative
- Become confident, resilient and adaptable- Develop self-discipline and set goals
- Express emotions appropriately
Generating ideas, possibilities and actions: - Imagine possibilities and connect ideas
- Consider alternatives - Seek solutions and put ideas into action
Social awareness: - Understand relationships
- Appreciate diverse perspectives
Self-awareness: - Understand themselves as learners
- Develop reflective practice - Recognise personal qualities
and achievements
Inquiring: - Identify and clarify information and ideas
- Organise and process information
Reflecting on thinking and processes: - Reflect on processes
Reflecting on thinking and processes: - Transfer knowledge into new context
Social management:- Communicate effectively
- Make decisions
Analysing, synthesising and evaluating reasoning and procedures:
- Apply logic and reasoning
Self-management: - Work independently and show initiative
- Become confident, resilient and adaptable- Develop self-discipline and set goals
- Express emotions appropriately
Generating ideas, possibilities and actions: - Imagine possibilities and connect ideas- Seek solutions and put ideas into action
Social awareness: - Understand relationships
Self-awareness: - Understand themselves as learners
- Develop reflective practice - Recognise personal qualities
and achievements
Inquiring: - Identify and clarify information
and ideas- Organise and process information
Social management: - Communicate effectively
- Make decisions - Negotiate and resolve conflict
- Work collaboratively
Generating ideas, possibilities and actions: - Imagine possibilities and connect ideas
- Consider alternatives - Seek solutions and put ideas into action
Analysing, synthesising and evaluating reasoning and procedures:
- Apply logic and reasoning
Self-management:- Work independently and show initiative
- Become confident, resilient and adaptable Develop self-discipline and set goals
- Express emotions appropriately
Reflecting on thinking and processes: - Transfer knowledge into new context
- Reflect on processes
Social awareness: - Understand relationships
- Contribute to civil society
Reference: As per previous page
h o c ke y. org . a u > 6
ausport.gov.au/coach
WHEN COACHING CHILDREN, ALWAYS REMEMBER:
• Children's sport should be fun!
• Children need lots of opportunities for unstructured play, a broad range
of activities and the opportunity for creativity
• Early sports specialisation is not recommended for young children
• The social aspects of sport are highly valued by children
• The focus is on skil l development and individual improvement, not winning
• To give all children time and attention, not just the most talented.
Note: these characteristics may vary among children.
The ideal coaching session will last between 45 and 75 minutes,
depending on the age of the children.
CHILDREN'S SOCIAL CHARACTERISTICS
• Concerned with themselves
• Learning social roles and skills
• Learning how to cooperate
• Different cultural and social backgrounds
• Learning how to cope with winning and losing
COACHES
• Promote cooperation, teamwork and fair play during activities
• Reinforce the contribution all children make to the group
• Provide a supportive environment and show sensitivity to individual differences
COACHES
• Plan a variety of activities
• Allow time to learn skills
• Cater for varying ability levels
• Be aware that growth periods will alter a child's coordination and skills
• Ensure children wear adequate clothing drink enough fluids
COACHES
• Use role models to demonstrate good performance
• Introduce one thing at a time, keep instructions and questions short and simple
• Allow time for children to absorb information and practice skills
COACHES
• Listen to what the children say
• Be positive and compliment the effort and parts of the skill that were performed correctly
• Maintain interest with a variety of activities, maximum participation and limited talk
CHILDREN'S PHYSICAL CHARACTERISTICS
• Very active
• Lack fine motor control
• Develop at different rates and any group may have both early and late developers
• Have different levels of ability
• Growing rapidly
• Less tolerant of heat and cold
CHILDREN'S LEVEL OF UNDERSTANDING
• Learning the best way to do things
• Unable to process a lot of information at once
• Do not do things automatically
CHILDREN'S PERSONALITY CHARACTERISTICS
• Easily motivated
• Wide range of reasons for playing sport
• Sensitive to criticism and failure
• Short attention span
CHILDREN'S CHARACTERISTICS
Tools andtips
ausport.gov.au/coach
7 < h o c ke y. org . a u
INCLUSIVE COACHINGGood coaches adapt and modify aspects of their coaching to create
an environment that caters for individual needs, allowing everyone to take
part and experience success within the activity. The onus of inclusion rests with the coach.
Many people think that you need special skil ls or knowledge to coach participants with a
disability. This is not the case. The basic skil ls of good coaching, when applied with an inclusive
philosophy, wil l ensure that all participants including people with disability can participate.
PLANNING FOR INCLUSIONWhen preparing a coaching program, examine what, if anything, needs to be adapted or
modified. Two strategies coaches can use when planning and conducting activities are
TREE and CHANGE IT. By modifying the factors listed, coaches can meet the individual
needs of the participants.
QUALITIES ATTRIBUTES
ATTRIBUTESSKILLS
QUALITIES AND SKILLS OF AN INCLUSIVE COACH
PATIENCE
RESPECT
ADAPTABILITY
RECOGNISING SOME PARTICIPANTS WILL TAKE LONGER TO DEVELOP SKILLS OR MAKE PROGRESS THAN OTHERS
RECOGNISING THE IMPORTANCE OF PREPARATION AND PLANNING
HAVING A FLEXIBLE APPROACH TO COACHING AND COMMUNICATION THAT RECOGNISES INDIVIDUAL DIFFERENCES
UTILISING KNOWLEDGE OF TRAINING ACTIVITIES AND HOW TO MODIFY THEM IN ORDER TO MAXIMISE THE POTENTIAL OF EVERY PARTICIPANT
ACKNOWLEDGING DIFFERENCE AND TREATING ALL PARTICIPANTS AS INDIVIDUALS
ENSURING EVERY SESSION, WHETHER WITH GROUPS OR INDIVIDUALS, IS CARRIED OUT WITH THE PARTICIPANTS’ SAFETY IN MIND
ORGANISATION
SAFE PRACTICES
KNOWLEDGE
T TEACHING / COACHING STYLE RULES/ REGULATIONS ENVIRONMENT EQUIPMENTR E E
Tools andtips
h o c ke y. org . a u > 8
ausport.gov.au/coach
C
N
H
G
I
A
E
T
COACHING STYLE DEMONSTRATIONS, USE OF QUESTIONS, ROLE MODELS, VERBAL INSTRUCTIONS
NUMBER OF PUSHES OR TRAPS
SIZE, SHAPE OR SURFACE OF THE PLAYING ENVIRONMENT
EVERYONE HAS TO TOUCH THE BALL BEFORE THE TEAM CAN SCORE
RULES
SOFTER OR LARGER BALLS, WITH OR WITHOUT HOCKEY EQUIPMENT
NUMBER OF PARTICIPANTS INVOLVED IN THE ACTIVITY
’HOW MANY … IN 30 SECONDS?’
CHANGE IT EXAMPLE
GAME RULES
AREA
INCLUSION
HOW TO SCORE
EQUIPMENT
NUMBERS
TIME
SPORTS CONNECT
Coaches looking at furthering their knowledge in inclusive coaching can contact their sport or
attend Inclusive Coaching Workshops as part of Sports CONNECT Education.
For more information visit: ausport.gov.au/disability
TIPS FOR COACHES WORKING WITH PARTICIPANTS WITH DISABILITY
• The basic principles of coaching apply when coaching participants with a disability.
• Accept each participant as an individual.
• Ask the participant what they are able to do; the needs, strengths and weaknesses of individuals wil l differ.
• Assess each participant's aspirations, needs and ability, and plan a training program accordingly.
• Understand how the impairment (disability) affects the participant's performance; it is not necessary to acquire extensive knowledge of the disability.
• Set realistic and challenging goals as you would for all participants.
• Be aware of the risks associated with all participants in your care, and be prepared to deal with emergencies should they arise.
S E S S I O NO N E
S E S S I O NO N E
Skillin
actionSkill
inaction
• The stick should stay on the ball during a push i.e. no backswing. • The right hand should be 1 / 3 of the way down the stick.
• The pushing action is like an underarm throw.• Walk around a large, open space pushing the ball in two's or three's. The stick face should
be at 90 degrees to the direction of the ball when receiving/trapping. • Receiving is ideally a “one touch“ movement with the ball remaining on the stick face.
• The ball should be cradled when trapping, like catching an egg.
• Using common 1 v 1 concepts from games such as British Bulldog players try to move past their opponent with the ball.
• The ball carrier should move on angles to change the position of the opponent, then when the opponent begins to follow they should dribble the ball at 45 degrees the other way.
Order of activity in this session: #3 Order of activity in this session: #4
Skill Skill
Recommended Duration: 10 mins Recommended Duration: 5 mins
CHANGE IT: CHANGE IT:anc code anc code
• Players move in pairs passing the ball between them.
• One player starts with the ball, the other player stands opposite them trying to steal the ball.
• Should be done at walking pace to allow players to understand the required movements.
ACPMP 045 ACPMP 045
ACPMP 029 ACPMP 027
ACPMP 063 ACPMP 061
PUSHING AND RECEIVING beating an opponent 1v1
• Pair's change to groups of three. • Allow running rather than walking.
• Players can jog or run while passing and receiving. • Add a goal for the ball carrier to dribble the ball through.
• Can be done while stationary.• Use cones for the ball carrier to dribble around, rather than another player stealing.
• Don“t use hockey equipment, practice by running or walking.
A C T I V I T Y
A C T I V I T Y
Qu es t i o n : H o w m a n y p l a ye r s a re o n e a c h te a m i n f i e l d H o c ke y? A n s w e r : 1 1 , i n I n d o or H o c ke y t h e re a re 6 .
Step 1 Step 2
9 < h o c ke y. org . a u
While the program is designed for primary school students, the skills and games can be adapted to suit any group of students across any age bracket. Suggestions are included to help teachers and
coaches to CHANGE IT to modify activities depending on students abilities.
The session plans in this guide are easy to understand and simple to deliver, supporting
teachers, community coaches or endorsed coaching providers to deliver an eight week hockey program
with ease. Each session is designed to be of 1 hour duration, but can be modified as needed. A series of
questions for students and fun facts are included to help increase student
engagement with the sport and the sessions.
REQUIREDEQUIPMENT
LIST
ONE HOCKEY STICK PER
PARTICIPANT
ONE HOCKEY BALL PER
PARTICIPANT
ONE SET OF CONES OR
HATS
ONE PAIR OF SHIN
GUARDS PER PARTICIPANT
(RECOMMENDED)
HOW TO USE THE SESSION PLAN
W H AT I S
HOOKIN2HOCKEY SCHOOLS?
AustralianNational
CurriculaumCode
Skillin
Action
Order ofActivity inthe Session
Recommendedduration of
Activity
Activity
SESS
ION
Sh
oc
ke
y.o
rg.a
u >
10
SE
SS
ION
1
Ses
sion
1: L
earn
ing
the
basi
c sk
ills
• T
he g
oal o
f th
e fi
rst
sess
ion
is to
teac
h pl
ayer
s th
e ba
sic
skill
s th
ey re
quire
to p
lay
smal
l sid
ed g
ames
of
hock
ey.
• T
hey
will
be
expo
sed
to a
num
ber o
f sk
ills
this
ses
sion
whi
ch s
houl
d be
pra
ctis
ed w
hile
the
pla
yers
are
on
the
mov
e.
This
ses
sion
has
a la
rge
amou
nt o
f co
nten
t, th
e ga
mes
at
the
end
are
opti
onal
in t
his
sess
ion
as te
achi
ng t
he p
laye
rs t
he b
asic
sk
ills
is im
port
ant
for t
he re
st o
f th
e pr
ogra
m.
SESS
ION
1
ho
ck
ey.
org
.au
> 1
2
SE
SS
ION
ON
ES
ES
SIO
NO
NE
Skil
lin
act
ion
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
1O
rder
of
acti
vity
in
this
ses
sion
: #2
Warm
Up
Skill
Rec
omm
ende
d D
urat
ion:
5 m
ins
CHA
NGE
IT:
CHA
NGE
IT:
an
c co
de
an
c co
de
pir
ate
sh
ip
AC
PMP
04
3
N/A
N/A
• N/A
• N/A
• N/A
CO
MM
AN
D
MA
N T
HE
LIF
E B
OA
TSC
all o
ut a
num
ber (
eg. 4
) and
the
chi
ldre
n ha
ve to
get
into
gr
oups
of
four
and
’row
’ the
ir lif
eboa
t.
Chi
ldre
n cr
ouch
dow
n an
d pr
eten
d to
cle
an t
he f
loor
w
ith
thei
r han
ds.
Chi
ldre
n w
alk
in a
per
fect
ly s
trai
ght
line
one
foot
exa
ctly
in
fron
t of
the
oth
er w
ith
arm
s ou
tstr
etch
ed to
the
sid
es.
Teac
her m
ake
s ac
tion
of
boom
mov
ing
acro
ss t
he d
eck.
C
hild
ren
mus
t du
ck d
own
to a
void
bei
ng h
it.
The
child
ren
all h
ave
to w
alk
wit
h on
e le
g st
raig
ht a
nd
the
othe
r nor
mal
ly.
Chi
ldre
n al
l run
in t
he d
irect
ion
that
is c
alle
d by
the
Ca
ptai
n.
Chi
ldre
n lie
dow
n on
the
ir st
omac
hs a
s qu
ickl
y as
pos
sibl
e.
Chi
ldre
n sa
lute
SC
RU
B T
HE
DEC
KS
CA
PTA
INS
CO
MIN
G
WA
LK T
HE
PLA
NK
BO
OM
CO
MIN
G O
VE
R
HIT
TH
E D
ECK
DIR
ECTI
ON
S
PEG
LEG
JA
M
AC
TIO
N
AC
PMP
045
AC
PMP
029
AC
PMP
063
Dr
ibb
lin
g
• Pla
yers
to
mov
e ar
ound
an
area
whi
le d
ribb
ling
the
ba
ll.
• Pla
yers
ca
n jo
g or
run
whi
le d
ribb
ling
.
• Add
ste
ale
rs t
o tr
y a
nd t
ake
the
ba
ll fr
om t
he d
ribb
ling
pla
yers
.
• Pla
yers
to
mov
e ar
ound
an
area
whi
le d
ribb
ling
the
ba
ll.
Dur
atio
n of
act
ivit
y: 1
0 m
inut
es
Skil
lin
act
ion
Qu
esti
on
: A
t w
hic
h O
lym
pic
Ga
mes
did
Au
stra
lia
win
its
fir
st M
en
's H
oc
ke
y G
old
me
da
l? A
nsw
er:
Ath
en
s, 2
00
4.
13
• L
eft
to r
ight
dra
g: R
ight
ha
nd 1
/3 d
own
the
stic
k. L
eft
hand
at
the
top
of t
he s
tick
, wit
h th
e ha
nd h
eld
so
the
play
er c
an
“tel
l the
tim
e“ o
n th
eir
left
wri
st w
ith
the
stic
k fa
cing
for
war
d.
• W
ith
the
ball
in f
ront
and
out
side
the
rig
ht f
oot,
the
pla
yer
drag
s th
e ba
ll ac
ross
the
ir b
ody
at
a
45-d
egre
e a
ngle
til
l it
is o
utsi
de t
heir
left
foo
t. T
o st
op t
he b
all
and
beg
in t
o dr
ag it
bac
k to
out
side
the
ir
righ
t fo
ot, t
he p
laye
r tu
rns
the
stic
k he
ad o
ver
the
ball
wit
h th
eir
left
ha
nd w
hile
loos
enin
g th
e gr
ip o
f th
eir
righ
t ha
nd. T
he p
laye
r dr
ags
the
ball
at
a 45
-deg
ree
ang
le a
cros
s th
eir
bod
y ti
ll it
is o
utsi
de t
heir
rig
ht f
oot.
To
sto
p th
e ba
ll th
e pl
ayer
ret
urns
the
sti
ck t
o th
e no
rma
l dri
bbli
ng p
osit
ion.
SE
SS
ION
ON
ES
ES
SIO
NO
NE
Skil
lin
act
ion
Skil
lin
act
ion
• The
sti
ck s
houl
d st
ay o
n th
e ba
ll du
ring
a p
ush
i.e. n
o ba
cksw
ing.
• T
he r
ight
ha
nd s
houl
d b
e 1
/ 3
of t
he w
ay d
own
the
stic
k.• T
he p
ushi
ng a
ctio
n is
like
an
unde
rarm
thr
ow.
• Wa
lk a
roun
d a
larg
e, o
pen
spac
e pu
shin
g th
e ba
ll in
tw
o's
or t
hree
's. T
he s
tick
fac
e sh
ould
b
e a
t 90
deg
rees
to
the
dir
ecti
on o
f th
e ba
ll w
hen
rece
ivin
g/tr
app
ing.
• R
ecei
ving
is id
eally
a “o
ne t
ouch
“ mov
emen
t w
ith
the
ball
rem
aini
ng o
n th
e st
ick
face
.• T
he b
all
shou
ld b
e cr
adle
d w
hen
tra
ppin
g, li
ke c
atc
hing
an
egg.
• Usi
ng c
omm
on 1
v 1
con
cept
s fr
om g
ames
suc
h as
Bri
tish
Bul
ldog
pla
yers
try
to
mov
e
past
the
ir o
ppon
ent
wit
h th
e ba
ll.
• The
ba
ll ca
rrie
r sh
ould
mov
e on
ang
les
to c
hang
e th
e po
siti
on o
f th
e op
pone
nt, t
hen
whe
n th
e op
pone
nt
beg
ins
to f
ollo
w t
hey
shou
ld d
ribb
le t
he b
all
at
45 d
egre
es t
he o
ther
way
.
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
3O
rder
of
acti
vity
in
this
ses
sion
: #4
Skill
Skill
Rec
omm
ende
d D
urat
ion:
10
min
sR
ecom
men
ded
Dur
atio
n: 5
min
s
CHA
NGE
IT:
CHA
NGE
IT:
an
c co
de
an
c co
de
• Pla
yers
mov
e in
pai
rs p
assi
ng t
he b
all
bet
wee
n th
em.
• One
pla
yer
star
ts w
ith
the
ball,
the
oth
er p
laye
r st
and
s op
posi
te t
hem
try
ing
to s
tea
l the
ba
ll.
• Sho
uld
be
done
at
wa
lkin
g pa
ce t
o a
llow
pla
yers
to
unde
rsta
nd t
he r
equi
red
mov
emen
ts.
AC
PMP
045
AC
PMP
045
AC
PMP
029
AC
PMP
027
AC
PMP
063
AC
PMP
061
PUSH
ING
AN
D R
ECE
IVIN
Gb
eat
ing
an
opp
on
en
t 1v
1
• Pai
r's c
hang
e to
gro
ups
of t
hree
.• A
llow
run
ning
ra
ther
tha
n w
alk
ing.
• Pla
yers
ca
n jo
g or
run
whi
le p
assi
ng a
nd r
ecei
ving
. • A
dd a
goa
l for
the
ba
ll ca
rrie
r to
dri
bble
the
ba
ll th
roug
h.
• Ca
n b
e do
ne w
hile
sta
tion
ary.
• Use
con
es f
or t
he b
all
carr
ier
to d
ribb
le a
roun
d, r
ath
er t
han
ano
ther
pla
yer
stea
ling
. • D
on“t
use
hoc
key
equi
pmen
t, p
ract
ice
by r
unni
ng o
r w
alk
ing.
AC
TI
VI
TY
AC
TI
VI
TY
Qu
esti
on
: H
ow
ma
ny
pla
ye
rs a
re o
n e
ach
te
am
in
fie
ld H
oc
ke
y?
An
swe
r: 1
1, i
n I
nd
oo
r H
oc
ke
y t
he
re a
re 6
.
Ste
p 1
Ste
p 2
14
SE
SS
ION
ON
ES
ES
SIO
NO
NE
• Pla
yers
wil
l lea
rn h
ow t
o st
eal t
he b
all
from
an
oppo
nent
. Thi
s is
an
impo
rta
nt s
kill
to le
arn
so t
hey
can
stea
l the
ba
ll w
itho
ut s
win
ging
the
sti
ck d
ang
erou
sly.
The
rul
es d
o no
t a
llow
the
op
pone
nt's
sti
ck o
r th
e op
pone
nt t
o b
e to
uche
d w
hen
tack
ling
.
• S
et u
p a
fiel
d th
at
fits
3 p
laye
rs o
n ea
ch s
ide
of a
line
in t
he m
iddl
e.
• O
ne t
eam
sta
rts
wit
h th
e ba
ll on
the
ir s
ide.
• E
ach
team
mus
t tr
y a
nd p
ush
the
ball
over
the
oth
er t
eam
's b
ase
line
. If
the
ball
goes
ove
r th
e
side
line
, the
ba
ll is
ta
ken
from
whe
re it
wen
t ov
er t
he li
ne.
• Th
e te
am w
ho p
ushe
s th
e ba
ll pa
st t
he o
ther
tea
m o
ver
the
base
line
get
s on
e po
int,
the
fir
st
team
to
5 po
ints
win
s th
e ga
me.
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
5O
rder
of
acti
vity
in
this
ses
sion
: #6
Net
Skill
Gam
e
Dur
atio
n of
act
ivit
y: 5
min
utes
Dur
atio
n of
act
ivit
y: 1
0 m
inut
es
CHA
NGE
IT:
CHA
NGE
IT:
an
c co
de
an
c co
de
• Whi
le a
pla
yer
is d
ribb
ling
for
war
d w
ith
the
ball
an
oppo
nent
ste
als
it b
y ke
epin
g tw
o ha
nds
on t
he
stic
k a
nd t
aki
ng t
he b
all
by r
each
ing
in w
itho
ut h
itti
ng t
he o
ppon
ents
sti
ck o
r b
ody.
• Thi
s sh
ould
be
done
at
wa
lkin
g pa
ce w
ith
no r
esis
tanc
e fr
om t
he p
laye
r dr
ibbl
ing
the
ball
at
firs
t.
• For
thi
s ac
tivi
ty, b
oth
play
ers
shou
ld b
e m
ovin
g in
the
sam
e d
irec
tion
. The
ste
ale
r w
ill b
e
com
ing
from
beh
ind
the
ball
carr
ier.
Ther
e ar
e tw
o ba
sic
stea
ls;
1.fr
om t
he r
ight
sid
e of
the
opp
onen
t 2
. Ta
keov
er s
tea
l (fr
om t
he le
ft s
ide
of t
he o
ppon
ent)
AC
PMP
045
AC
PMP
050
AC
PMP
031
AC
PMP
029
AC
PMP
061
AC
PMP
065
STE
ALI
NG
FRO
M A
N O
PPO
NE
NT
ho
cke
y te
nn
is
• Allo
w jo
ggin
g ra
ther
tha
n w
alk
ing
• Pla
yers
ca
n b
e pu
t in
to z
ones
to
spre
ad t
hem
out
, ma
king
it h
arde
r/ea
sier
to
scor
e po
ints
• Add
res
ista
nce
from
the
ba
ll ca
rrie
r • T
here
ca
n b
e m
ore
play
ers
adde
d to
eac
h te
am
• Onl
y pr
acti
ce r
ight
sid
e st
eals
, not
ta
keov
er s
tea
ls.
• The
fie
ld c
an
be
mad
e bi
gger
or
sma
ller.
To e
nsur
e th
ere
is e
noug
h ro
om t
o re
ceiv
e th
e ba
ll a
nd f
or t
eam
s to
sco
re.
PR
AC
TI
CE
Skil
lin
act
ion
Skil
lin
act
ion
Ste
p 1
Ste
p 2
Fact
: T
he
Au
stra
lia
n W
om
en
's H
oc
ke
y t
ea
m f
irst
co
mp
ete
d i
n t
he
Oly
mp
ic G
am
es i
n 1
98
4,
fin
ish
ing
4th
. 15
p.1
6
SE
SS
ION
ON
E
Skil
lin
act
ion
• Set
up
four
ba
lls in
a s
trai
ght
line
fac
ing
the
play
ing
fiel
d.
• One
pla
yer
is t
he f
irer
, wit
h 4
-5 p
laye
rs b
eing
the
cha
sers
. The
fir
er p
ushe
s th
e ba
lls in
to t
he
fiel
d a
nd b
egin
s to
run
aro
und
two
cone
s th
at
are
set
out
to t
he s
ide
of t
he f
ield
.
• Onc
e a
ll fo
ur b
alls
hav
e b
een
fire
d, t
he p
laye
rs f
rom
the
saf
e zo
ne m
ust
colle
ct t
he
balls
and
pas
s th
em in
to a
goa
l.
• The
fir
er's
sco
re is
how
ma
ny t
imes
the
y ru
n ar
ound
the
con
es b
efor
e a
ll fo
ur b
alls
ar
e pu
shed
into
the
goa
l.
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
7D
urat
ion
of a
ctiv
ity:
10
min
utes
CHA
NGE
IT:
an
c co
de
AC
PMP
050
AC
PMP
030
AC
PMP
067
ra
pid
fir
e
• Num
ber
of
chas
ers
can
be
incr
ease
d.
• Num
ber
of
balls
to
be
fire
d ca
n b
e in
crea
sed
• Num
ber
of
balls
to
be
fire
d ca
n b
e de
crea
sed.
• Num
ber
of
chas
ers
can
be
decr
ease
d.
Gam
e
Col
lect
ors
Saf
e Zo
ne
Goa
l
Push
er
16
SE
SS
ION
2
Ses
sion
2: D
ribb
ling
• T
his
sess
ion
will
fur
ther
dev
elop
the
ski
lls t
hat
wer
e le
arne
d in
ses
sion
1.
SESS
ION
2
ho
ck
ey.
org
.au
> 1
8
SE
SS
ION
TW
OS
ES
SIO
NT
WO
• Set
up
a fi
eld
wit
h a
ll th
e ho
ckey
ba
lls in
the
mid
dle,
the
ba
lls s
tart
in t
he n
est.
• On
each
cor
ner
of t
he f
ield
hav
e a
team
of
3-4
pla
yers
, hav
e a
sma
ll b
ox
mad
e of
con
es t
hat
wil
l be
each
tea
ms
hom
e
• One
at
a ti
me
a pl
ayer
fro
m e
ach
grou
p ru
ns t
o th
e ne
st t
o pi
ck u
p a
ball,
ret
urni
ng
it t
o th
eir
team
“s h
ome.
• Onc
e a
ll th
e ba
lls a
re g
one,
the
tea
m w
ith
the
mos
t ba
lls in
the
ir h
ome
is t
he w
inne
r.
• In
this
act
ivit
y th
ere
shou
ld b
e a
min
imum
of
20 b
alls
in t
he n
est.
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
1O
rder
of
acti
vity
in
this
ses
sion
: #2
Skill
Dur
atio
n of
act
ivit
y: 5
min
utes
Dur
atio
n of
act
ivit
y: 1
0 m
inut
es
CHA
NGE
IT:
CHA
NGE
IT:
an
c co
de
an
c co
de
AC
PMP
04
3A
CPM
P 0
45
N/A
AC
PMP
029
AC
PMP
063
AC
PMP
063
ro
b t
he
ne
st (n
o s
tick
s)D
rib
bli
ng
• N/A
• Pla
yers
to
mov
e ar
ound
an
area
whi
le d
ribb
ling
the
ba
ll.
• Pla
yers
ca
n jo
g or
run
whi
le d
ribb
ling
.
• N/A
• Add
ste
ale
rs t
o tr
y a
nd t
ake
the
ba
ll fr
om t
he d
ribb
ling
pla
yers
.
• N/A
• N/A
Warm
Up
Skil
lin
act
ion
Skil
lin
act
ion
Fact
: H
oc
ke
y h
ad
off
sid
e (
just
lik
e s
occ
er)
un
til
199
2 w
he
re t
he
ru
le w
as
tak
en
ou
t o
f th
e g
am
e.
Skil
lin
act
ion
19
• L
eft
to r
ight
dra
g: R
ight
ha
nd 1
/3 d
own
the
stic
k. L
eft
hand
at
the
top
of t
he s
tick
, wit
h th
e ha
nd h
eld
so
the
play
er c
an
“tel
l the
tim
e“ o
n th
eir
left
wri
st w
ith
the
stic
k fa
cing
for
war
d.
• W
ith
the
ball
in f
ront
and
out
side
the
rig
ht f
oot,
the
pla
yer
drag
s th
e ba
ll ac
ross
the
ir b
ody
at
a
45-d
egre
e a
ngle
til
l it
is o
utsi
de t
heir
left
foo
t. T
o st
op t
he b
all
and
beg
in t
o dr
ag it
bac
k to
out
side
the
ir
righ
t fo
ot, t
he p
laye
r tu
rns
the
stic
k he
ad o
ver
the
ball
wit
h th
eir
left
ha
nd w
hile
loos
enin
g th
e gr
ip o
f th
eir
righ
t ha
nd. T
he p
laye
r dr
ags
the
ball
at
a 45
-deg
ree
ang
le a
cros
s th
eir
bod
y ti
ll it
is o
utsi
de t
heir
rig
ht f
oot.
To
sto
p th
e ba
ll th
e pl
ayer
ret
urns
the
sti
ck t
o th
e no
rma
l dri
bbli
ng p
osit
ion.
SE
SS
ION
TW
OS
ES
SIO
NT
WO
• Set
up
the
skil
ls c
halle
nge
wit
h co
nes
and
a p
lace
for
a p
laye
r a
t on
e en
d.
• Put
pla
yers
in g
roup
s of
thr
ee.
• One
pla
yer
com
plet
es t
he c
halle
nge,
one
pla
yer
play
s th
e ro
le o
f th
e pa
sser
and
the
thi
rd
play
er t
imes
how
long
the
cha
lleng
e ta
kes.
• Onc
e th
e fi
rst
play
er c
ompl
etes
the
ski
lls c
halle
nge,
all
thre
e pl
ayer
s ch
ang
e ro
les.
Ski
lls C
halle
nge
expl
aine
d: P
laye
r 1
drib
bles
the
ba
ll ar
ound
the
con
es, p
ushe
s th
e ba
ll to
play
er 2
, pla
yer
1 th
en r
ecei
ves
the
ball
back
fro
m p
laye
r 2
and
con
tinu
es t
o dr
ibbl
e ar
ound
the
rem
aini
ng c
ones
to
the
com
plet
e th
e ch
alle
nge.
• Pla
yers
are
put
into
tw
o te
ams
of f
ive.
The
y li
ne u
p ei
ther
sid
e of
a g
oal,
alo
ng t
he b
ackl
ine.
• Eac
h pl
ayer
is g
iven
a n
umb
er f
rom
1-5
.
• The
tea
cher
ca
lls o
ut a
num
ber
and
rol
ls t
he b
all
bet
wee
n th
e tw
o pl
ayer
s.
• Onc
e th
e ba
ll ha
s b
een
rolle
d ou
t, t
he p
laye
rs c
alle
d ru
n to
get
the
ba
ll.
• Bot
h pl
ayer
s m
ust
try
and
pus
h th
e ba
ll in
to t
he g
oal.
One
poi
nt is
aw
arde
d to
the
pla
yer
w
ho p
ushe
s th
e ba
ll in
to t
he g
oal.
• The
tea
m w
ho s
core
s fi
ve g
oals
fir
st is
the
win
ner.
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
3O
rder
of
acti
vity
in
this
ses
sion
: #4
Dur
atio
n of
act
ivit
y: 1
5 m
inut
esD
urat
ion
of a
ctiv
ity:
15
min
utes
CHA
NGE
IT:
CHA
NGE
IT:
an
c co
de
an
c co
de
AC
PMP
049
AC
PMP
050
AC
PMP
029
AC
PMP
027
AC
PMP
061
AC
PMP
067
skil
ls c
ha
lle
nge
FRU
IT S
ALA
D
• Add
or
take
aw
ay o
bsta
cles
fro
m t
he c
ours
e.
• Mul
tipl
e nu
mb
ers
calle
d a
t on
e ti
me,
to
ma
ke it
a t
eam
gam
e.
• N/A
• N/A
• Com
plet
e co
urse
wit
hout
hoc
key
equi
pmen
t, t
he b
all
can
be
carr
ied
and
th
en t
hrow
n b
etw
een
play
ers.
• Add
an
extr
a ba
ll, w
hich
ever
tea
m/p
laye
r sc
ores
fir
st g
ets
the
poin
t.
Gam
eGam
e
Skil
lin
act
ion
Skil
lin
act
ion
Fini
sh
Coa
ch o
r Tea
cher
Sta
rtP1
P2
P3
15
24
42
33
51
Goa
l
Fact
: Fo
r a
go
al
to b
e s
core
d i
n H
oc
ke
y a
pla
ye
r fr
om
th
e a
tta
ck
ing
te
am
mu
st t
ou
ch t
he
ba
ll i
nsi
de
th
e 1
6 y
ard
cir
cle
. 20
SE
SS
ION
3
Ses
sion
3: P
assi
ng a
nd S
teal
ing
• T
his
sess
ion
will
fur
ther
dev
elop
the
ski
lls le
arne
d in
ses
sion
1. P
assi
ng (P
ushi
ng in
Ses
sion
1) w
ill b
e
prac
tise
d w
hile
mov
ing
in t
his
sess
ion.
• P
laye
rs w
ill a
lso
lear
n ho
w to
ste
al t
he b
all f
rom
an
oppo
nent
. Thi
s is
an
impo
rtan
t sk
ill to
lear
n so
tha
t th
ey c
an ta
ke t
he b
all
wit
hout
sw
ingi
ng t
he s
tick
or h
itti
ng a
n op
pone
nt's
stic
k or
bod
y.
SESS
ION
3
ho
ck
ey.
org
.au
> 2
2
23
SE
SS
ION
TH
RE
ES
ES
SIO
NT
HR
EE
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
1O
rder
of
acti
vity
in
this
ses
sion
: #2
Skill
Dur
atio
n of
act
ivit
y: 5
min
utes
Dur
atio
n of
act
ivit
y: 1
0 m
inut
es
CHA
NGE
IT:
CHA
NGE
IT:
an
c co
de
an
c co
de
AC
PMP
04
3A
CPM
P 0
47
AC
PMP
025
AC
PMP
029
N/A
AC
PMP
069
PIR
ATE
SH
IPD
RIB
BLE
& P
ASS
(ON
TH
E M
OV
E)
• N/A
• N
/A
• N/A
• N/A
• N/A
• N/A
CO
MM
AN
D
MA
N T
HE
LIF
E B
OA
TSC
all o
ut a
num
ber (
eg. 4
) and
the
chi
ldre
n ha
ve to
get
into
gr
oups
of
four
and
'row
' the
ir lif
eboa
t.
Chi
ldre
n cr
ouch
dow
n an
d pr
eten
d to
cle
an t
he f
loor
w
ith
thei
r han
ds.
Chi
ldre
n w
alk
in a
per
fect
ly s
trai
ght
line
one
foot
exa
ctly
in
fron
t of
the
oth
er w
ith
arm
s ou
tstr
etch
ed to
the
sid
es.
Teac
her m
ake
s ac
tion
of
boom
mov
ing
acro
ss t
he d
eck.
C
hild
ren
mus
t du
ck d
own
to a
void
bei
ng h
it.
The
child
ren
all h
ave
to w
alk
wit
h on
e le
g st
raig
ht a
nd
the
othe
r nor
mal
ly.
Chi
ldre
n al
l run
in t
he d
irect
ion
that
is c
alle
d by
the
Ca
ptai
n.
Chi
ldre
n lie
dow
n on
the
ir st
omac
hs a
s qu
ickl
y as
pos
sibl
e.
Chi
ldre
n sa
lute
.
SC
RU
B T
HE
DEC
KS
CA
PTA
INS
CO
MIN
G
WA
LK T
HE
PLA
NK
BO
OM
CO
MIN
G O
VE
R
HIT
TH
E D
ECK
DIR
ECTI
ON
S
PEG
LEG
JA
M
AC
TIO
N
Warm
Up
Skil
lin
act
ion
Fact
: T
he
Au
stra
lia
Me
n's
Ho
ck
ey
te
am
fir
st c
om
pet
ed
at
the
Oly
mp
ic G
am
es i
n 1
95
6 w
he
re t
he
y f
inis
he
d 5
th.
Pass
: The
sti
ck s
houl
d st
ay o
n th
e ba
ll du
ring
a p
ush
i.e. n
o ba
cksw
ing.
• Th
e ri
ght
hand
sho
uld
be
1/3
of t
he w
ay d
own
the
stic
k.
• Th
e pu
shin
g ac
tion
is li
ke a
n un
dera
rm t
hrow
.
• W
alk
aro
und
a la
rge,
ope
n sp
ace
push
ing
the
ball
in p
airs
or
thre
es.
Dri
bbli
ng: •
Lef
t to
rig
ht d
rag:
Rig
ht h
and
1/3
dow
n th
e st
ick.
Lef
t ha
nd a
t th
e to
p of
the
sti
ck, w
ith
the
hand
hel
d so
the
pla
yer
can
“tel
l the
tim
e“ o
n th
eir
left
wri
st w
ith
the
stic
k fa
cing
for
war
d.
Wit
h th
e ba
ll in
fro
nt a
nd o
utsi
de t
he r
ight
foo
t, t
he p
laye
r dr
ags
the
ball
acro
ss t
heir
bod
y a
t a
45-d
egre
e
ang
le t
ill i
t is
out
side
the
ir le
ft f
oot.
To
stop
the
ba
ll a
nd b
egin
to
drag
it b
ack
to o
utsi
de t
heir
rig
ht f
oot,
the
play
er t
urns
the
sti
ck h
ead
over
the
ba
ll w
ith
thei
r le
ft h
and
whi
le lo
osen
ing
the
grip
of
thei
r ri
ght
hand
.
The
play
er d
rags
the
ba
ll a
t a
45-d
egre
e a
ngle
acr
oss
thei
r b
ody
till
it is
out
side
the
ir r
ight
foo
t. T
o st
op t
he
ball
the
play
er r
etur
ns t
he s
tick
to
the
norm
al d
ribb
ling
pos
itio
n.
24
SE
SS
ION
TH
RE
E
• In
the
mid
dle
of t
he f
ield
set
up
a ne
st w
ith
the
hock
ey b
alls
in it
.
• On
each
cor
ner
of t
he f
ield
hav
e a
team
of
3-4
rob
ber
s. In
the
mid
dle
ther
e sh
ould
be
2 pr
otec
tors
.
• The
rob
ber
s m
ust
run
from
the
ir h
ome
to t
he n
est
and
att
empt
to
take
1 b
all
at
a ti
me.
• The
pro
tect
ors
try
and
ste
al t
he b
all
from
the
rob
ber
s w
hile
the
y ar
e on
the
ir w
ay b
ack
to t
heir
hom
e.
• If
a ro
bber
suc
cess
fully
ma
kes
it b
ack
to t
heir
hom
e th
ey k
eep
the
ball.
• If
a pr
otec
tor
stea
ls t
he b
all
it is
ret
urne
d to
the
nes
t a
nd t
he r
obb
er r
etur
ns h
ome
and
sw
aps
wit
h th
e ne
xt
mem
ber
of
thei
r te
am.
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
4D
urat
ion
of a
ctiv
ity:
15
min
utes
CHA
NGE
IT:
an
c co
de
AC
PMP
04
7
AC
PMP
030
AC
PMP
068
pro
tect
th
e n
est
• Allo
w r
obb
ers
to s
tea
l the
ba
ll fr
om o
ther
nes
ts o
nce
all
th
e ba
lls h
ave
bee
n st
olen
fro
m t
he m
iddl
e.
• Add
mor
e pr
otec
tors
• Rem
ove
prot
ecto
rs
Gam
e
Skil
lin
act
ion
Qu
esti
on
: W
ha
t a
re t
he
Me
n's
an
d W
om
en
's H
oc
ke
y t
ea
ms
call
ed
? A
nsw
er:
Th
e M
en
's t
ea
m i
s ca
lle
d t
he
Ko
ok
ab
urr
as
an
d t
he
Wo
me
n's
te
am
is
call
ed
th
e H
oc
ke
yro
os
SE
SS
ION
TH
RE
E
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
3
Skill
Dur
atio
n of
act
ivit
y: 1
5 m
inut
es
CHA
NGE
IT:
an
c co
de
AC
PMP
045
AC
PMP
031
AC
PMP
061
• Allo
w jo
ggin
g ra
ther
tha
n w
alk
ing
• Add
res
ista
nce
from
the
ba
ll ca
rrie
r
• O
nly
prac
tice
rig
ht s
ide
stea
ls, n
ot t
ake
over
ste
als
Skil
lin
act
ion
STE
ALI
NG
FRO
M A
N O
PPO
NE
NT
Ste
p 1
Ste
p 2
• Pla
yers
wil
l lea
rn h
ow t
o st
eal t
he b
all
from
an
oppo
nent
. Thi
s is
an
impo
rta
nt s
kill
to le
arn
so t
hey
can
stea
l the
ba
ll w
itho
ut s
win
ging
the
sti
ck d
ang
erou
sly.
The
rul
es d
o no
t a
llow
the
op
pone
nt's
sti
ck o
r th
e op
pone
nt t
o b
e to
uche
d w
hen
tack
ling
.
• Whi
le a
pla
yer
is d
ribb
ling
for
war
d w
ith
the
ball
an
oppo
nent
ste
als
it b
y ke
epin
g tw
o ha
nds
on t
he
stic
k a
nd t
aki
ng t
he b
all
by r
each
ing
in w
itho
ut h
itti
ng t
he o
ppon
ents
sti
ck o
r b
ody.
• Thi
s sh
ould
be
done
at
wa
lkin
g pa
ce w
ith
no r
esis
tanc
e fr
om t
he p
laye
r dr
ibbl
ing
the
ball
at
firs
t.
• For
thi
s ac
tivi
ty, b
oth
play
ers
shou
ld b
e m
ovin
g in
the
sam
e d
irec
tion
. The
ste
ale
r w
ill b
e
com
ing
from
beh
ind
the
ball
carr
ier.
Ther
e ar
e tw
o ba
sic
stea
ls;
1.fr
om t
he r
ight
sid
e of
the
opp
onen
t 2
. Ta
keov
er s
tea
l (fr
om t
he le
ft s
ide
of t
he o
ppon
ent)
PR
AC
TI
CE
p.2
825
SE
SS
ION
TH
RE
E
• Pla
yed
on a
nar
row
fie
ld, s
elec
t 2
'Hoc
ktop
us' t
o b
e m
obile
ste
ale
rs.
• The
res
t of
the
pla
yer's
line
up
at
one
end
of t
he f
ield
, eac
h pl
ayer
has
a b
all.
• The
pla
yers
mus
t dr
ibbl
e th
e ba
ll to
the
oth
er e
nd o
f th
e fi
eld,
whi
le t
he H
ockt
opus
try
and
ste
al t
he b
all
from
the
m. O
nce
a pl
ayer
has
had
the
ir b
all
stol
en t
hey
bec
ome
seaw
eed.
• Sea
wee
d ar
e st
ati
onar
y st
eale
rs, t
hey
can
try
and
ste
al t
he b
all
from
the
pla
yers
but
are
no
t pe
rmit
ted
to m
ove
whi
le d
oing
so.
• The
last
pla
yer
to h
ave
thei
r ba
ll st
olen
by
eith
er t
he H
ockt
opus
or
seaw
eed
is t
he w
inne
r.
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
5D
urat
ion
of a
ctiv
ity:
15
min
utes
CHA
NGE
IT:
an
c co
de
AC
PMP
050
AC
PMP
029
AC
PMP
063
ho
ckto
pus
• Ma
ke t
he a
rea
larg
er o
r sm
alle
r
• Add
ex
tra
Hoc
ktop
us
• Ta
ke a
way
Hoc
ktop
us
Gam
e
Skil
lin
act
ion
Sea
wee
d
Hoc
ktop
us
Ses
sion
4: G
ame
Focu
s
• W
ith
man
y of
the
ski
lls h
avin
g be
en le
arne
d, s
essi
ons
will
bec
ome
mor
e fo
cuse
d on
pla
ying
gam
es
whi
ch w
ill h
elp
deve
lop
the
skill
s fu
rthe
r.
SESS
ION
4
SE
SS
ION
4
ho
ck
ey.
org
.au
> 2
6
27
SE
SS
ION
FO
UR
SE
SS
ION
FO
UR
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
1O
rder
of
acti
vity
in
this
ses
sion
: #2
Skill
Dur
atio
n of
act
ivit
y: 5
min
utes
Dur
atio
n of
act
ivit
y: 1
0 m
inut
es
CHA
NGE
IT:
CHA
NGE
IT:
an
c co
de
an
c co
de
AC
PMP
04
7A
CPM
P 0
45
AC
PMP
030
AC
PMP
029
AC
PMP
060
AC
PMP
063
• Inc
lude
2-3
pro
tect
ors
to m
ake
it h
arde
r fo
r pl
ayer
s to
ret
urn
thei
r ba
ll ho
me.
• Ma
ke t
he p
laye
rs s
tand
fur
ther
aw
ay f
rom
eac
h ot
her.
• N/A
• N/A
• Pla
y th
e ga
me
wit
hout
equ
ipm
ent.
• Ma
ke t
he d
ista
nce
bet
wee
n th
e co
nes
larg
er.
• All
the
hock
ey b
alls
sta
rt in
the
nes
t (a
pile
in t
he m
iddl
e of
the
fie
ld)
• The
re a
re f
our
team
s of
pla
yers
on
each
cor
ner
of t
he d
esig
nate
d fi
eld.
• One
at
a ti
me
a pl
ayer
fro
m e
ach
grou
p ru
ns t
o th
e ne
st t
o co
llect
a b
all,
the
y th
en d
ribb
le it
bac
k to
the
ir t
eam
“s h
ome
bef
ore
the
nex
t pe
rson
fro
m t
heir
tea
m c
an
go a
nd c
olle
ct a
ba
ll.
• Onc
e a
ll th
e ba
lls a
re g
one,
the
tea
m w
ith
the
mos
t ba
lls in
the
ir n
est
is t
he w
inne
r.
• The
sti
ck s
houl
d st
ay o
n th
e ba
ll du
ring
a p
ush
i.e. N
o ba
cksw
ing.
• The
rig
ht h
and
sho
uld
be
1/3
of t
he w
ay d
own
the
stic
k.
• The
pus
hing
act
ion
is li
ke a
n un
dera
rm t
hrow
.
• All
part
icip
ant
s ge
t in
to p
airs
.
• Set
up
5-6
cone
s sp
aced
eve
nly
over
the
wid
th o
f a
fiel
d.
• The
pai
r m
ust
mov
e fr
om o
ne s
ide
to t
he o
ther
pas
sing
bet
wee
n th
e co
nes
RO
B T
HE
NE
ST(S
TICK
S &
BA
LLS)
PUSH
ING
(CO
ACH
WIT
H R
ECE
IVIN
G)W
arm
Up
Skil
lin
act
ion
FAC
T:
Th
e A
ust
rali
an
me
n's
ho
ck
ey
te
am
fir
st c
om
pet
ed
at
the
Oly
mp
ics
in 1
95
6 w
he
re t
he
y f
inis
he
d 5
th.
Skil
lin
act
ion
AC
TI
VI
TY
SE
SS
ION
FO
UR
SE
SS
ION
FO
UR
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
3O
rder
of
acti
vity
in
this
ses
sion
: #4
Dur
atio
n of
act
ivit
y: 1
5 m
inut
esD
urat
ion
of a
ctiv
ity:
15
min
utes
CHA
NGE
IT:
CHA
NGE
IT:
an
c co
de
an
c co
de
AC
PMP
049
AC
PMP
050
AC
PMP
031
AC
PMP
032
AC
PMP
068
AC
PMP
068
• Var
y th
e si
ze o
f th
e b
oxes
• Tea
ms
can
be
awar
ded
two
goa
ls f
or s
ucce
ssfu
lly c
ompl
etin
g th
ree
pass
es w
itho
ut
the
othe
r te
am t
ouch
ing
the
ball.
• Cha
nge
the
num
ber
of
play
ers
on e
ach
team
, one
tea
m c
an
have
mor
e pl
ayer
s th
an
the
othe
r fo
r a
peri
od o
f ti
me
and
the
n sw
ap
the
num
eric
al a
dva
ntag
e.• N
/A
• N/A
• Hav
e le
ss p
laye
rs o
n ea
ch t
eam
.
• The
fie
ld is
set
up
wit
h fo
ur b
oxes
mad
e of
con
es, o
ne n
ear
each
cor
ner
of t
he f
ield
.
• The
tea
ms
can
cons
ist
of 3
v3 o
r 4
v4.
• A t
eam
sco
res
a go
al b
y pa
ssin
g th
e ba
ll to
a t
eam
ma
te w
ho c
ompl
etes
a t
rap
in a
box
.
• A d
efen
der
is n
ot p
erm
itte
d to
ent
er t
he b
ox.
• Onc
e a
tra
p ha
s b
een
mad
e in
a b
ox, t
hat
box
is e
lim
ina
ted
for
tha
t te
am, t
he f
irst
tea
m
to m
ake
a t
rap
in a
ll fo
ur b
oxes
is t
he w
inne
r.
• The
fie
ld is
set
up
wit
h tw
o go
als
at
each
end
.
• Usi
ng t
he s
kills
fro
m t
he b
ox t
rap,
tea
ms
mus
t sc
ore
a go
al b
y pu
shin
g th
e ba
ll th
roug
h th
e go
al.
BO
X T
RA
PGA
ME
4V4
Gam
eGam
e
Goa
lG
oal
Goa
lG
oal
Goa
lG
oal
Goa
lG
oal
Team
1Te
am 1
Team
2Te
am 2
Skil
lin
act
ion
Skil
lin
act
ion
Fact
: T
he
Ko
ok
ab
urr
as
wo
n G
old
Me
da
ls a
t th
e 1
99
8,
20
02
, 2
00
6,
20
10 a
nd
20
14 C
om
mo
nw
ea
lth
Ga
mes
. 28
Ses
sion
5: D
ribb
ling
• W
ith
a m
ore
focu
sed
sess
ion
on d
ribbl
ing,
the
tim
e sp
ent
play
ing
gam
es s
houl
d be
gin
to in
crea
se to
dev
elop
th
e sk
ills
furt
her i
n a
gam
e en
viro
nmen
t.
SESS
ION
5 SE
SS
ION
5
ho
ck
ey.
org
.au
> 3
0
31
SE
SS
ION
FI
VE
SE
SS
ION
FI
VE
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
1O
rder
of
acti
vity
in
this
ses
sion
: #2
Skill
Dur
atio
n of
act
ivit
y: 5
min
utes
Dur
atio
n of
act
ivit
y: 1
0 m
inut
es
CHA
NGE
IT:
CHA
NGE
IT:
an
c co
de
an
c co
de
AC
PMP
04
3A
CPM
P 0
45
AC
PMP
025
AC
PMP
029
N/A
AC
PMP
063
sca
re
cro
w t
iggy
DR
AG
& P
ASS
• N/A
• Put
all
the
play
ers
on o
ne f
ield
, whe
re t
hey
have
to
drib
ble
ar
ound
and
avo
id a
ll th
e ot
her
play
ers.
• N/A
• Put
in p
laye
rs w
itho
ut a
ba
ll, t
heir
goa
l wil
l be
to s
tea
l the
ba
ll fr
om
as m
any
pla
yers
as
poss
ible
.
• N/A
• N/A
• Set
up
bou
ndar
ies
for
a fi
eld
tha
t is
big
eno
ugh
for
all
play
ers
to m
ove
arou
nd s
afel
y w
ithi
n.
• The
re s
houl
d b
e tw
o pe
ople
sel
ecte
d to
be
tagg
ers.
• Whe
n a
tagg
er t
ags
a pl
ayer
, by
plac
ing
one
hand
on
them
, th
at
play
er b
ecom
es a
sca
recr
ow a
nd m
ust
sta
nd s
till
wit
h th
eir
legs
apa
rt.
• A p
laye
r ca
n cl
ap
bet
wee
n th
e le
gs o
f a
scar
ecro
w t
o
brin
g th
em b
ack
into
the
gam
e.
• Set
up
4 c
ones
in a
str
aigh
t li
ne a
nd h
ave
play
ers
line
up
in p
airs
or
thre
es o
n th
e en
d co
ne.
• One
pla
yer
at
a ti
me
drag
s th
e ba
lls r
ound
eac
h co
ne a
nd o
nce
they
hav
e
roun
ded
the
fina
l con
e th
ey m
ust
pass
the
ba
ll to
the
nex
t pe
rson
in t
he g
roup
.
Warm
Up
Skil
lin
act
ion
Skil
lin
act
ion
Qu
esti
on
: W
ho
sco
red
th
e w
inn
ing
go
al
for
the
Ko
ok
ab
urr
as
at
the
20
04
Oly
mp
ic G
am
es?
An
swe
r: J
am
ie D
wy
er.
SE
SS
ION
FI
VE
SE
SS
ION
FI
VE
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
3O
rder
of
acti
vity
in
this
ses
sion
: #4
Dur
atio
n of
act
ivit
y: 1
5 m
inut
esD
urat
ion
of a
ctiv
ity:
20
min
utes
CHA
NGE
IT:
CHA
NGE
IT:
an
c co
de
an
c co
de
AC
PMP
050
AC
PMP
050
AC
PMP
027
AC
PMP
032
AC
PMP
067
N/A
NU
MB
ER
HO
CKE
Y2
V2
MAT
CH
• Mul
tipl
e nu
mb
ers
calle
d a
t on
e ti
me,
to
ma
ke it
a t
eam
gam
e.• A
war
d 1
goa
l for
pus
hing
the
ba
ll th
roug
h th
e go
al.
• N/A
•Aw
ard
2 go
als
for
ex
ecut
ing
a no
min
ate
d sk
ill i
e. D
rag,
2 p
asse
s in
a r
ow, s
tea
l.
• Add
an
extr
a ba
ll, w
hich
ever
tea
m/
play
er s
core
s fi
rst
gets
the
poi
nt.
• Ma
ke t
he g
oals
larg
er, t
o a
llow
mor
e sc
orin
g
• Set
up
a fi
eld
wit
h 2
goa
ls a
t ea
ch e
nd (
goa
ls s
houl
d b
e cl
ose
to t
he c
orne
rs o
f th
e fi
eld)
.
• Lin
e a
team
of
3-4
pla
yers
up
on e
ach
side
line
in t
heir
att
acki
ng h
alf
of
the
fiel
d.
• Eac
h pl
ayer
has
a n
umb
er, w
hen
thei
r nu
mb
er is
ca
lled
they
run
to
get
the
ball
and
try
to
scor
e by
pa
ssin
g th
e ba
ll th
roug
h on
e of
the
ir g
oals
.
• Set
up
a fi
eld
the
sam
e as
num
ber
hoc
key
(2 g
oals
at
each
end
)
• Set
up
as m
any
fie
lds
as r
equi
red
to in
volv
e ev
ery
play
er.
• Pla
y ga
mes
for
5 m
inut
es a
nd t
hen
swa
p te
ams
wit
h te
ams
tha
t w
on p
layi
ng o
ther
te
ams
tha
t w
on, t
o cr
eate
a f
air
gam
e
Gam
eGam
e
Goa
lG
oal
Goa
l
Goa
lG
oal
Goa
l
Goa
l
Goa
l
Team
1
Team
2Sk
ill
ina
ctio
n
Skil
lin
act
ion
Qu
esti
on
: T
he
re a
re t
hre
e w
ay
s to
sco
re a
go
al
in H
oc
ke
y w
ha
t a
re t
he
y?
An
swe
r: F
ield
Go
al,
Pe
na
lty
Co
rne
r, P
en
alt
y S
tro
ke
32
SE
SS
ION
6
Ses
sion
6: P
assi
ng
• T
his
sess
ion
is fo
cuse
d ar
ound
pla
ying
sm
all g
ames
whi
le d
evel
opin
g al
l the
ski
lls t
hat
have
bee
n le
arne
d th
roug
hout
the
pro
gram
.
SESS
ION
6
ho
ck
ey.
org
.au
> 3
4
SE
SS
ION
SI
X
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
1D
urat
ion
of a
ctiv
ity:
5 m
inut
es
CHA
NGE
IT:
an
c co
de
AC
PMP
04
3
AC
PMP
025
N/A
• N/A
• N/A
• N/A
UP
DO
WN
, STO
P GO
Warm
Up
STO
PPl
ayer
s m
ust
begi
n to
mov
e ar
ound
the
war
m-u
p ar
ea.
Play
ers
mus
t st
op w
here
the
y ar
e.
Play
ers
mus
t ju
mp
in t
he a
ir.
Play
ers
mus
t to
uch
the
grou
nd w
ith
both
han
ds.
GO UP
DO
WN
• Whe
n th
e co
ach
(tea
cher
) gi
ves
an
inst
ruct
ion
then
pla
yers
mus
t do
the
opp
osit
e.
SE
SS
ION
SI
X
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
2
Skill
Dur
atio
n of
act
ivit
y: 1
0 m
inut
es
CHA
NGE
IT:
an
c co
de
AC
PMP
04
7
AC
PMP
029
AC
PMP
063
• Add
goa
ls f
or t
he a
ttac
kers
.
• Add
an
extr
a de
fend
er a
nd a
llow
eac
h te
am t
o tr
y a
nd k
eep
the
ball
from
the
oth
er.
• Pla
y w
ith
less
or
no d
efen
ders
to
allo
w im
prov
emen
t in
pas
sing
and
rec
eivi
ng.
• The
sti
ck s
houl
d st
ay o
n th
e ba
ll du
ring
a p
ush
i.e. N
o ba
cksw
ing.
• The
rig
ht h
and
sho
uld
be
1/3
of t
he w
ay d
own
the
stic
k.
• The
pus
hing
act
ion
is li
ke a
n un
dera
rm t
hrow
.
• In
a sm
all
fiel
d (1
0x
10)
star
t w
ith
4 a
ttac
kers
and
1 d
efen
der.
• The
att
acke
rs m
ust
pass
the
ba
ll ar
ound
the
fie
ld w
ith
the
defe
nder
s tr
ying
to
stea
l or
inte
rcep
t th
e ba
ll.
• Att
acke
rs m
ust
see
how
ma
ny p
asse
s th
ey c
an
com
plet
e b
efor
e th
e de
fend
ers
take
pos
sess
ion
of t
he b
all.
• Onc
e th
e pl
ayer
s ar
e co
mfo
rtab
le in
a 4
v 1
gam
e a
seco
nd d
efen
der
can
be
adde
d, m
aki
ng it
a 4
v 2
.
pass
ing
Skil
lin
act
ion
35Q
ues
tio
n:
Ho
w m
an
y u
mp
ires
are
on
th
e f
ield
du
rin
g g
am
e? A
nsw
er:
Tw
o
AC
TI
VI
TY
SE
SS
ION
SI
XS
ES
SIO
NS
IX
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
3O
rder
of
acti
vity
in
this
ses
sion
: #4
Dur
atio
n of
act
ivit
y: 1
5 m
inut
esD
urat
ion
of a
ctiv
ity:
15
min
utes
CHA
NGE
IT:
CHA
NGE
IT:
an
c co
de
an
c co
de
AC
PMP
04
7A
CPM
P 05
0
AC
PMP
032
AC
PMP
032
AC
PMP
065
AC
PMP
068
• Sta
rt t
he g
ame
wit
h de
sign
ate
d st
eale
rs w
ho s
tay
in f
or t
he d
ura
tion
of
the
gam
e.• A
war
d 1
goa
l for
pus
hing
the
ba
ll th
roug
h th
e go
al.
• N/A
• Pla
y 3
v 3
gam
e w
ith
two
hock
ey b
alls
.
• Ma
keth
e fi
eld
bigg
er.
• Aw
ard
2 go
als
for
ex
ecut
ing
a no
min
ate
d sk
ill i
e. D
rag,
2 p
asse
s in
a r
ow, s
tea
l.
• Set
up
a fi
eld
the
sam
e si
ze a
s fo
r th
e pa
ssin
g sk
ill.
• Eve
ry p
laye
r ha
s a
ball.
In t
his
gam
e, p
laye
rs a
re t
ryin
g to
ste
al b
alls
fro
m o
ther
pla
yers
and
pa
ss it
out
of
the
fiel
d, w
hile
try
ing
to k
eep
thei
r ba
ll sa
fe in
the
fie
ld.
• Onc
e a
play
er's
ba
ll ha
s b
een
push
ed o
ut o
f th
e fi
eld
they
are
eli
min
ate
d.
• Mar
k ou
t a
fiel
d th
at
has
one
goa
l on
all
four
sid
es.
• Eac
h te
am w
ill b
e gi
ven
2 go
als
to
scor
e in
and
2 g
oals
to
defe
nd.
• Usi
ng t
he le
arne
d sk
ills
, tea
ms
scor
e go
als
by
pass
ing
the
ball
thro
ugh
one
of t
heir
goa
ls.
KN
OCK
OU
T3
v3
Gam
eGam
e
Goa
l
Goal
Goal
Goa
l
Team
1
Team
2
Skil
lin
act
ion
Skil
lin
act
ion
Fact
: A
Ho
ck
ey
fie
ld i
s 9
1.4
met
res
lon
g36
SE
SS
ION
7
Ses
sion
7: S
teal
ing
• T
his
sess
ion
will
con
tinu
e to
dev
elop
the
ste
alin
g sk
ills
that
pla
yers
hav
e be
en u
sing
in s
mal
l sid
ed g
ames
ove
r the
pas
t se
ssio
ns.
SESS
ION
7
ho
ck
ey.
org
.au
> 3
8
39
SE
SS
ION
SE
VE
NS
ES
SIO
NS
EV
EN
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
1O
rder
of
acti
vity
in
this
ses
sion
: #2
Skill
Dur
atio
n of
act
ivit
y: 5
min
utes
Dur
atio
n of
act
ivit
y: 1
0 m
inut
es
CHA
NGE
IT:
CHA
NGE
IT:
an
c co
de
an
c co
de
AC
PMP
04
7A
CPM
P 0
47
AC
PMP
032
AC
PMP
032
AC
PMP
065
AC
PMP
061
• Sta
rt t
he g
ame
wit
h de
sign
ate
d st
eale
rs w
ho s
tay
in f
or t
he d
ura
tion
of
the
gam
e.• A
dd r
esis
tanc
e fr
om t
he b
all
carr
ier
• N/A
• N/A
• Ma
ke t
he f
ield
big
ger
• N/A
• All
the
hock
ey b
alls
sta
rt in
the
nes
t (a
pile
in t
he m
iddl
e of
the
fie
ld).
• The
re a
re f
our
team
s of
pla
yers
on
each
cor
ner
of t
he d
esig
nate
d fi
eld.
• One
at
a ti
me
a pl
ayer
fro
m e
ach
grou
p ru
ns t
o th
e ne
st t
o co
llect
a b
all,
the
y th
en d
ribb
le it
bac
k to
the
ir t
eam
“s h
ome
bef
ore
the
nex
t pe
rson
fro
m t
heir
tea
m c
an
go a
nd c
olle
ct a
ba
ll.
• Onc
e a
ll th
e ba
lls a
re g
one,
the
tea
m w
ith
the
mos
t ba
lls in
the
ir n
est
is t
he w
inne
r.
Warm
Up
Skil
lin
act
ion
Fact
: A
t th
e 2
012
Lo
nd
on
Oly
mp
ic G
am
es,
fie
ld h
oc
ke
y w
as
the
th
ird
mo
st s
pe
cta
ted
sp
ort
.
RO
B T
HE
NE
ST(S
TICK
S &
BA
LLS)
Skil
lin
act
ion
STE
ALI
NG
FRO
M A
N O
PPO
NE
NT
Ste
p 1
Ste
p 2
• Pla
yers
wil
l lea
rn h
ow t
o st
eal t
he b
all
from
an
oppo
nent
. Thi
s is
an
impo
rta
nt s
kill
to le
arn
so t
hey
can
stea
l the
ba
ll w
itho
ut s
win
ging
the
sti
ck d
ang
erou
sly.
The
rul
es d
o no
t a
llow
the
op
pone
nt's
sti
ck o
r th
e op
pone
nt t
o b
e to
uche
d w
hen
tack
ling
.
• Whi
le a
pla
yer
is d
ribb
ling
for
war
d w
ith
the
ball
an
oppo
nent
ste
als
it b
y ke
epin
g tw
o ha
nds
on t
he
stic
k a
nd t
aki
ng t
he b
all
by r
each
ing
in w
itho
ut h
itti
ng t
he o
ppon
ents
sti
ck o
r b
ody.
• Thi
s sh
ould
be
done
at
wa
lkin
g pa
ce w
ith
no r
esis
tanc
e fr
om t
he p
laye
r dr
ibbl
ing
the
ball
at
firs
t.
• For
thi
s ac
tivi
ty, b
oth
play
ers
shou
ld b
e m
ovin
g in
the
sam
e d
irec
tion
. The
ste
ale
r w
ill b
e
com
ing
from
beh
ind
the
ball
carr
ier.
Ther
e ar
e tw
o ba
sic
stea
ls;
1.fr
om t
he r
ight
sid
e of
the
opp
onen
t 2
. Ta
keov
er s
tea
l (fr
om t
he le
ft s
ide
of t
he o
ppon
ent)
PR
AC
TI
CE
SE
SS
ION
SE
VE
NS
ES
SIO
NS
EV
EN
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
3O
rder
of
acti
vity
in
this
ses
sion
: #4
Dur
atio
n of
act
ivit
y: 1
5 m
inut
esD
urat
ion
of a
ctiv
ity:
20
min
utes
CHA
NGE
IT:
CHA
NGE
IT:
an
c co
de
an
c co
de
AC
PMP
050
AC
PMP
050
AC
PMP
027
AC
PMP
032
AC
PMP
067
AC
PMP
068
• Mul
tipl
e nu
mb
ers
calle
d a
t on
e ti
me,
to
ma
ke it
a t
eam
gam
e.• T
eam
s ge
t 1
goa
l for
pas
sing
it t
hrou
gh t
he g
oal
• 2 g
oals
for
ste
ali
ng t
he b
all
from
an
oppo
siti
on p
laye
r.• 2
goa
ls f
or s
tea
ling
the
ba
ll fr
om a
n op
posi
tion
pla
yer.
• Add
an
extr
a ba
ll, w
hich
ever
tea
m/
play
er s
core
s fi
rst
gets
the
poi
nt.
• Pla
y th
e ga
me
wit
h le
ss p
laye
rs p
er t
eam
.
• Set
up
fiel
ds t
hat
are
big
enou
gh t
o ha
ve a
4v4
(15
x15
m)
• Hav
e 2
goa
ls a
t ea
ch e
nd o
f th
e fi
eld.
nu
mb
er
ho
cke
yGA
ME
4V4
Gam
eGam
e
Goa
l
Goa
l
Goa
l
Goa
l
Team
1
Team
2
Skil
lin
act
ion
Skil
lin
act
ion
Fact
: M
od
ern
da
y h
oc
ke
y i
s d
eri
ve
d f
rom
a p
op
ula
r st
ick
ga
me
pla
ye
d o
ve
r 4
00
0 y
ea
r a
go
in
an
cie
nt
Eg
yp
t.
• Set
up
a fi
eld
wit
h 2
goa
ls a
t ea
ch e
nd (
goa
ls s
houl
d b
e cl
ose
to t
he c
orne
rs o
f th
e fi
eld)
.
• Lin
e a
team
of
3-4
pla
yers
up
on e
ach
side
line
in t
heir
att
acki
ng h
alf
of
the
fiel
d.
• Eac
h pl
ayer
has
a n
umb
er, w
hen
thei
r nu
mb
er is
ca
lled
they
run
to
get
the
ball
and
try
to
scor
e by
pa
ssin
g th
e ba
ll th
roug
h on
e of
the
ir g
oals
.
Goa
lG
oal
Goa
lG
oal
40
SE
SS
ION
8
Ses
sion
8: G
ame
Focu
s
• W
hile
the
init
ial s
kills
tha
t w
ill b
e us
ed is
drib
blin
g, t
his
sess
ion
shou
ld b
e al
l abo
ut p
layi
ng g
ames
and
uti
lisin
g th
e sk
ills
th
at h
ave
been
taug
ht a
nd le
arne
d th
roug
h th
e pr
ogra
m.
SESS
ION
8
ho
ck
ey.
org
.au
> 4
2
SE
SS
ION
EI
GH
T
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
1D
urat
ion
of a
ctiv
ity:
5 m
inut
es
CHA
NGE
IT:
an
c co
de
AC
PMP
050
AC
PMP
027
N/A
• N/A
• N/A
• N/A
CO
MM
AN
D
MA
N T
HE
LIF
E B
OA
TSC
all o
ut a
num
ber (
eg. 4
) and
the
chi
ldre
n ha
ve to
get
into
gr
oups
of
four
and
’row
’ the
ir lif
eboa
t.
Chi
ldre
n cr
ouch
dow
n an
d pr
eten
d to
cle
an t
he f
loor
w
ith
thei
r han
ds.
Chi
ldre
n w
alk
in a
per
fect
ly s
trai
ght
line
one
foot
exa
ctly
in
fron
t of
the
oth
er w
ith
arm
s ou
tstr
etch
ed to
the
sid
es.
Teac
her m
ake
s ac
tion
of
boom
mov
ing
acro
ss t
he d
eck.
C
hild
ren
mus
t du
ck d
own
to a
void
bei
ng h
it.
The
child
ren
all h
ave
to w
alk
wit
h on
e le
g st
raig
ht a
nd
the
othe
r nor
mal
ly.
Chi
ldre
n al
l run
in t
he d
irect
ion
that
is c
alle
d by
the
Ca
ptai
n.
Chi
ldre
n lie
dow
n on
the
ir st
omac
hs a
s qu
ickl
y as
pos
sibl
e.
Chi
ldre
n sa
lute
SC
RU
B T
HE
DEC
KS
CA
PTA
INS
CO
MIN
G
WA
LK T
HE
PLA
NK
BO
OM
CO
MIN
G O
VE
R
HIT
TH
E D
ECK
DIR
ECTI
ON
S
PEG
LEG
JA
M
AC
TIO
N
PIR
ATE
SH
IPW
arm
Up
SE
SS
ION
EI
GH
T
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
2
Skill
Dur
atio
n of
act
ivit
y: 1
0 m
inut
es
CHA
NGE
IT:
an
c co
de
AC
PMP
050
AC
PMP
032
AC
PMP
068
• Pla
yers
to
mov
e ar
ound
an
area
whi
le d
ribb
ling
the
ba
ll.• P
laye
rs c
an
jog
or r
un w
hile
dri
bbli
ng.
• N/A
• Hav
e le
ss p
laye
rs o
n ea
ch t
eam
.
• L
eft
to r
ight
dra
g: R
ight
ha
nd 1
/3 d
own
the
stic
k. L
eft
hand
at
the
top
of t
he s
tick
, wit
h th
e ha
nd h
eld
so
the
play
er c
an
“tel
l the
tim
e“ o
n th
eir
left
wri
st w
ith
the
stic
k fa
cing
for
war
d.
• W
ith
the
ball
in f
ront
and
out
side
the
rig
ht f
oot,
the
pla
yer
drag
s th
e ba
ll ac
ross
the
ir b
ody
at
a
45-d
egre
e a
ngle
til
l it
is o
utsi
de t
heir
left
foo
t. T
o st
op t
he b
all
and
beg
in t
o dr
ag it
bac
k to
out
side
the
ir
righ
t fo
ot, t
he p
laye
r tu
rns
the
stic
k he
ad o
ver
the
ball
wit
h th
eir
left
ha
nd w
hile
loos
enin
g th
e gr
ip o
f th
eir
righ
t ha
nd. T
he p
laye
r dr
ags
the
ball
at
a 45
-deg
ree
ang
le a
cros
s th
eir
bod
y ti
ll it
is o
utsi
de t
heir
rig
ht f
oot.
To
sto
p th
e ba
ll th
e pl
ayer
ret
urns
the
sti
ck t
o th
e no
rma
l dri
bbli
ng p
osit
ion.
DR
IBB
LIN
G
Skil
lin
act
ion
Skil
lin
act
ion
43
Qu
esti
on
: W
ho
did
th
e H
oc
ke
yro
os
pla
y i
n t
he
go
ld m
ed
al
ma
tch
at
the
Sy
dn
ey
20
00
Oly
mp
ic G
am
es?
An
swe
r: A
rge
nti
na
44
SE
SS
ION
EI
GH
T
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
4D
urat
ion
of a
ctiv
ity:
20
min
utes
CHA
NGE
IT:
an
c co
de
AC
PMP
049
AC
PMP
031
AC
PMP
068
• Var
y th
e si
ze o
f th
e b
oxes
• Cha
nge
the
num
ber
of
play
ers
on e
ach
team
, one
tea
m c
an
have
mor
e pl
ayer
s th
an
the
othe
r fo
r a
peri
od o
f ti
me
and
the
n sw
ap
the
num
eric
al a
dva
ntag
e.
• N/A
• The
fie
ld is
set
up
wit
h fo
ur b
oxes
mad
e of
con
es, o
ne n
ear
each
cor
ner
of t
he f
ield
.
• The
tea
ms
can
cons
ist
of 3
v3 o
r 4
v4.
• A t
eam
sco
res
a go
al b
y pa
ssin
g th
e ba
ll to
a t
eam
ma
te w
ho c
ompl
etes
a t
rap
in a
box
.
• A d
efen
der
is n
ot p
erm
itte
d to
ent
er t
he b
ox.
• Onc
e a
tra
p ha
s b
een
mad
e in
a b
ox, t
hat
box
is e
lim
ina
ted
for
tha
t te
am, t
he f
irst
tea
m
to m
ake
a t
rap
in a
ll fo
ur b
oxes
is t
he w
inne
r.
BO
X T
RA
PS
ES
SIO
NE
IG
HT
• Pla
yed
on a
nar
row
fie
ld, s
elec
t 2
'Hoc
ktop
us' t
o b
e m
obile
ste
ale
rs.
• The
res
t of
the
pla
yers
line
up
at
one
end
of t
he f
ield
, eac
h pl
ayer
has
a b
all.
• The
pla
yers
mus
t dr
ibbl
e th
e ba
ll to
the
oth
er e
nd o
f th
e fi
eld,
whi
le t
he H
ockt
opus
try
and
ste
al t
he b
all
from
the
m. O
nce
a pl
ayer
has
had
the
ir b
all
stol
en t
hey
bec
ome
seaw
eed.
• Sea
wee
d ar
e st
ati
onar
y st
eale
rs, t
hey
can
try
and
ste
al t
he b
all
from
the
pla
yers
but
are
no
t pe
rmit
ted
to m
ove
whi
le d
oing
so.
• The
last
pla
yer
to h
ave
thei
r ba
ll st
olen
by
eith
er t
he H
ockt
opus
or
seaw
eed
is t
he w
inne
r.
Ord
er o
f ac
tivi
ty i
n th
is s
essi
on: #
3D
urat
ion
of a
ctiv
ity:
15
min
utes
CHA
NGE
IT:
an
c co
de
AC
PMP
050
AC
PMP
029
AC
PMP
063
ho
ckto
pus
• Ma
ke t
he a
rea
larg
er o
r sm
alle
r
• Add
ex
tra
Hoc
ktop
us
• Ta
ke a
way
Hoc
ktop
us
Gam
eGam
e
Skil
lin
act
ion
Qu
esti
on
: H
ow
ma
ny
tim
es c
an
yo
u s
ub
pla
ye
rs o
n a
nd
off
du
rin
g a
ma
tch
? A
nsw
er:
Un
lim
ite
d
Goa
l
Goa
l
Goa
l
Goa
l
Team
1
Team
2
Skil
lin
act
ion
Sea
wee
d
Hoc
ktop
us
w w w . h o o k i n 2 h o c k e y . h o c k e y . o r g . a u
s p o r t i n g s c h o o l s @ h o c k e y . o r g . a u