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Page 1:  · 3 < hockey.org.au 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

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

Page 2:  · 3 < hockey.org.au 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

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

Page 3:  · 3 < hockey.org.au 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

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

Page 4:  · 3 < hockey.org.au 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

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

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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

Page 6:  · 3 < hockey.org.au 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

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

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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

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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

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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.

Page 10:  · 3 < hockey.org.au 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

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

Page 11:  · 3 < hockey.org.au 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

SESS

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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.

Page 14:  · 3 < hockey.org.au 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

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

Page 15:  · 3 < hockey.org.au 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

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

Page 16:  · 3 < hockey.org.au 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

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

Page 17:  · 3 < hockey.org.au 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

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

Page 18:  · 3 < hockey.org.au 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

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.

Page 19:  · 3 < hockey.org.au 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

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

Page 20:  · 3 < hockey.org.au 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

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

Page 21:  · 3 < hockey.org.au 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

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.

Page 22:  · 3 < hockey.org.au 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

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

Page 23:  · 3 < hockey.org.au 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

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

Page 24:  · 3 < hockey.org.au 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

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

Page 25:  · 3 < hockey.org.au 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

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

Page 26:  · 3 < hockey.org.au 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

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

Page 27:  · 3 < hockey.org.au 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

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

Page 28:  · 3 < hockey.org.au 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

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.

Page 29:  · 3 < hockey.org.au 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

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

Page 30:  · 3 < hockey.org.au 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

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

Page 31:  · 3 < hockey.org.au 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

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

Page 32:  · 3 < hockey.org.au 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

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

Page 33:  · 3 < hockey.org.au 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

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

Page 34:  · 3 < hockey.org.au 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

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

Page 35:  · 3 < hockey.org.au 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

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

Page 36:  · 3 < hockey.org.au 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

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

Page 37:  · 3 < hockey.org.au 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

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

Page 38:  · 3 < hockey.org.au 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

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

Page 39:  · 3 < hockey.org.au 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

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