1 why parmalat learn to play (pltp)? 2 3 4

section 1
WHY PARMALAT LEARN TO PLAY (PLTP)?
The PARMALAT LEARN TO PLAY PROGRAM is a revolutionary way of introducing the sport
of Softball to children. Activities are included which foster the involvement of ALL players, including
players with high and low skill levels. The child will experience excitement, enjoyment and success.
Activities and lead-up games are patterned after informal playground games that promise an hour of
FUN and LOTS OF ACTION. Participants will go home at the end of the night happy and tired,
while improving their fitness level.
Research has shown that out of a possible 20 reasons for youth participation in sport, the top four are:
1
2
3
4
To have FUN
To stay in shape
To get exercise
To improve skills
Children ranked “challenge of competition” as #10 and “to win” as #12 clearly indicating that
competition should not be the focus of programs for young children.
The PARMALAT LEARN TO PLAY PROGRAM replaces the old game of T-Ball and promises an
hour of FUN, games and activity....set up to develop the players’ individual softball skills and build selfconfidence. The following chart compares the characteristics of the game of T-Ball (which is currently used
to introduce children to softball) and the PARMALAT LEARN TO PLAY PROGRAM:
T-Ball Characteristics:
Characteristics:
Vs.
Parmalat Learn to Play
1 Competition is the emphasis
FUN is the emphasis
2 Low number of repetitions of skills
High number of repetitions of skills
3 Less skilled players receive little
Progressions to suit the skill level
of the player
opportunity to improve
4 More aggressive/skilled players
dominate game
5 Players are standing in the field leading
to boredom and low activity
6 Volunteer coaches are given no direction
or resources
Drills that offer a high success rate
for every child
Action packed lesson plans leading to
high activity for players
Volunteer coaches are given prepared
lesson plans with easy to follow instructions
and progressions for teaching basic skills
PARMALAT LEARN TO PLAY
Level 1 Section 1.pmd
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1 introduction to Parmalat Learn to Play
The PARMALAT LEARN TO PLAY PROGRAM provides 5–10 year olds with maximum
opportunity to practice the progressions necessary to successfully take part in the (adult) game of
Softball with a reasonable amount of skill.
Traditionally, at the 5–10 year old level, coaches are Moms and Dads with little or no coaching experience.
This program is designed to make it easy to implement for the volunteer coach. It includes prepared
lesson plans, easy to follow instructions, a letter to give to parents about the program, progressions for
teaching basic skills, and lead up games designed to simulate the real game of Softball.
The PARMALAT LEARN TO PLAY PROGRAM is designed to be a young person’s introduction
to the sport of Softball. The emphasis is on FUN, ACTION, and a POSITIVE ATMOSPHERE,
with a gradual introduction to non-stressful competition. The kids will have FUN, and they will want to come
back for more!
WHAT’S IN THIS MANUAL
The following is a review of the content of this manual and what the purpose is for each section of
the manual:
INTRODUCTION
Why Parmalat Learn to Play? (P. 1)
Q
explains the philosophy of the PARMALAT LEARN TO PLAY PROGRAM
Q
outlines the differences between T-Ball and the PARMALAT LEARN TO PLAY
PROGRAM
What’s in the Manual (P. 2)
Q
outlines the content of the manual and how it’s organized
CHILD DEVELOPMENT
Introduction (P. 5)
Q
explains how children learn and develop
Characteristics of Children (P. 6)
Q
outlines the characteristics of children and suggests ways to incorporate these characteristics
into the planning of children’s activities
Age Appropriate Skills by Age (P. 9)
Q
outlines what skills should be emphasized at each age group
2
Level 1 Section 1.pmd
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section 1
NOTES TO COACHES
Introduction (P. 11)
Q
explains how the PARMALAT LEARN TO PLAY PROGRAM is organized
Program Design (P. 11)
Q
explains how the program is designed (length of season, length of a session, number of players,
number of helpers, facilities, the lesson plans and how to end the season)
Q
this will be different in each level
Tips for Coaches (P. 13)
Q
provides tips to the coach on how to have a successful season
Ideas for Establishing Positive Behavoir (P. 14)
Q
describes ideas for behaviour expectations that a Coach may wish to employ throughout
the season
Group Selection (P. 14)
Q
provides ideas for forming groups of players
Organizational Signals (P. 15)
Q
provides hand signals that will assist the Coach in quickly organizing their players
during a session
Equipment List (P. 16)
Q
provides a list of all required equipment needed to run the PARMALAT LEARN TO
PLAY PROGRAM
Q
much of the equipment can be hand made (i.e. batting T’s; carpet bases; sticks with a hanging
ball; cut off broom handles for bats, tennis balls cut in half for markers, etc.)
Q
using a softer type ball (i.e. safety balls) is extremely important to give the players confidence
when performing the skills in the lesson plans (i.e. catching fly balls)
Q
whiffle balls are the only other equipment that might have to be purchased that wouldn’t
normally be part of a team’s equipment
Letter to Parents (P. 17)
Q
provides an overview of the PARMALAT LEARN TO PLAY PROGRAM for parents
that can be handed out to parents at a Parent Meeting or at the first session
PARMALAT LEARN TO PLAY
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1 introduction to Parmalat Learn to Play
LESSON PLANS (P. 19)
Q
an index of all the activities that are included in the manual is provided before Lesson 1
Q
provides 18 lesson plans to take a Coach through a Softball Season
EXTRA LEAD UP GAMES (P. 65)
Q
provides additional games to be used as Lead Up Games in the Lesson Plans
BASIC SKILLS CHECKLISTS (P. 69)
Q
provides a checklist of the key teaching points for all the Softball skills taught in the
PARMALAT LEARN TO PLAY PROGRAM
Q
can be used as quick reference to ensure coaches are covering the key points of each skill or a
report card for the player
SOFTBALL SKILLS (P. 75)
Q
provides the Coach with key teaching cues for all Softball skills and progressions to
aid instruction
END OF SEASON (P. 95)
Q
provides ideas for ways to wrap up the Softball season
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section 2
CHILD DEVELOPMENT
INTRODUCTION
It is very important for coaches to be aware of the developmental characteristics of children of different
ages. Young children do not have the same capabilities as older children, consequently practices have to be
modified for different age groups. Methods that work with older children may not be the best for younger
children. Young children need to participate in activities and progressions where they experience success,
not frustration. They enjoy learning new skills and playing lead-up games. Hundreds of repetitions are
necessary to develop the skills to play a full game of Softball and these will be obtained through the games
approach of the PARMALAT LEARN TO PLAY PROGRAM.
Program goals at younger age levels should include learning the basic skills of Softball and developing
positive feelings towards the game, including the desire to improve skills and continue playing. The game
of Softball involves many of the basic movement skills that are found in other sports – throwing,
catching, running, striking. These are the building blocks that children will need to participate in many
physical activities, hopefully for a lifetime. Thus, it is valuable for all children to develop proficiency in
these basic skills no matter what sport they eventually specialize in.
PARMALAT LEARN TO PLAY
Level 1 Section 2.pmd
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2 child development
CHARACTERISTICS OF YOUNG CHILDREN
Short attention span:
short practices
variety of activities
short explanations
·
·
·
Like a lot of action:
maximum activity in small groups
maximum use of equipment
ACTION more important than perfection
·
·
·
Mature at different rates:
practice at own skill level
checklist to assess readiness so skills can be introduced at the appropriate time
·
·
Low ability to work in complex situations:
introduce complex activities gradually
keep competition simple with a low number of players
·
·
Low level of fine motor co-ordination:
use of modified equipment (softer balls)
parent helpers allow for individual work
skill learning takes place in practice situations
recognize proper skills are only used in competition once it is fully assimilated
·
·
·
·
Low ability to track objects, especially if moving in an arc:
provide maximum repetitions for practice
simple games in smaller areas
use of softer, lighter balls which travel more slowly
yellow balls if possible – they are easier to track
·
·
·
·
Egocentric:
priority is FUN – playing simple drills/games
need everybody wins, nobody loses situations
simple games which require low level of teamwork
·
·
·
High desire to please coaches/parents:
criticism or praise results in them being crushed or elated
·
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section 2
Low ability to assess competence. Like chameleons, attitudes of
coach/parents have tremendous effect on how player feels:
if coach emphasizes or rewards effort, player will be satisfied
·
Low ability to think abstractly, think ahead, anticipate, cope with stress:
play games with simple rules, low level competition
·
Limited ability to make decisions (even to protect self from injury):
simple activities, requiring limited skills using modified equipment
·
READINESS MODEL
Every child who enters the sport of Softball has the right to choose to eventually strive for excellence
or to participate recreationally. To ensure that players can make the best choice for them later in life,
the Coach must provide the opportunities and experiences to form a solid base of the fundamental
skills of the game of Softball. The comprehensive hierarchy of skills listed here should help coaches
and administrators appreciate the complexity of the sport and the number of skills required to play it
well. It should be clear that it is necessary to introduce the skills of Softball and competition with a
gradual progression.
PREREQUISITE SKILLS
The following list of skills should be developed in Level 1 as well as through the childrens’ school and
home activities:
body movement skills
· basic
hand-eye
co-ordination
· time awareness
· quickness
· body awareness
· ability to mimic skills
·
awareness (high-medium-low)
· spacial
group
interaction
· listening skills
· quick response to directions
· aerobic fitness through play
·
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2 child development
SPECIFIC SPORT SKILLS
HIERARCHY OF SKILLS
The skills included here are intended to be taught over a period of time from entry into Softball until
Midget. Suggestions for the age level to be taught are included, but coaches will have to be flexible
depending on the ability level of the players involved.
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Level 1 Section 2.pmd
LTP
Parmalat Learn to Play (under 10)
M
Mite
(under 10)
S
Squirt
(under 12)
PW
Pee Wee
(under 14)
B
Bantam
(under 16)
Mi
Midget
(under 19)
PARMALAT LEARN TO PLAY
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section 2
PARMALAT LEARN TO PLAY
Level 1 Section 2.pmd
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2 child development
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section 3
NOTES TO COACHES
INTRODUCTION
This section contains many useful resources/suggestions for the Coach of the PARMALAT LEARN TO
PLAY PROGRAM to utilize during the course of a Softball season. The PARMALAT LEARN TO
PLAY PROGRAM design is outlined for a typical Softball season. Tips for Coaches are provided for
the Coach to keep in mind for the entire season. Sample behaviour expectations are described that a Coach
may wish to implement for their team. Suggestions on how to organize players into groups is provided.
As well organization signals are included to assist in communicating what the Coach wishes the players
to do. A list is provided that outlines all the required equipment for the PARMALAT LEARN TO
PLAY PROGRAM for the entire season. And finally, a sample letter is provided that the Coach may
wish to give to the parents of the players describing the program and what it involves. Armed with these
resources, the Coach is sure to have a successful Softball season!!
PROGRAM DESIGN – LEVEL 1 (5-6 YEAR OLDS)
Note: The following points are guidelines only. Please feel free to modify these guidelines or to develop
your own as dictated by the needs of your Association.
1
!
LENGTH OF A SEASON
Typically the Softball season for 5-6 year olds is two months (May and June) with 2 sessions
a week.
2
LENGTH OF A SESSION
!
1 hour (maximum) per session.
!
If your association requires that two groups are scheduled per night because of a large number
of participants, schedule two sessions with one starting at 6:00 pm and the second starting at
7:15 pm.
3
!
4
NUMBER OF PLAYERS
No more than 12 players on each team. It is recommended to have 10 players or less.
NUMER OF ADULT HELPERS
!
6 adult helpers (parents or family members) are required for each session.
!
Should have one adult for every two players.
PARMALAT LEARN TO PLAY
Level 1 Section 3.pmd
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3 notes to coaches
5
FACILITIES
!
While the use of a Softball diamond is suggested, an open field can also be used.
!
The number of diamonds used will depend on the resources of the Association and the number
of participants registered.
!
If there are a large number of participants, a softball diamond can be divided into different
regions for each team to participate on at the same time (i.e. on an adult sized field, the
diamond can be divided into 3 regions in the outfield and two regions on the infield). Using
this set-up, 5 teams can safely use one diamond. If more than one team is sharing a diamond,
it is suggested to rotate the teams into the infield so all players get a chance to play on the
dirt infield.
6
LESSON PLANS
!
The coach is provided with 18 lesson plans to take them through a typical Softball season (i.e.
a nine week season with 2 sessions per week).
!
Each lesson plan involves activities that will teach the players the basic skills of Softball.
!
Coaches are offered suggestions on how to modify an activity to suit the players’ ability level.
!
Each lesson plan ends with a Lead Up Game which simulates aspects of the game of Softball.
!
The coach has great flexibility in following or changing the lesson plans to ensure the most
FUN and ACTIVITY for their players.
!
After Lesson 12, the Lesson Plans change to involve the team being divided into two groups that
perform different activities at the same time and then switch and do the activities the other
group was performing. The sessions still ends with a Lead Up Game.
7
SOFTBALLS
!
Softball Canada strongly recommends the use of the Worth Reduced Injury Factor (RIF) softballs
for the PARMALAT LEARN TO PLAY PROGRAM.
!
Fear of being hit by a hard ball is a deterrent for children learning softball skills so a softer ball
will increase the child's confidence when engaging in the activities of the program. The Worth
RIF softballs come in a variety of hardness as well as sizes to meet the needs of your association.
!
As the child's skills improve, a harder softball can be introduced.
8
!
END OF SEASON
It is strongly recommended that the Association organize a “FUN Day” at the end of the
season for the participants of the PARMALAT LEARN TO PLAY PROGRAM. (Note:
Some Associations will also start the season off with a “FUN Day”).
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section 3
TIPS FOR COACHES
1
If you are using the program for the first time, ask for assistance from your Minor
Softball Association or Provincial/Territorial Softball Association. They may be able to
provide you with a trained person to review the lesson plans and skill progressions,
should you require it.
2
Explain to the players what is appropriate and inappropriate behaviour and the
consequences of such. This will set the tone for the season.
3
Attempt to stay within the prescribed times for the activities in the Lesson Plans.
Because of the players’ short attention spans, there is a need for change and variety,
even if they have not mastered the particular skill. Expectations for correct techniques
should be low with this age group.
4
Always include a Lead Up Game at the end. They are FUN and provide players a gradual
introduction to the game of Softball with an element of competition.
5
Be flexible in implementing the Lesson Plans by adding or subtracting any activities
listed in this manual. Use the players’ favorite activities more often to ensure they are
having FUN but don’t over use them.
6
Ensure you stay on time by keeping instructions brief. Players must be kept ACTIVE.
7
Be flexible with the time spent on pitching. Pitching is a very complicated skill that
may take a while for the players to understand. However, you may be surprised at how
quickly your players will learn this skill. Be creative with the pitching activities (i.e.
use targets on the backstop, stepping (striding) on a marked line, etc). If the players are
confused switching back and forth from underhand (pitching) to overhand throwing,
wait until later in the season to introduce pitching. This way overhand throwing will be
well established. Remember the emphasis of the PARMALAT LEARN TO PLAY
program is the players having FUN!
8
Many of the activities can include some kind of competition (i.e. see who can make the
most consecutive catches). You decide when the players are ready and responsive to be
introduced to a competitive situation.
9
Promote the “philosophy” of PARMALAT LEARN TO PLAY to the parents as
some may be skeptical at first. It will help to refer to the activities as legitimately
playing Softball and to avoid the phrase “we just practice” in Level 1.
10
Maintain a FUN atmosphere. The activities provide the opportunity for FUN to
occur. Be enthusiastic, encouraging, and organized and the season will be successful.
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Level 1 Section 3.pmd
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3 notes to coaches
IDEAS FOR ESTABLISHING POSITIVE BEHAVIOUR
The Coach should develop a list of behaviour expectations for the players. These behaviour expectations
must be established at the start of the season and communicated clearly to the players and parents. The
coach must monitor the players’ behaviours and follow through on any consequences decided upon at the
beginning of the season.
Possible behaviour expectations that a Coach may wish to establish are:
!
After the coach’s explanation, wait for the “GO” signal from the coach before starting any
activity. An idea to encourage children to listen more carefully is to vary the word that means
“GO” (i.e. don’t start until the coach says “DYNAMITE”, “BARNEY”, “AWESOME”).
!
Use the word “FREEZE” for stop. Expect players to stop immediately. If you get in the habit
of repeating the stop signal 3 or 4 times, the players will also accept that as standard.
!
Establish rules for setting up and putting away the equipment. This can teach children
responsibility. Insist that the players PLACE equipment and not throw it when putting it away.
!
To avoid players playing with the ball while the coach is talking establish a routing for when the
coach is talking (i.e. place the ball on the ground between feet or in hand behind back, etc.)
!
Never swing a bat without checking behind to see if someone is there.
!
Never walk up behind someone holding a bat without letting them know you are there.
GROUP SELECTION
!
Always avoid assigning captians to pick a team, as was often done in the past and which could
do irreparable damage to the self-esteem of the child chosen last.
!
Children can not be allowed to hurt the feelings of others in the group selection process. This can
be emphasized by letting the players know it is NOT acceptable to say no to a teammate who
wants them to be a partner.
!
Number players 1-12 at the beginning of the year. This will make it easy to assign groups by
calling out their number when the coach wants to assign groups.
!
To get even numbered groups start by selecting a partner, then each pair joins with another pair
to get 4, or with 2 other pairs to get 6.
!
To select 2 teams, have the players choose a partner (without telling them you are choosing
teams). Have one partner stand on 1 line and the other partner on another line. You automatically
have 2 teams selected.
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Level 1 Section 3.pmd
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section 3
ORGANIZATIONAL SIGNALS
The use of hand signals can be used to make your practices run more smoothly and efficiently. If used
consistently, the players will learn to react quickly, with less confusion and it will be easier for the coach
to maintain control. Start by using both verbal and hand signals. Eventually only hand signals will be
required once the players’ attention is gained.
Form a Line: Run quickly to form a
line in front of the Coach. Stand evenly
spaced shoulder to shoulder.
Listening Circle: Run quickly to
stand in a group in front of the Coach to
listen to the coach’s instructions.
Groups: Quickly form a group with
the number of people indicated by the Coach.
Files: Quickly form a single file line
with one player behind the other.
Quiet/Listening: Immediately stop
what you are doing, hold a hand in the air
and listen to the Coach.
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3 notes to coaches
EQUIPMENT REQUIRED
Keep the following equipment in a common storage place so each team has access to it on arrival at the
diamond. If all teams use the same equipment, the Association may be able to save money in implementing
the PARMALAT LEARN TO PLAY program. It would save tremendously in the cost of implementing
the program.
It is advised that the coach review each lesson plan prior to arrival at the diamond to see what equipment
is required. All equipment is not needed for every lesson (i.e. Hitting is not included in every Lesson Plan).
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Level 1 Section 3.pmd
3
Whiffle balls
1
Dozen safety balls (i.e. indoor softballs)
4
Batting T’s (home made T’s work well. Traffic pylons may also
be used.)
12
Carpet Home plates
2
Sets of bases (carpet bases will do for 1 set)
12
Bats (preferred for maximum repetitions. Minimum requirement for
each team is 1 bat for every 2 players on the team.)
1
Set of catcher’s equipment
6
Markers (i.e. pylons, pucks, old tennis balls cut in half)
6
Sticks with hanging attachment on the end (whiffle ball, shoelace,
rope, rubber tubing). Old cut off hockey sticks or broomsticks
work well.
2
Targets (approximately 3' x 3')
4
Helmets
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section 3
LETTER TO PARENTS
Welcome to the PARMALAT LEARN TO PLAY – Level 1 softball program. It is a FUN,
ACTION PACKED introduction to the game of Softball. Although, we won’t be playing the adult
version of softball, we WILL be participating in a variety of activities and lead-up games that will give
your child more opportunities to touch the ball and develop the necessary basic skills to enjoy the game.
The activities are FUN and short in duration and will prepare your child for more advanced
competition later in life.
The PARMALAT LEARN TO PLAY program is designed to address the common characteristics of
children. These include:
Love of FUN
Love of Action
Need for approval & praise
Short attention span
Different maturing rates
Low ability to think abstractly
Low ability to anticipate
Low ability to do complex tasks
Low ability to cope with stress
Low level of fine motor skills
Low ability to make decisions quickly
The success of the PARMALAT LEARN TO PLAY program will depend on your help and support. In
each session we will require at least 6 parents or adults to help run activities and provide feedback to
ensure a 1:2 adult to child ratio. You are welcome to help every session, but we will be SCHEDULING every
family at least once. If you can’t make your scheduled time, please arrange a replacement. It is NOT
necessary to be knowledgeable about Softball. All you need is a SMILE and ENTHUSIASM.
Softball is an ACTIVE game, played in the dirt, where players are likely to get dirty. Please ensure your
child is wearing OLD pants and T-Shirts to each session. Players should also bring their own WATER
BOTTLE with them.
Here’s to a FUN and POSITIVE season!
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3 notes to coaches
NOTES:
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Level 1 Section 3.pmd
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section 4
LESSON PLANS
INTRODUCTION
This section contains lesson plans that are designed to make it easy for coaches who have little or no
experience coaching children to run an exciting and effective Softball program for young children. Even
experienced coaches will appreciate these well thought out lesson plans and incorporate many of the
drills into their practice plans.
A set of 18 lesson plans has been designed to assist you in running a bi-weekly 9 week program. The plans
have been designed as a resource. You can use the plans verbatim or as a rough guide. They are adaptable
to your skills as a coach and the abilities of your athletes. The extent to which you choose to use the plans
will depend on your softball coaching experience and your level of comfort in teaching children.
You have been given 18 lesson plans, but you will realize that some activities may work better than
others. We encourage you to be creative – combine some of the plans, create your own name for activities
or create your own plan based on the activities that you feel are most effective. Even have the players
choose the activity as it’s all about their enjoyment.
All lesson plans do require some advance preparation. The following check list will prepare you to run a
successful session:
· Review the upcoming Lesson Plan prior to the session.
· Become comfortable with how to set up and run each activity (visualize).
· Review the skills of the session.
· Consult the Softball Skills section to review how to teach the skill.
· Review the Notes to Coaches section of the manual.
· Practice the skill at home (in front of a mirror) to be sure you are comfortable teaching it.
Check to ensure that you have all the necessary equipment for the activities in the upcoming
· lesson
plan.
Arrive at the diamond 15 minutes early to ensure the field is safe and discuss the role each
· coach
or adult helper will play during the session. You may also want to use this time to
orientate adult helpers (parents/older siblings).
DURING THE SEASON
After Lesson 12, there will be two (2) teams on the diamond at once (evenly divide your total number of
players by two). One team is placed in the outfield and the other team is placed in the infield. Each team
will perform the warm-up activity separately for 5 minutes. Then each team will perform the listed
activities for 15 minutes in their designated areas. The two (2) teams will then switch positions (infield
group moves to outfield and vice versa) and performs the activities listed for that area.
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4 lesson plans
LIST OF ACTIVITIES
WARM UP GAMES
LESSON PAGE
HITTING GAMES
LESSON PAGE
Blob Tag
Kermit and Miss Piggy
Leap Frog Tag
Monster Keep Away
Partner Shuttle
Partner Tag
Pip, Squeak and Wilbur
Shadows
Shark in the Tank
Similes and Making Bridges
Take it Back
Up-N-At-Em
What Time Is It Mr. Wolf
1, 4
13
9, 12
8
11
7, 16
17
3
10
5
14
15
2, 6
Grand Slam
Hit and Run
Hitting Stations
8
4
6, 12,
16
2
18
10
21, 29
50
41, 48
39
45
37, 59
61
27
43
31
53
56
24, 34
THROWING/CATCHING GAMES LESSON PAGE
Ball of Fire
Ball Red Rover
Big Foot
Bull’s Eye
Champ
Circus
Fifteen Up
Goal Ball
Home Run
Hot Potato
Leonardo
Partner Throws
Pert Gert/Pert Bert
Powerball
Reach the Coach
Rotation Ball
Sky Ball
Spaceshuttle
Spell Your Name
13
15
5, 11
9, 14
1, 15
7, 14
8
16
6
11, 15
10, 13
12, 17
1
1
3
17
2
2, 13
4, 8,
17
50
56
32, 45
41, 53
22, 57
37, 54
39
59
34
45, 56
43, 51
48, 61
21
22
27
61
24
25, 51
29, 39,
62
Monster Bash
Over the Line
Slugger
BASERUNNING GAMES
LESSON PAGE
Beep Beep
Gimme 5
Gotcha
Jam
Kill the Mosquito
Smash
Super Shoes
9
1
14
11, 16
3, 7
5
6, 18
20
41
23
54
46, 59
27, 38
32
35, 63
LEAD UP GAMES
LESSON PAGE
Berserk
BlastBall
Bucket Ball
Crazy Ball
Dizzy Izzy
Far Base
Field 3
500
Freeze the Runner
Help
Minnie Ball
Roadrunner
Scrub
Semi-Circle Softball
Skip Ball
Ten Minute Softball
Twenty One
extra
extra
5, 14
extra
15
13
10
extra
4, 6,
7, 9
18
11
2
12
1, 3
17
8
extra
66
67
33, 55
66
58
52
44
67
30, 36,
38, 42
64
47
26
49
23, 28
62
40
67
Whack-O
extra
65
20
Level 1 SECTION 4.pmd
40
29
35, 48,
60
25
63
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4/29/2005, 8:54 AM
section 4
LESSON 1
WARM UP
BLOB TAG (5 min)
running, dodging, agility, co-operation
SKILLS
ORGANIZATION mark out boundaries of playing area desired. One player is chosen to be the
chaser (beginning Blob) and the rest scatter.
ACTIVITY
!
!
!
!
on “Go” the Blob chases, trying to tag others
tagged players join hands with Blob
when Blob becomes 3 only the outside players can tag
when Blob becomes 4 split to make 2 Mini-Blobs
DIAMOND ORIENTATION
(5 min)
becoming familiar with diamond layout and some Softball terms
SKILLS
ORGANIZATION put 1 adult in charge of 2 players. Make sure players know name of partner
and adult in charge, as well as coach’s name.
familiarize players with diamond layout and terms
demonstrate as you speak
start players at Home plate making them familiar with the name
(Home) and that this is where the Batter stands to Hit
! let players pretend to hit and run to 1B, run to 2B, run to 3B, run
back to Home
ACTIVITY
!
!
!
CATCHING
PERT GERT OR PERT BERT (5 min)
SKILLS
proper use of glove for catching, how to wear it, how to use it
EQUIPMENT
1 ball and glove for each player
ORGANIZATION each player has a ball and space to work in where they won’t bump into
others. Objective is to see which “Pert Gert” (girl) or “Bert Pert” (boy) can
get under the ball and catch it.
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Level 1 SECTION 4.pmd
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4 lesson plans
each player tosses the ball in the air for a self-catch
coaches emphasize proper use of glove
1) See if they can throw it higher each time.
2) How many consecutive catches can they make?
3) Throw a little away from you and run to get under.
! a progression would be to have 1 adult toss it to every 2 players
! if skill level is high enough, players can throw to each other
ACTIVITY
!
!
THROWING/CATCHING
POWERBALL
(5 min)
SKILLS
throwing, catching, co-operation
EQUIPMENT
1 ball for every 2 players
ORGANIZATION players line up with one adult assigned to every 2 players, an appropriate
distance apart.
coach teaches progressions for learning proper technique (keep it short) as
outlined in skills section. Players start with no ball then progress to
throwing ball to adult. To help make it FUN emphasis should be on trying
to “Blast” the adult with the ball
ACTIVITY
CHAMP (10 min)
SKILLS
catching, throwing
EQUIPMENT
1 ball for every 2 players
ORGANIZATION 1 adult for every 2 players or players in partners if they are capable of
throwing and catching the ball back and forth.
ACTIVITY
every time a ball is caught by one of the pair they get a letter of “CHAMP”
! partners can compete against other partners to see which pair can spell
CHAMP first. Letters can be awarded for good throws back to the adult
as well
! for variation have players select other words (i.e. Barney,
elephant etc.)
!
22
Level 1 SECTION 4.pmd
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section 4
BASERUNNING
GIMME 5
(5 min)
running through 1B, speed development
SKILLS
EQUIPMENT 4 bases
ORGANIZATION put bases down 30'- 40' from players. Form 4 groups of 3
players, in turn, take a swing at an imaginary ball, drop bat, run as fast as
possible past their base, give coach “high 5”, return to base as if running
to 2B, touch base and shout “GREEN LIGHT” to next player to leave
! make sure players are running full speed across the bag, slowing down
only after touching it
ACTIVITY
!
LEAD UP GAME
SEMI-CIRCLE SOFTBALL
(20 min)
SKILLS
throwing, catching, co-operation, teamwork
EQUIPMENT
1 ball, 4 bases, markers
ORGANIZATION 2 teams of 6: 1 team on defence and 1 team on offence.
ACTIVITY
!
place a semi-circle of markers approximately at the edge of the infield
!
defensive team has 1 player at Home and the rest position themselves
around the infield at approximately same distance. Both markers and
players can be adjusted according to skill level
!
offensive team tries to throw the ball over or through the markers and
then runs through 1B
!
player gets 1 point if ball goes through markers or 2 points if ball goes
over markers
!
no point is awarded if the ball is caught or stopped at the markers
!
defence throws the ball Home as quickly as possible
!
change sides after each offensive player throws
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Level 1 SECTION 4.pmd
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4 lesson plans
LESSON 2
WARM UP
WHAT TIME IS IT MR. WOLF? (5 min)
running, chasing, dodging
SKILLS
ORGANIZATION one player is MR. WOLF, who starts at one end of the designated area. Other
players start at the other end.
ACTIVITY
!
players start moving toward Mr. Wolf calling “What Time Is
It Mr. Wolf?”
!
Mr. Wolf calls out various times (i.e. 2:00 o’clock; 6:00 o’clock;
sleep time)
!
when Mr. Wolf calls “Dinner Time”, (s) he runs after other players who
try to get back across the safe line before being caught
!
you may have to use an adult or coach as Mr. Wolf to get them started
THROWING/CATCHING
SKY BALL
(10 min)
SKILLS
proper use of glove and positioning when catching fly balls
EQUIPMENT
1 ball and glove for each player
ORGANIZATION 1 adult for every 2 players
ACTIVITY
!
coach will demonstrate progressions as in skills section (p. 75)
!
players will then practice catching high tosses from an adult
Self-competition can be included by:
1) Seeing if they can catch a higher one each time.
2) How many consecutive catches can they make?
3) Throw a little away from the player so they have to move to
get underneath.
24
Level 1 SECTION 4.pmd
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section 4
SPACESHUTTLE (5 min)
SKILLS
throwing for distance, low level competition against each other
EQUIPMENT
1 ball for every 2 players
ORGANIZATION 1 adult and 1 ball (spaceshuttle) for every 2 players. 1 marker for each
player. Try to assign partners as close in ability as possible.
ACTIVITY
!
partners stand behind a line and see how far they can throw (send the
ball into space)
!
their adult leader can be in the area of the throw to mark the spot
!
competition can be introduced by seeing if they can throw farther each
time and by competing against each other
HITTING
HITTING PROGRESSIONS STRIDE AND HIP ACTION (5 min)
SKILLS
stride and hip action of a good compact swing
EQUIPMENT
1 bat per player
ACTIVITY
!
teach stride and hip action as in skills section (p. 81)
!
focus only on these 2 actions, as they are critical to a good swing. They
will be unable to handle too much information at once
MONSTER BASH - HITTING
(10 min)
SKILLS
emphasis on stride and hip rotation
EQUIPMENT
6 “shoelace sticks”, 6 bases, 1 bat for every player (minimum 1 bat for
every 2 players)
ORGANIZATION 1 adult for every 2 players. Each group will find a safe area to place their
base and swing.
ACTIVITY
!
the adult will hold the end of the shoelace (pretend it is a monster or
something else appropriate) IN FRONT of the base at various heights
!
alternate players every 5-10 swings. Other player can be taking
practice swings
25
Level 1 SECTION 4.pmd
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4/29/2005, 8:54 AM
4 lesson plans
PITCHING
CO-ORDINATION DRILL
(5 min)
SKILLS
arm/hip action of windmill pitch
ACTIVITY
!
coach teaches arm/hip action (from skills section p. 87) with players
practicing without a ball
LEAD UP GAME
ROADRUNNER
(20 min)
SKILLS
hitting off a T, throwing, catching, baserunning, co-operation, teamwork
EQUIPMENT
1 ball, 4 bases, helmet, batting T
ORGANIZATION 2 teams of 6: 1 on offence (Roadrunners) and 1 on defence (Coyotes).
Coyotes have a catcher at Home plate and the others at appropriate
locations. Roadrunners have 1 player to hit the ball off a T from Home plate
and others waiting their turn from a safe distance.
ACTIVITY
!
the Roadrunner hits the ball off the T at Home plate and runs around
the bases trying to make it Home before the Coyotes get the ball back
to the catcher at Home plate
!
if the ball is caught, the “batter” is out
!
fielders may NOT run with the ball – it must be thrown home
!
the adult may have to help at Home
!
count how many bases each Coyote touches before the ball gets Hom
26
Level 1 SECTION 4.pmd
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4/29/2005, 8:54 AM
section 4
LESSON
WARM UP
3
SHADOWS (5 min)
Note: A sunny day is necessary for this activity.
chasing, dodging, co-operation
SKILLS
ORGANIZATION 2 players designated as chasers, others scatter.
ACTIVITY
!
on “GO” players scatter, while chasers try to step on their shadows
!
count how many shadows are stepped on
!
change chasers often
THROWING/FIELDING
REACH THE COACH
(10 min)
SKILLS
proper use of glove and positioning for fielding grounders
EQUIPMENT
1 ball for every 2 players
ORGANIZATION 1 adult for every 2 players. Each group draws a series of parallel lines
5’ - 10’ apart.
ACTIVITY
VARIATION
!
coach will demonstrate progressions as in skills section (P. 79) (keep it short)
!
each pair will start at the line farthest from the coach
!
objective is to get to the coach in the least number of throws
!
a grounder is thrown to each player in turn
!
if caught, the player advances to the next line. First player to the
coach wins
throw fly balls
BASERUNNING
KILL THE MOSQUITO
SKILLS
rounding 1B
EQUIPMENT
4 bases
(10 min)
ORGANIZATION put bases down in proper locations on diamond, with 3 players at each one.
Pretend there is a mosquito on the INSIDE corner of each base.
27
Level 1 SECTION 4.pmd
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4 lesson plans
XXX
XXX
marker
XXX
ACTIVITY
XXX
!
one player at each base takes a swing at an imaginary ball, drops the
bat, runs as fast as possible to the next base, stepping on the
“Mosquito” as they round it
!
they then wait their turn at the base they just rounded
!
remind players it will be easier to step on the “Mosquito” if they run a
little to the outside of the base line as they approach the base. It would
be helpful to put some markers down for them to go around as shown
in the diagram
PITCHING
ARM CIRCLES AND HIP THRUSTS
(10 min)
SKILLS
arm/hip action of windmill pitch
ACTIVITY
!
review co-ordination drill from Lesson 2 (p. 87)
!
teach windmill arm action and hip action – no ball (p. 89)
LEAD UP GAME
SEMI-CIRCLE SOFTBALL (20 min)
SKILLS
throwing, catching, co-operation, teamwork
EQUIPMENT
1 ball, 4 bases, markers
ORGANIZATION 2 teams of 6: one on defence and one on offence.
ACTIVITY
!
place a semi-circle of markers approximately at the edge of the infield
!
defensive team has 1 player at Home and the rest position themselves
around the infield at approximately same distance. Both markers and
players can be adjusted according to skill level
!
offensive team tries to throw the ball over or through the markers and
then runs through 1B
!
player gets 1 point if ball goes through markers or 2 points if ball goes
over markers
!
defence throws the ball Home as quickly as possible
!
change sides after each offensive player throws
28
Level 1 SECTION 4.pmd
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4/29/2005, 8:54 AM
section 4
LESSON 4
WARM UP
BLOB TAG (5 min)
Same as Lesson 1 (p. 21)
THROWING/FIELDING
SPELL YOUR NAME (10 min)
SKILLS
throwing, catching
EQUIPMENT
1 ball for every 2 players
ORGANIZATION partners should be selected by ability and spaced accordingly.
ACTIVITY
!
partners throw the ball back and forth overhand
!
they get a letter in their name every time they make a catch
!
when they complete their name, they move back 2 giant steps
!
continue the process to time limit or success rate gets low
Note: Adult may have to be the thrower if skill level is not advanced enough.
HITTING
HIT AND RUN (15 min)
SKILLS
hitting and dropping bat rather than throwing it
EQUIPMENT
3 batting T’s, at least 2 balls per T, 3 bases
ORGANIZATION 3 groups of 4 ( 1 batter, 1 on deck, 2 fielders) and at least 1 adult per
group. Set up 3 T’s in front of a carpet Home plate. Draw a circle on the
ground where bat should be dropped before running. Place a 1B 30'-40'
from where T is set up.
ACTIVITY
Level 1 SECTION 4.pmd
!
1st player hits off a T, drops the bat in marked circle, runs to base. Then
returns to be an on deck batter
!
2 fielders retrieve the ball and throw it to the adult, who is in charge of
replacing the ball on the T
!
while ball is being retrieved, the on deck batter prepares to hit
!
divide the total amount of time you have left after set up by 2, then
give each pair that amount of time to hit – they will be the fielders
while the other pair hit
29
4/29/2005, 8:54 AM
29
4 lesson plans
PITCHING
GRIP AND STATIC PITCHING (10 min)
SKILLS
proper grip on the ball, release point on side of leg
ACTIVITY
!
review arm circle and hip thrust from previous lesson
!
teach and practice static pitching drill with ball (skills section p. 90)
LEAD UP GAME
FREEZE THE RUNNER - THROWING (20 min)
SKILLS
throwing, catching, baserunning, co-operation, teamwork
EQUIPMENT
1 ball, 4 bases, 4 helmets, 2 bats
ORGANIZATION 2 teams of 6: 1 team on offence and 1 team on defence.
ACTIVITY
!
offensive “batter” THROWS the ball into the playing area and runs
around the bases until “FREEZE” is shouted – “FREEZE” may have to
be shouted more than once at this age
!
ball is fielded, then thrown so EVERY fielder catches the ball – the last
fielder to catch the ball shouts “FREEZE”
!
score points by counting the number of bases touched – if caught
between bases, the last base touched counts
!
after everyone has had a turn, switch defence and offence
!
keep total bases touched for each team
!
emphasize proper rounding of bases by using markers as in “Kill the
Mosquito” drill
Note: Players on defence will likely need help from adults to keep them from all running after the
ball at once and in knowing where to throw it next. Lack of catching ability will likely
mean there is little actual catching going on but at least each player will get to touch and
throw the ball.
30
Level 1 SECTION 4.pmd
30
4/29/2005, 8:54 AM
section 4
LESSON 5
WARM UP
SIMILIES AND MAKING BRIDGES (5 min)
SKILLS
original movement by children, exercise body and imagination, flexibility
ACTIVITY
!
SIMILIES: choose SIMILES, which are within the range of
experience of the players.
!
try not to demonstrate unless there is no response from the players.
Wobble like Jello on a plate
Skip like a giant with big boots
Pop like a bursting bubble
Float like a balloon - POP!
Walk like a giant with a stiff neck
Fly like superman
Wiggle like a worm on hot ground
Melt like an ice cube in the sun
Move your legs like a pair of scissors
Shake like a wet dog
Hop like a hammer has been dropped on your toe
Stretch like a puppy awakening from a nap
Jump like cheerleaders who have won a game
Walk as if you have gum stuck to the bottom of your shoe
Walk like an elephant that has eaten too many peanuts
!
MAKING BRIDGES:
1) Can you make a bridge with your body keeping 2 hands and 2 feet
on the ground? Can you make it high? Can you make it low?
Wide? Narrow?
2) Can you make a bridge keeping 2 hands and 1 foot on the ground?
Same variations as in #1.
31
Level 1 SECTION 4.pmd
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4 lesson plans
THROWING/FIELDING
BIG FOOT (10 min)
SKILLS
throwing, catching
EQUIPMENT
1 ball for every 2 players
ORGANIZATION partners start on lines, facing each other, approximately 10' apart. One
adult per pair.
ACTIVITY
!
players throw to each other (or adult throws if skill level is too low for
accurate throws)
!
every time they make a catch, they move back one giant step
!
the pair that gets the farthest apart, still able to catch the ball, gets the
BIG FOOT award
BASERUNNING
SMASH (10 min)
SKILLS
getting out of the box
EQUIPMENT
ball gloves, 6 carpet Home plates
ORGANIZATION ball gloves are placed on the ground across from where players are
standing along the 3rd base line. This simulates where 1B would be for each
batter. Draw a Home plate (or use carpet plates) on the ground along the
3B line for each pair of players.
ACTIVITY
!
on verbal signal “HIT”, all players swing at an imaginary ball, then
pivots on lead foot and runs toward their glove (1B). Coaches should
emphasize getting out of box quickly, with power, driving the arms
rather than the correct pivot
!
they then return to behind their plate while their partner takes
their turn
32
Level 1 SECTION 4.pmd
32
4/29/2005, 8:54 AM
section 4
PITCHING
STATIC PITCHING (10 min)
SKILLS
wrist snap of ball off side of leg
ACTIVITY
!
review arm circles and hip thrusts from previous lessons
!
review and practice static pitching drill with ball (in skills section of
this manual p.90)
!
for motivation, targets of some kind might be put on screen for players
to try to hit from close distance. Very creative coaches might make
targets with clown faces
LEAD UP GAME
BUCKET BALL (25 min)
SKILLS
throwing, fielding, baserunning, co-operation, teamwork
EQUIPMENT
2 balls, 4 bases, helmet, pail or bag
ORGANIZATION 2 teams of 6: one on offence and one on defence. Defensive team has a
catcher at Home plate with the other players at appropriate locations.
Offensive team has 1 player to THROW from Home plate and others waiting
their turn from a safe distance.
ACTIVITY
!
offensive “batter” throws out 2 balls in quick succession and runs
around the bases trying to make it Home before the fielding team gets
both balls in pail
!
if the ball is caught the “batter” is out
!
fielders may NOT run with the ball. It must be thrown Home. Relay the
ball if necessary
!
remind players to make sure Catcher is looking. Adult may have to help
at Home
33
Level 1 SECTION 4.pmd
33
4/29/2005, 8:54 AM
4 lesson plans
LESSON 6
WARM UP
WHAT TIME IS IT MR. WOLF? (5 min)
running, chasing, dodging
SKILLS
ORGANIZATION one player is MR. WOLF, who starts at one end of the designated area.
Other players start at the other end.
ACTIVITY
!
players start moving toward Mr. Wolf calling “What Time Is
It Mr. Wolf?”
!
Mr. Wolf calls out various times (i.e. 2:00 o’clock; 6:00 o’clock;
sleep time)
!
when Mr. Wolf calls “Dinner Time”, (s) he runs after other players who
try to get back across the safe line before being caught
!
you may have to use an adult or coach as Mr. Wolf to get them started
THROWING/FIELDING
HOME RUN (10 min).
SKILLS
throwing accuracy
EQUIPMENT
2 targets, 4 balls
ORGANIZATION 4 groups of 3, with 2 groups of 3 at each target, which is hung on the
backstop. Mark out 4 lines at various distances from the target. Distances
can be according to ability of the group. A high success rate is wanted.
ACTIVITY
34
Level 1 SECTION 4.pmd
!
players choose which distance they throw from in order to hit the target
!
points are awarded as follows: single – 1 pt.; double – 2 pts.;
triple – 3 pts.; homerun – 4 pts.
!
objective can be to see if each player can get more points on each
consecutive throw or it can be made competitive with other groups
by totaling each group’s points
34
4/29/2005, 8:54 AM
section 4
HITTING
HITTING STATIONS (15 min)
SKILLS
proper grip on bat, stride and hip rotation
EQUIPMENT
1 bat per player, 3 T’s, 3 whiffle balls on a rope, 6 carpet Home plates
ORGANIZATION 1 adult in charge of every 2 players. 3 T stations and 3 whiffle ball stations,
with 2 players at each station. Set T’s up IN FRONT of Home plates.
ACTIVITY
!
6 players will practice hitting off a T
!
6 players practice hitting a hanging whiffle ball which an adult can
hold in FRONT of a Home plate
!
the partner awaiting their turn can be taking practice swings
!
groups switch stations after 5 min. That will give each player
approximately 2 min. of hitting at each activity
NOTE: Make sure players are shown proper bat grip, and that stride and hip rotation is
emphasized. Watch for heel to sky on swing. Make sure batters swing right through
and finish with the bat in the middle of their back. Make sure ball is placed IN FRONT
of plate.
BASERUNNING
SUPER SHOES (5 min)
SKILLS
baserunning, speed development
EQUIPMENT
bases set up on diamond, 2 stopwatches
ORGANIZATION 2 groups of 6, 1 group between H and 1B and the other between 2B and 3B.
Each of the groups is broken into 2 groups of 3.
ACTIVITY
!
each player takes a swing with a bat at an imaginary ball and runs to
the next base as fast as possible
!
total the times of each team of 3
!
keep a record of the lowest scores for future trials
35
Level 1 SECTION 4.pmd
35
4/29/2005, 8:54 AM
4 lesson plans
PITCHING
HIP PITCHING (5 min)
SKILLS
wrist snap ball off side of leg from stride position
ACTIVITY
!
review static pitching drill (p.90)
!
teach and practice hip pitching drill with a ball (in skills section p. 91)
LEAD UP GAME
FREEZE THE RUNNER - THROWING (20 min)
SKILLS
throwing, catching, baserunning, co-operation, teamwork
EQUIPMENT
1 ball, 4 bases, 4 helmets, 2 bats
ORGANIZATION 2 teams of 6: 1 team on offence and 1 team on defence.
ACTIVITY
!
offensive “batter” THROWS the ball into the playing area and runs
around the bases until “FREEZE” is shouted. “FREEZE” may have to be
shouted more than once at this age
!
ball is fielded, then thrown so EVERY fielder catches the ball. The last
fielder to catch the ball shouts “FREEZE”
!
score points by counting the number of bases touched. If caught
between bases, the last base touched counts
!
after everyone has had a turn, switch defence and offence
!
keep total bases touched for each team
!
emphasize proper rounding of bases by using markers as in “Kill the
Mosquito” drill
Note: Players on defence will likely need help from adults to keep them from all running after
the ball at once and in knowing where to throw it next. Lack of catching ability will likely
mean there is little actual catching going on but at least each player will get to touch and
throw the ball.
36
Level 1 SECTION 4.pmd
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4/29/2005, 8:54 AM
section 4
LESSON 7
WARM UP
PARTNER TAG (5 min)
SKILLS
running, chasing
ACTIVITY
!
partners face each other from opposite ends of designated playing area
!
on “GO”, one partner tries to tag the other. When the partner is
tagged, the roles are reversed
!
after being tagged, the player performs a task (i.e. 3 jumping jacks) to
give the other player time to get away
CIRCUS (20 min)
SKILLS
catching, throwing, fielding, running using imagination
EQUIPMENT
1 ball for every pair, 1 target, 1 bat
ORGANIZATION 4 groups of 3 - each with a Ring Master (adult leader). 4 separate stations
(Circus Rings) will be going at once. Groups will rotate through the
stations, spending 3 min. at each one (time can vary).
ACTIVITY
!
RING 1 (Performing Seal): the Ring Master throws the ball up
in the air to one “seal” at a time, who catches it. See how many balls
the seals can catch in the time alotted
!
RING 2 (Hungry Lions): the Ring Master throws grounders to
one “lion” at a time, who gobbles it up. See how many “lions” can eat
without dropping the “food”
!
RING 3 (Prancing Ponies): “Ponies” take turns taking a
swing at an imaginary ball, dropping bat, and rounding bases as
fast as they can
!
RING 4 (Throwing Elephants): “Elephants” use their trunks
(arms) to throw balls at targets. Use the target made for other target
drills. It would be great if a clown face was drawn on it
37
Level 1 SECTION 4.pmd
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4/29/2005, 8:54 AM
4 lesson plans
BASERUNNING
KILL THE MOSQUITO
SKILLS
rounding 1B
EQUIPMENT
4 bases
(5 min)
ORGANIZATION put bases down in proper locations on diamond, with 3 players at each one.
Pretend there is a mosquito on the INSIDE corner of each base.
XXX
XXX
marker
XXX
ACTIVITY
XXX
!
one player at each base takes a swing at an imaginary ball, drops the
bat, runs as fast as possible to the next base, stepping on the
“Mosquito” as they round it
!
they then wait their turn at the base they just rounded
!
remind players it will be easier to step on the “mosquito” if they run a
little to the outside of the base line as they approach the base. It would
be helpful to put some markers down for them to go around as shown
in the diagram
PITCHING
HIP PITCHING (10 min)
SKILLS
wrist snap ball off side of leg from stride position
ACTIVITY
!
review static pitching drill (p.90)
!
teach and practice hip pitching drill with a ball (in skills section p.91)
LEAD UP GAME
FREEZE THE RUNNER
- HITTING OFF BATTING T (20 min)
Same as Lesson 4 (p. 30) and 6 (p. 36) only now batters hit off Batting T instead of throwing
the ball.
38
Level 1 SECTION 4.pmd
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4/29/2005, 8:54 AM
section 4
LESSON 8
WARM UP
MONSTER KEEP AWAY (5 min)
SKILLS
throwing, catching, co-operation, space awareness
EQUIPMENT
2 whiffle balls
ORGANIZATION 2 teams of 6 with a coach or adult for each team.
ACTIVITY
!
objective is for players to keep the ball away from the Monster (coach)
as long as possible
!
play stops and starts over when a player is touched by the Monster
while in possession of the ball OR when the Monster gets possession
THROWING/FIELDING
15 UP (5 min)
SKILLS
catching, throwing
EQUIPMENT
2 balls
ORGANIZATION 2 teams of 6 each group playing separately. Players stand in large circle.
Make sure teams are spaced so players don’t get hit by missed balls from
the other team.
ACTIVITY
!
players try to complete 15 consecutive catches by throwing to a
teammate across from them
!
see which team can complete 15 catches first
!
throw to same player each time to establish a pattern
Note: Number of throws may have to be adjusted. It can be made more challenging by having
to start over if a ball is dropped or mis-thrown.
SPELL YOUR NAME (5 min)
Same as Lesson 4 (p. 29) except coaches might want to spell out other words this time.
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HITTING
GRAND SLAM (15 min)
SKILLS
hitting, fielding
EQUIPMENT
3 T’s, 3 balls, ball gloves, 3 bats
ORGANIZATION groups of 4 - each group has a batting T and 1 whiffle ball or another type
of ball depending on ability.
ACTIVITY
!
one batter hits to 3 fielders
!
when a fielder catches 2 fly balls OR 4 grounders, they become
new batter
!
players can’t bat a 2nd time until everybody has batted
PITCHING
HIP PITCHING (10 min)
Same as Lesson 6 (p. 36) and 7 (p. 38)
LEAD UP GAME
10 MINUTE SOFTBALL (20 min)
SKILLS
hitting, fielding, catching, throwing, running, hustle
EQUIPMENT
1 bat, 1 ball, 4 bases, helmets, catcher equipment
ORGANIZATION 2 teams of 6 - one on defence and 1 on offence. Defensive team has a
catcher, 1B, and players in positions where offence are likely to hit. Set up
bases on the diamond as for a regular game.
ACTIVITY
!
one batter at a time bats off a T (or adult pitch)
!
each team will get 10 min. each to score as many runs as possible
!
players must hustle in order to get in the maximum number of bats
!
score 1 point for each base touched
!
fielding team gets an out for caught fly balls or if they put out a runner
on base as in a regular softball game
!
after 3 outs, bases are cleared, but the team remains at bat till time
is up
Note: Adults should be stationed in the field to help direct the play. Players should be moved
around to give them a chance to play a variety of positions.
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section 4
LESSON 9
WARM UP
LEAP FROG TAG (5 min)
running, dodging, body awareness
SKILLS
ORGANIZATION designate 2 or 3 Frog Catchers. The rest are frogs who try to avoid
being caught.
ACTIVITY
!
!
when tagged, the frog is frozen into a frog position
frozen frogs can be released by another frog leap-frogging over
top of them
THROWING/FIELDING
BULL’S EYE (10 min)
SKILLS
throwing accuracy, fielding
EQUIPMENT
2 targets, 12 balls
ORGANIZATION 2 groups of 6, each group in a file in front of their target, which is placed
on the backstop.
ACTIVITY
!
an adult will throw either a fly or a grounder to the 1st person in line,
who fields it and throws at the target
!
after the throw, the player moves to the back of the line and the next
player takes a turn
!
score 1 point for fielding cleanly and 1 point for hitting the target
!
competition can be to see which team reaches 10-15 first OR which
team scores the most points in a given time limit
BASERUNNING
BEEP BEEP (10 min)
SKILLS
rounding the bases, speed development, conditioning
EQUIPMENT
4 bases
ORGANIZATION put bases down in proper diamond location, with 3 players at each. One
player starts in front of base and extra players stand behind.
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ACTIVITY
!
on “GO”, the first player in each group runs around all the bases and
returns to tag the next player in line
!
first team to finish gets the “BEEP BEEP” award
!
emphasize proper rounding techniques including stepping on the
inside corner
PITCHING
HIP PITCHING (10 min)
SKILLS
wrist snap ball off side of leg from stride position
ACTIVITY
!
review static pitching drill (p. 90)
!
teach and practice hip pitching drill with a ball (in skills section p. 91)
LEAD UP GAME
FREEZE THE RUNNER - HITTING OFF BATTING T (25 min)
SKILLS
throwing, catching, baserunning, co-operation, teamwork
EQUIPMENT
1 ball, 4 bases, 4 helmets, 2 bats, 1 batting T
ORGANIZATION 2 teams of 6: 1 team on offence and 1 team on defence.
ACTIVITY
!
offensive “batter” HITS the ball off the batting T into the playing area
and runs around the bases until “FREEZE” is shouted. “FREEZE” may
have to be shouted more than once at this age
!
ball is fielded, then thrown so EVERY fielder catches the ball. The last
fielder to catch the ball shouts “FREEZE”
!
score points by counting the number of bases touched. If caught
between bases, the last base touched counts
!
after everyone has had a turn, switch defence and offence
!
keep total bases touched for each team
!
emphasize proper rounding of bases by using markers as in “Kill the
Mosquito” drill
Note: Some players may be ready for adult pitch at this time
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section 4
LESSON10
WARM UP
SHARK IN THE TANK (5 min)
running, dodging, body awareness, co-operation, agility
SKILLS
ORGANIZATION 2 or 3 players are the “Sharks”, the rest are the “Fish”. Mark off a playing
area to be the “tank”.
ACTIVITY
!
fish must stay in the tank
!
“Sharks” are timed to see how long it takes them to catch all the fish.
When they do, choose new “Sharks”
THROWING/FIELDING
LEONARDO (10 min)
SKILLS
grounders, throwing
EQUIPMENT
1 ball for every 2 players
ORGANIZATION adult helper for every 2 players, standing an appropriate distance
from players.
ACTIVITY
!
coach throws grounders to each player (one at a time)
!
every time a ball is picked up cleanly and thrown back accurately the
pair gets a letter in “LEONARDO”
!
partners can compete against each other OR other teams
HITTING
SLUGGER (15 min)
SKILLS
hitting, fielding
EQUIPMENT
4 bats, 4 balls, 4 carpet Home plates
ORGANIZATION 4 groups of 3, with an adult with each group.
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4 lesson plans
ACTIVITY
!
adult pitches to the 3 players in their group
!
batters hit the ball out to 2 fielders
!
fielders get 2 points for a fly ball and 1 point for a grounder
!
emphasize stride and hip action in the batter’s swing
PITCHING
HIP PITCHING (10 min)
SKILLS
wrist snap ball off side of leg from stride position
ACTIVITY
!
review static pitching drill (p. 90)
!
teach and practice hip pitching drill with a ball (in skills section p. 91)
LEAD UP GAME
FIELD 3 (20 min)
SKILLS
hitting, fielding, catching, throwing
EQUIPMENT
2 bats, 2 balls, 2 sets of catcher’s equipment, 2 helmets, 2 sets of bases
ORGANIZATION 2 teams of 6: 1 batter, 1 catcher, the rest fielders. 2 separate activity areas
set up a safe distance apart. 1 adult pitcher in each area for each group of
6. Set up bases on diamond.
ACTIVITY
!
one batter at a time bats off an adult pitcher, with a catcher in
catching equipment
!
when a fielder has successfully fielded 3 grounders or caught 1 fly ball
they become the batter
!
players rotate positions
!
make sure all players get an opportunity to bat and catch
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section 4
LESSON11
WARM UP
PARTNER SHUTTLE
(5 min)
agility, quickness, teamwork
SKILLS
ORGANIZATION players form partners and make 2 end lines with partners starting
at one end.
ACTIVITY
!
partners, joined, move back and forth to end lines using various
combinations of body parts touching the ground (i.e. 3 legs; 2 legs; 4
legs + 2 hands; 2 hands + 2 legs; 1 hand + 3 feet etc)
!
can also be done as singles, using various movements (i.e. skip; shuffle
step; carioka; frog hop; duck walk)
THROWING/FIELDING
HOT POTATO (5 min)
SKILLS
relaying ball from one player to another, catching, throwing
EQUIPMENT
1 ball for every 3 players
ORGANIZATION 4 teams of 3 lined up as shown.
ACTIVITY
!
in groups of 3, the ball is relayed from 1 to 2 to 3 and back.
!
go slowly at first to concentrate on proper turn in center
!
rotate players in all 3 positions, so each gets experience as a relay
player in the center.
!
in relay position, emphasize making a quick turn (in skills section)
!
it can be made into a relay competition if skill level is high enough
BIG FOOT (10 min)
SKILLS
throwing, catching
EQUIPMENT
1 ball for every 2 players
ORGANIZATION partners start on lines, facing each other, approximately 10' apart. One
adult per pair.
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4 lesson plans
ACTIVITY
!
players throw to each other (or adult throws if skill level is too low for
accurate throws)
!
every time they make a catch, they move back one giant step
!
the pair that gets the farthest apart, still able to catch the ball, gets the
BIG FOOT award
BASERUNNING
JAM (10 min)
SKILLS
rounding base and jamming to stop
EQUIPMENT
4 bases
ORGANIZATION 4 groups of 3 with 3 at each base. Bases set up in diamond formation.
ACTIVITY
!
each player takes a full swing at an imaginary ball, runs to the next
base. Use proper rounding technique taught earlier. After rounding the
base, player “jams” (see skills section p. 83)
PITCHING
HIP - STRIDE ACTION - NO BALL (10 min)
SKILLS
wrist snap off side of leg from stride position, taking stride
ACTIVITY
!
practice static pitching drill (p. 90)
!
practice hip pitching with ball (from skills section p. 91)
!
teach stride action with NO BALL ( from skills section p. 92)
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section 4
LEAD UP GAME
MINNIE BALL (25 min)
Note: Similar to “10 Minute Softball”
SKILLS
all softball skills
EQUIPMENT
bats, balls, catcher’s equipment, 4 bases
ORGANIZATION divide players into 3 teams of 4.
ACTIVITY
!
1 team at a time will be on offence, while the other 2 are on defence
!
each team will bat for 7 min. regardless of whether they have 3 outs
(time saver)
!
can use adult pitch or off a T. If T is used make sure it is set up IN
FRONT of the plate
!
Team 1 on offence – Teams 2 and 3 on defence
!
Team 2 on offence – Teams 1 and 3 on defence
!
Team 3 on offence – Teams 1 and 2 on defence
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4 lesson plans
LESSON12
WARM UP
LEAP FROG TAG (5 min)
Same as Lesson 9 (p.41)
THROWING/FIELDING
PARTNER THROWS (10 min)
SKILLS
throwing, catching
EQUIPMENT
1 ball for every 2 players
ORGANIZATION partners stand opposite each other at a distance commensurate with ability
ACTIVITY
!
partners throw ball back and forth
!
various goals can be set (i.e. how many consecutive throws and catches
without a miss; how many throws in specified time ( 30 sec.); throw
high balls; grounders; side to side ; etc).
HITTING
HITTING STATIONS (15 min)
SKILLS
hitting off T, hitting off soft toss, emphasis on stride and hip rotation
EQUIPMENT
12 bats, 5 whiffle balls on a rope, 4 T’s
ORGANIZATION there will be 3 different stations set up for 4 players to perform the same
drill at the same time
!
!
!
Station 1 - 4 Soft Toss
Station 2 - 4 Batting T’s
Station 3 - 4 Whiffle Balls on a Rope
1 adult at each of the soft toss stations, and 1 supervising all 4 T stations;
and 1 at each of the whiffle ball on a rope stations.
ACTIVITY
!
players will hit at one station for approximately 4 min. then all 4
players will rotate to the next station. (Time will depend on how much
time you have left after set up. Just divide the time you have into 3.)
!
players will do all three hitting stations in the allotted time
!
emphasize stride and hip action
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section 4
!
make sure ball is placed IN FRONT of plate. Carpet Home plates should
be used to indicate where players should stand and where ball should be
placed to hit
PITCHING
HIP-STRIDE ACTION - NO BALL (10 min)
Same as Lesson 11 (p. 46)
LEAD UP GAME
SCRUB (20 min)
SKILLS
all softball skills
EQUIPMENT
bats, balls, catcher’s equipment, 4 bases
ORGANIZATION 12 players –9 on the field –3 batting. Each position is numbered as shown:
B
ACTIVITY
!
one batter at a time bats off an adult pitcher, with a catcher in
catching equipment
!
use regular softball rules with the following modifications:
!
when a batter is put out, all players rotate one position with B
(#1) going to RF (#12), RF to CF (#11), CF to LF (#10), LF to SS
(#9), SS to 3B (#8), 3B to 2B (#7), 2B to 1B (#6), 1B to P
(#5), P to C (#4), C to on deck (#3), on deck (#3) to on deck
(#2), on deck (#2) to B
!
if after the 3rd batter hits, the other 2 players are still on base, then
the lead runner comes home but no run scores.
!
NO WALKS are given (3 - 6 strikes depending on skill level)
!
if hitting skill level is very low, allow a maximum of 6 balls pitched,
then have player go to 1B anyway (as long as 3 balls were swung at)
!
if a fielder catches a fly ball, they exchange with the batter
!
maximum 2 times at bat, if not put out, then rotate anyway
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4 lesson plans
LESSON13
WARM UP
KERMIT AND MISS PIGGY (5 min)
SKILLS
hopping, body awareness, co-operation, catching, throwing
EQUIPMENT
ball
ORGANIZATION 2 teams of 6: a throwing team (Kermits) and a fielding team (Miss Piggies).
Kermits stand along 1 end line, while Miss Piggies scatter about the
playing area.
ACTIVITY
!
one of the Kermits throws the ball high into the air
!
as soon as it leaves the thrower’s hand, all the Kermits HOP quickly to
the opposite side of the playing area
!
once the Miss Piggies have caught the ball, the leader Miss Piggy
yells “Catch Kermit” and they all try to tag the Kermits before they
reach safety
!
tagged Kermits must sit down immediately to avoid confusion
!
switch Kermits and Miss Piggies so each get a chance to hop
TEAM IN INFIELD
BALL OF FIRE (10 min)
SKILLS
catching, touching base, throwing
EQUIPMENT
4 bases
ORGANIZATION 2 groups of 6. Place bases a distance apart according to ability (30' - 60').
Players line up in columns behind a base - 3 behind each base.
ACTIVITY
!
player receiving the ball steps in front of the base to receive the ball,
catches it, tags the base with one foot, then throws the ball to the
opposite base, then goes to end of line
!
process is repeated until each player has desired repetitions
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section 4
SPACESHUTTLE
(5 min)
SKILLS
throwing for distance, low level competition against each other
EQUIPMENT
1 ball for every 2 players
ORGANIZATION 1 adult and 1 ball (spaceshuttle) for every 2 players. 1 marker for each
player. Try to assign partners as close in ability as possible.
ACTIVITY
!
partners stand behind a line and see how far they can throw (send the
ball into space)
!
their adult leader can be in the area of the throw to mark the spot
!
competition can be introduced by seeing if they can throw farther each
time and by competing against each other
TEAM IN OUTFIELD
LEONARDO (5 min)
SKILLS
grounders, throwing
EQUIPMENT
1 ball for every 2 players
ORGANIZATION adult helper for every 2 players, standing an appropriate distance
from players.
ACTIVITY
!
coach throws grounders to each player (one at a time)
!
every time a ball is picked up cleanly and thrown back accurately the
pair gets a letter in “LEONARDO”
!
partners can compete against each other OR other teams
COMPLETE PITCH ACTION (10 min)
SKILLS
windmill pitching
ACTIVITY
!
practice hip pitching drill without ball
!
learn and practice complete pitch action (in skills section p. 93)
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4 lesson plans
LEAD UP GAME
FAR BASE (25 min)
SKILLS
all Softball skills except baserunning
EQUIPMENT
1 bat, 1 ball, 1 base, catcher’s equipment, helmets, Home plate, 1 batting T
ORGANIZATION place a base at least 60 feet straight out from Home plate (i.e. where 2B
would be or further). 2 teams: one team on defence with a catcher and the
other team on offence.
ACTIVITY
!
the members of the team at bat take turns hitting. A fair ball is any
ball hit in front of Home plate. On a fair hit, the batter runs to the far
base. He may either stay there or return Home immediately. When the
next batter hits, the first runner is not required to leave the far base. As
many players as desired may occupy the far base and may return Home
in any order, or all at once
!
a runner may be put out only by being tagged with the ball. He need
not go in a straight line, but it is permissible to dodge or run anywhere
in the field to avoid being tagged. A batter is out on 2 strikes, or if a
ball is caught. Three balls (if pitched) or 3 misses off the batting T
permit the batter to advance to the far base
!
each side bats until all players have had a turn at bat, then the other
team bats. Play may go on for as many innings as the Coach wishes
PROGRESSIONS ! hit off a batting T
!
Coach soft toss (Coach to the side of the hitter but infront of them)
!
Coach pitch
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section 4
LESSON14
WARM UP
TAKE IT BACK (5 min)
SKILLS
agility, quickness, teamwork
EQUIPMENT
20-25 balls and/or other small objects, 4 markers
ORGANIZATION 4 teams of 3. One team at each of the 4 markers, which are placed in a
diamond formation (bases could be used instead of markers). Objects are
placed in center where pitcher’s location would be.
ACTIVITY
!
on “GO”, one player at a time from each team runs out and picks up 1
of the objects and returns
!
after tagging the returning player’s hand, the next player leaves
!
play continues until all objects are gone
!
the team with the most objects wins
TEAM IN INFIELD
BULL’S EYE (10 min)
SKILLS
throwing accuracy, fielding
EQUIPMENT
2 targets, 12 balls
ORGANIZATION 2 groups of 6, each group in a file in front of their target, which is placed
on the backstop.
ACTIVITY
!
an adult will throw either a fly or a grounder to the 1st person in line,
who fields it and throws at the target
!
after the throw, the player moves to the back of the line and the next
player takes a turn
!
score 1 point for fielding cleanly and 1 point for hitting the target
!
competition can be to see which team reaches 10-15 first OR which
team scores the most points in a given time limit
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4 lesson plans
GOTCHA (5 min)
SKILLS
baserunning, determination
EQUIPMENT
4 bases
ORGANIZATION 4 groups of 3 with 3 players at each base. Set up bases in diamond
formation 20' - 30' apart.
ACTIVITY
!
on “GO”, one player from each group starts running around the bases
!
objective is to run past the person ahead of you
!
score 1 point for your team for every player passed
!
run for a set period of time (15-30 seconds)
TEAM IN OUTFIELD
CIRCUS (15 min)
SKILLS
catching, throwing, fielding, running using imagination
EQUIPMENT
1 ball for every pair, 1 target, 1 bat
ORGANIZATION 4 groups of 3 - each with a Ring Master (adult leader). 4 separate stations
(Circus Rings) will be going at once. Groups will rotate through the
stations, spending 3 min. at each one (time can vary).
ACTIVITY
!
RING 1 (Performing Seal): the Ring Master throws the ball up
in the air to one “seal” at a time, who catches it. See how many balls
the seals can catch in the time alotted
!
RING 2 (Hungry Lions): the Ring Master throws grounders to
one “lion” at a time, who gobbles it up. See how many “lions” can eat
without dropping the “food”
!
RING 3 (Prancing Ponies): “Ponies” take turns taking a
swing at an imaginary ball, dropping bat, and rounding bases as
fast as they can
!
RING 4 (Throwing Elephants): “Elephants” use their trunks
(arms) to throw balls at targets. Use the target made for other target
drills. It would be great if a clown face was drawn on it
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section 4
COMPLETE PITCH ACTION (10 min)
SKILLS
windmill pitching
ACTIVITY
!
practice hip pitching drill without ball
!
learn and practice complete pitch action (in skills section p. 93)
LEAD UP GAME
BUCKET BALL (25 min)
SKILLS
throwing, fielding, baserunning, co-operation, teamwork
EQUIPMENT
2 balls, 4 bases, helmet, pail or bag
ORGANIZATION 2 teams of 6: one on offence and one on defence. Defensive team has a
catcher at Home plate with the other players at appropriate locations.
Offensive team has 1 player to THROW from Home plate and others waiting
their turn from a safe distance.
ACTIVITY
!
offensive “batter” throws out 2 balls in quick succession and runs
around the bases trying to make it Home before the fielding team gets
both balls in pail
!
if the ball is caught the “batter” is out
!
fielders may NOT run with the ball. It must be thrown Home. Relay the
ball if necessary
!
remind players to make sure Catcher is looking. Adult may have to help
at Home
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4 lesson plans
LESSON15
WARM UP
UP’N AT ’EM (5 min)
quickness, running
SKILLS
ORGANIZATION partners
ACTIVITY
!
one partner (chaser) stands on the end line with hand out
!
the other partner (runner) slaps (softly) the outreached hand and runs
in the opposite direction to get safely across the other end line without
being tagged
!
the partner, whose hand was slapped, tries to catch the runner before
(s)he gets to the safe line
TEAM IN INFIELD
HOT POTATO (5 min)
SKILLS
relaying ball from one player to another, catching, throwing
EQUIPMENT
1 ball for every 3 players
ORGANIZATION 4 teams of 3 lined up as shown.
ACTIVITY
!
in groups of 3, the ball is relayed from 1 to 2 to 3 and back
!
go slowly at first to concentrate on proper turn in center
!
rotate players in all 3 positions, so each gets experience as a relay
player in the center
!
in relay position, emphasize making a quick turn (in skills section p. 86)
BALL RED ROVER (10 min)
SKILLS
fielding grounders
EQUIPMENT
2 balls, ball gloves
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section 4
ORGANIZATION 2 groups of 6, each playing a separate Red Rover game. 3 players on each
team line up facing the other 3. 10'-20' feet apart. Place markers or draw
lines to show goal area.
ACTIVITY
!
a player on one line throws the ball along the ground to try to get it
past the players on the other line
!
if successful, a player from the side who let the ball get by is picked to
join the other line
!
adjust the width of the goal line based on the number of players on
the line
TEAM IN OUTFIELD
CHAMP (5 min)
SKILLS
catching, throwing
EQUIPMENT
1 ball for every 2 players
ORGANIZATION 1 adult for every 2 players or players in partners if they are capable of
throwing and catching the ball back and forth.
ACTIVITY
every time a ball is caught by one of the pair they get a letter
of “CHAMP”
! partners can compete against other partners to see which pair can spell
CHAMP first. Letters can be awarded for good throws back to the adult
as well
! for variation have players select other words (i.e. Barney,
elephant etc.)
!
COMPLETE PITCH ACTION (10 min)
Refer to skills section for proper technique – no ball (p. 93).
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4 lesson plans
LEAD UP GAME
DIZZY IZZY (10 min)
SKILLS
hitting, fielding, catching, throwing
EQUIPMENT
1 bat, 1 ball
ORGANIZATION 2 teams of 6: one on defence and one on offence
ACTIVITY
!
one batter at a time bats off a T or adult pitch
!
after hitting the ball, they run around and around their OWN TEAM,
which is lined up a short, but safe distance away
!
every lap they do around their own team, before the ball gets
back Home, scores 1 run. The count should be loud as the batter
circles teammates
!
fielding team MUST throw to all 6 players before the ball goes Home,
either by running it or throwing it
!
when the ball gets Home, “STOP” is yelled. The number of laps around
the team at this point will be the number of runs scored
!
switch offence and defence when all 6 players have had a turn at bat
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section 4
LESSON16
WARM UP
PARTNER TAG (5 min)
Same as Lesson 7 (p. 37)
TEAM IN INFIELD
GOAL BALL (10 min)
SKILLS
fielding grounders
EQUIPMENT
1 ball for every 2 players.
ORGANIZATION mark off a “goal” area for each player opposite a partner. The distance
depends on skill level (up to 10' wide).
ACTIVITY
!
each player tries to score a goal by throwing a grounder by their
partner through the marked goal posts
!
score a point for each goal
!
switch partners occasionally
JAM (5 min)
SKILLS
rounding base and jamming to stop
EQUIPMENT
4 bases
ORGANIZATION 4 groups of 3 with 3 at each base. Bases set up in diamond formation.
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4 lesson plans
ACTIVITY
!
each player takes a full swing at an imaginary ball, runs to the next
base. Use proper rounding technique taught earlier. After rounding the
base, player “jams” (see skills section p. 83)
TEAM IN OUTFIELD
HITTING STATIONS (15 min)
SKILLS
hitting off T, hitting off soft toss, emphasis on stride and hip rotation
EQUIPMENT
12 bats, 5 whiffle balls on a rope, 4 T’s
ORGANIZATION there will be 3 different stations set up for 4 players to perform the same
drill at the same time.
!
!
!
Station 1 - 4 Soft Toss
Station 2 - 4 Batting T’s
Station 3 - 4 Whiffle Balls on a Rope
1 adult at each of the soft toss stations, and 1 supervising all 4 T stations;
and 1 at each of the whiffle ball on a rope stations.
ACTIVITY
!
players will hit at one station for approximately 4 min. then all 4
players will rotate to the next station. (Time will depend on how much
time you have left after set up. Just divide the time you have into 3.)
!
players will do all three hitting stations in the allotted time
!
emphasize stride and hip action
!
make sure ball is placed IN FRONT of plate. Carpet Home plates should
be used to indicate where players should stand and where ball should be
placed to hit
COMPLETE PITCH ACTION (10 min)
Refer to skills section for proper technique – no ball (p.93).
LEAD UP GAME
LEAD UP GAME (15 min)
Allow players to choose their favorite LEAD UP GAME.
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section 4
LESSON17
WARM UP
PIP, SQUEAK AND WILBUR (5 min)
SKILLS
baserunning
EQUIPMENT
4 balls, 4 bases
ORGANIZATION 4 groups of 3, one group at each base. Bases are set up in diamond
formation. Players in each group are named PIP, SQEAK or WILBUR.
4 balls placed at pitchers plate.
ACTIVITY
!
when the coach calls out name (PIP, SQUEAK, or WILBUR), the player
with that name runs around the bases. When (s)he touches the base
they started at, (s)he runs to the center to pick up a ball and brings it
back to the group
!
balls are returned to the center for the next person
!
score a point for the 1st person back to their starting base
TEAM IN INFIELD
PARTNER THROWS (5 min)
SKILLS
throwing, catching
EQUIPMENT
1 ball for every 2 players
ORGANIZATION partners stand opposite each other at a distance commensurate with ability.
ACTIVITY
!
partners throw ball back and forth
!
various goals can be set (i.e. how many consecutive throws and catches
without a miss; how many throws in specified time ( 30 sec.); throw
high balls; grounders; side to side ; etc)
ROTATION BALL
(10 min)
SKILLS
fielding grounders, throwing
EQUIPMENT
1 ball for every 3 players
ORGANIZATION 4 groups of 3: 1 thrower, 1 fielder, 1 shagger.
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ACTIVITY
!
X1 throws the ball to X2, who fields it and throws to X3
!
rotate every 5-10 throws
TEAM IN OUTFIELD
SPELL YOUR NAME (5 min)
SKILLS
throwing, catching
EQUIPMENT
1 ball for every 2 players
ORGANIZATION partners should be selected by ability and spaced accordingly.
ACTIVITY
!
partners throw the ball back and forth overhand
!
they get a letter in their name every time they make a catch
!
when they complete their name, they move back 2 giant steps
!
continue the process to time limit or success rate gets low
Note: Adult may have to be the thrower if skill level is not advanced enough.
COMPLETE PITCH ACTION (10 min)
Same as Lesson 16 (p. 60) but with ball (p. 94 on skills section)
LEAD UP GAME
SKIP BALL (25 min)
SKILLS
hitting, fielding, catching, throwing, skipping for quick feet development
EQUIPMENT
1 bat, 1 ball, 1 Home plate, 1 base, helmet, catcher’s equipment
ORGANIZATION 2 teams of 6: one on defence and one on offence. 1st base placed a distance
from Home according to ability 30' - 55'.
ACTIVITY
!
one batter at a time bats off a T or adult pitch
!
after hitting the ball, the batter runs to 1B and SKIPS around it 5
times, then runs Home
!
the fielding team retrieves the ball and makes 8 throws before either
running or throwing the ball Home
!
fielding team MUST throw to all 6 players and can’t make consecutive
throws to the same player
!
runs score if the batter touches Home before the ball gets there
!
all 6 players bat before switching to defence
Note: The number of throws and skips can be adjusted to make the competition close.
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section 4
LESSON 18
WARM UP
(5 min)
Allow the players to choose their favorite warm-up game.
TEAM IN INFIELD
(10 min)
Allow the players to choose their favorite throwing/fielding game
SUPER SHOES (5 min)
SKILLS
baserunning, speed development
EQUIPMENT
bases set up on diamond, 2 stopwatches
ORGANIZATION 2 groups of 6, 1 group between H and 1B and the other between 2B and 3B.
Each of the groups is broken into 2 groups of 3.
ACTIVITY
!
each player takes a swing with a bat at an imaginary ball and runs to
the next base as fast as possible
!
total the times of each team of 3
!
keep a record of the lowest scores for future trials
TEAM IN OUTFIELD
OVER THE LINE (15 min)
SKILLS
hitting, fielding
EQUIPMENT
2 balls, 2 bats, helmets, 2 Home plates, 2 marked off playing areas
ORGANIZATION 4 teams of 3. Set up 2 separate playing areas. 2 teams of 3 play in one
playing area. One team on defense and one team on offense.
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ACTIVITY
!
batters hit off T (or Adult Pitch), trying to get it in the air over line 1. If
hit between line 1 and 2, it is worth 1 pt; between 2 and 3 - 2 pts; over
line 3 - 3 pts.
!
fielders locate in fair territory. No point is awarded if a fielder catches it
before it hits the ground
Count 1 pt. if ball is a grounder past line 2 and 2 pts. if a grounder past
line 3. If keeping score is too complicated, simply set up the lines with
markers and challenge the players to hit the ball past them.
VARIATION
LEAD UP GAME
HELP (25 min)
SKILLS
hitting, fielding, catching, throwing, baserunning, co-operation
EQUIPMENT
1 bat, 1 ball, 4 bases, helmet
ORGANIZATION 3 teams of 4. 2 teams are on defence and 1 team is on offence. Set up
bases in diamond formation. Defensive players take positions in a location
most likely to catch a hit ball.
ACTIVITY
!
objective is for the fielding team to HELP the batting team collect 8
runs (which is the equivalent to each batter batting twice). If this takes
too long, then reduce to 4 runs
!
each batter hits the ball off a T or adult pitcher. If after 3 pitches they
fail to hit, move to another batter. That player rotates to the back and
will receive another turn
!
fielding teams make every effort to catch the ball because that will
mean they get to bat sooner. Catching the ball HELPS the runners move.
!
Runners move around the bases as follows:
Catch an OUTFIELD FLY - batter gets 3 extra bases
Catch an INFIELD FLY - batter gets 2 extra bases
Catch a GROUNDER - batter gets 1 extra base
BASE HIT - batter gets 1 base
!
!
!
!
!
Runs score when a runner reaches Home
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section 4
LESSON PLANS
INTRODUCTION
This section contains lesson plans that are designed to make it easy for coaches who have little or no
experience coaching children to run an exciting and effective Softball program for young children. Even
experienced coaches will appreciate these well thought out lesson plans and incorporate many of the
drills into their practice plans.
A set of 18 lesson plans has been designed to assist you in running a bi-weekly 9 week program. The plans
have been designed as a resource. You can use the plans verbatim or as a rough guide. They are adaptable
to your skills as a coach and the abilities of your athletes. The extent to which you choose to use the plans
will depend on your softball coaching experience and your level of comfort in teaching children.
You have been given 18 lesson plans, but you will realize that some activities may work better than
others. We encourage you to be creative – combine some of the plans, create your own name for activities
or create your own plan based on the activities that you feel are most effective. Even have the players
choose the activity as it’s all about their enjoyment.
All lesson plans do require some advance preparation. The following check list will prepare you to run a
successful session:
· Review the upcoming Lesson Plan prior to the session.
· Become comfortable with how to set up and run each activity (visualize).
· Review the skills of the session.
· Consult the Softball Skills section to review how to teach the skill.
· Review the Notes to Coaches section of the manual.
· Practice the skill at home (in front of a mirror) to be sure you are comfortable teaching it.
Check to ensure that you have all the necessary equipment for the activities in the upcoming
· lesson
plan.
Arrive at the diamond 15 minutes early to ensure the field is safe and discuss the role each
· coach
or adult helper will play during the session. You may also want to use this time to
orientate adult helpers (parents/older siblings).
DURING THE SEASON
After Lesson 12, there will be two (2) teams on the diamond at once (evenly divide your total number of
players by two). One team is placed in the outfield and the other team is placed in the infield. Each team
will perform the warm-up activity separately for 5 minutes. Then each team will perform the listed
activities for 15 minutes in their designated areas. The two (2) teams will then switch positions (infield
group moves to outfield and vice versa) and performs the activities listed for that area.
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LIST OF ACTIVITIES
WARM UP GAMES
LESSON PAGE
HITTING GAMES
LESSON PAGE
Blob Tag
Kermit and Miss Piggy
Leap Frog Tag
Monster Keep Away
Partner Shuttle
Partner Tag
Pip, Squeak and Wilbur
Shadows
Shark in the Tank
Similes and Making Bridges
Take it Back
Up-N-At-Em
What Time Is It Mr. Wolf
1, 4
13
9, 12
8
11
7, 16
17
3
10
5
14
15
2, 6
Grand Slam
Hit and Run
Hitting Stations
8
4
6, 12,
16
2
18
10
21, 29
50
41, 48
39
45
37, 59
61
27
43
31
53
56
24, 34
THROWING/CATCHING GAMES LESSON PAGE
Ball of Fire
Ball Red Rover
Big Foot
Bull’s Eye
Champ
Circus
Fifteen Up
Goal Ball
Home Run
Hot Potato
Leonardo
Partner Throws
Pert Gert/Pert Bert
Powerball
Reach the Coach
Rotation Ball
Sky Ball
Spaceshuttle
Spell Your Name
13
15
5, 11
9, 14
1, 15
7, 14
8
16
6
11, 15
10, 13
12, 17
1
1
3
17
2
2, 13
4, 8,
17
50
56
32, 45
41, 53
22, 57
37, 54
39
59
34
45, 56
43, 51
48, 61
21
22
27
61
24
25, 51
29, 39,
62
Monster Bash
Over the Line
Slugger
BASERUNNING GAMES
LESSON PAGE
Beep Beep
Gimme 5
Gotcha
Jam
Kill the Mosquito
Smash
Super Shoes
9
1
14
11, 16
3, 7
5
6, 18
20
41
23
54
46, 59
27, 38
32
35, 63
LEAD UP GAMES
LESSON PAGE
Berserk
BlastBall
Bucket Ball
Crazy Ball
Dizzy Izzy
Far Base
Field 3
500
Freeze the Runner
Help
Minnie Ball
Roadrunner
Scrub
Semi-Circle Softball
Skip Ball
Ten Minute Softball
Twenty One
extra
extra
5, 14
extra
15
13
10
extra
4, 6,
7, 9
18
11
2
12
1, 3
17
8
extra
66
67
33, 55
66
58
52
44
67
30, 36,
38, 42
64
47
26
49
23, 28
62
40
67
Whack-O
extra
65
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29
35, 48,
60
25
63
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section 4
LESSON 1
WARM UP
BLOB TAG (5 min)
running, dodging, agility, co-operation
SKILLS
ORGANIZATION mark out boundaries of playing area desired. One player is chosen to be the
chaser (beginning Blob) and the rest scatter.
ACTIVITY
!
!
!
!
on “Go” the Blob chases, trying to tag others
tagged players join hands with Blob
when Blob becomes 3 only the outside players can tag
when Blob becomes 4 split to make 2 Mini-Blobs
DIAMOND ORIENTATION
(5 min)
becoming familiar with diamond layout and some Softball terms
SKILLS
ORGANIZATION put 1 adult in charge of 2 players. Make sure players know name of partner
and adult in charge, as well as coach’s name.
familiarize players with diamond layout and terms
demonstrate as you speak
start players at Home plate making them familiar with the name
(Home) and that this is where the Batter stands to Hit
! let players pretend to hit and run to 1B, run to 2B, run to 3B, run
back to Home
ACTIVITY
!
!
!
CATCHING
PERT GERT OR PERT BERT (5 min)
SKILLS
proper use of glove for catching, how to wear it, how to use it
EQUIPMENT
1 ball and glove for each player
ORGANIZATION each player has a ball and space to work in where they won’t bump into
others. Objective is to see which “Pert Gert” (girl) or “Bert Pert” (boy) can
get under the ball and catch it.
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4 lesson plans
each player tosses the ball in the air for a self-catch
coaches emphasize proper use of glove
1) See if they can throw it higher each time.
2) How many consecutive catches can they make?
3) Throw a little away from you and run to get under.
! a progression would be to have 1 adult toss it to every 2 players
! if skill level is high enough, players can throw to each other
ACTIVITY
!
!
THROWING/CATCHING
POWERBALL
(5 min)
SKILLS
throwing, catching, co-operation
EQUIPMENT
1 ball for every 2 players
ORGANIZATION players line up with one adult assigned to every 2 players, an appropriate
distance apart.
coach teaches progressions for learning proper technique (keep it short) as
outlined in skills section. Players start with no ball then progress to
throwing ball to adult. To help make it FUN emphasis should be on trying
to “Blast” the adult with the ball
ACTIVITY
CHAMP (10 min)
SKILLS
catching, throwing
EQUIPMENT
1 ball for every 2 players
ORGANIZATION 1 adult for every 2 players or players in partners if they are capable of
throwing and catching the ball back and forth.
ACTIVITY
every time a ball is caught by one of the pair they get a letter of “CHAMP”
! partners can compete against other partners to see which pair can spell
CHAMP first. Letters can be awarded for good throws back to the adult
as well
! for variation have players select other words (i.e. Barney,
elephant etc.)
!
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section 4
BASERUNNING
GIMME 5
(5 min)
running through 1B, speed development
SKILLS
EQUIPMENT 4 bases
ORGANIZATION put bases down 30'- 40' from players. Form 4 groups of 3
players, in turn, take a swing at an imaginary ball, drop bat, run as fast as
possible past their base, give coach “high 5”, return to base as if running
to 2B, touch base and shout “GREEN LIGHT” to next player to leave
! make sure players are running full speed across the bag, slowing down
only after touching it
ACTIVITY
!
LEAD UP GAME
SEMI-CIRCLE SOFTBALL
(20 min)
SKILLS
throwing, catching, co-operation, teamwork
EQUIPMENT
1 ball, 4 bases, markers
ORGANIZATION 2 teams of 6: 1 team on defence and 1 team on offence.
ACTIVITY
!
place a semi-circle of markers approximately at the edge of the infield
!
defensive team has 1 player at Home and the rest position themselves
around the infield at approximately same distance. Both markers and
players can be adjusted according to skill level
!
offensive team tries to throw the ball over or through the markers and
then runs through 1B
!
player gets 1 point if ball goes through markers or 2 points if ball goes
over markers
!
no point is awarded if the ball is caught or stopped at the markers
!
defence throws the ball Home as quickly as possible
!
change sides after each offensive player throws
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LESSON 2
WARM UP
WHAT TIME IS IT MR. WOLF? (5 min)
running, chasing, dodging
SKILLS
ORGANIZATION one player is MR. WOLF, who starts at one end of the designated area. Other
players start at the other end.
ACTIVITY
!
players start moving toward Mr. Wolf calling “What Time Is
It Mr. Wolf?”
!
Mr. Wolf calls out various times (i.e. 2:00 o’clock; 6:00 o’clock;
sleep time)
!
when Mr. Wolf calls “Dinner Time”, (s) he runs after other players who
try to get back across the safe line before being caught
!
you may have to use an adult or coach as Mr. Wolf to get them started
THROWING/CATCHING
SKY BALL
(10 min)
SKILLS
proper use of glove and positioning when catching fly balls
EQUIPMENT
1 ball and glove for each player
ORGANIZATION 1 adult for every 2 players
ACTIVITY
!
coach will demonstrate progressions as in skills section (p. 75)
!
players will then practice catching high tosses from an adult
Self-competition can be included by:
1) Seeing if they can catch a higher one each time.
2) How many consecutive catches can they make?
3) Throw a little away from the player so they have to move to
get underneath.
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section 4
SPACESHUTTLE (5 min)
SKILLS
throwing for distance, low level competition against each other
EQUIPMENT
1 ball for every 2 players
ORGANIZATION 1 adult and 1 ball (spaceshuttle) for every 2 players. 1 marker for each
player. Try to assign partners as close in ability as possible.
ACTIVITY
!
partners stand behind a line and see how far they can throw (send the
ball into space)
!
their adult leader can be in the area of the throw to mark the spot
!
competition can be introduced by seeing if they can throw farther each
time and by competing against each other
HITTING
HITTING PROGRESSIONS STRIDE AND HIP ACTION (5 min)
SKILLS
stride and hip action of a good compact swing
EQUIPMENT
1 bat per player
ACTIVITY
!
teach stride and hip action as in skills section (p. 81)
!
focus only on these 2 actions, as they are critical to a good swing. They
will be unable to handle too much information at once
MONSTER BASH - HITTING
(10 min)
SKILLS
emphasis on stride and hip rotation
EQUIPMENT
6 “shoelace sticks”, 6 bases, 1 bat for every player (minimum 1 bat for
every 2 players)
ORGANIZATION 1 adult for every 2 players. Each group will find a safe area to place their
base and swing.
ACTIVITY
!
the adult will hold the end of the shoelace (pretend it is a monster or
something else appropriate) IN FRONT of the base at various heights
!
alternate players every 5-10 swings. Other player can be taking
practice swings
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PITCHING
CO-ORDINATION DRILL
(5 min)
SKILLS
arm/hip action of windmill pitch
ACTIVITY
!
coach teaches arm/hip action (from skills section p. 87) with players
practicing without a ball
LEAD UP GAME
ROADRUNNER
(20 min)
SKILLS
hitting off a T, throwing, catching, baserunning, co-operation, teamwork
EQUIPMENT
1 ball, 4 bases, helmet, batting T
ORGANIZATION 2 teams of 6: 1 on offence (Roadrunners) and 1 on defence (Coyotes).
Coyotes have a catcher at Home plate and the others at appropriate
locations. Roadrunners have 1 player to hit the ball off a T from Home plate
and others waiting their turn from a safe distance.
ACTIVITY
!
the Roadrunner hits the ball off the T at Home plate and runs around
the bases trying to make it Home before the Coyotes get the ball back
to the catcher at Home plate
!
if the ball is caught, the “batter” is out
!
fielders may NOT run with the ball – it must be thrown home
!
the adult may have to help at Home
!
count how many bases each Coyote touches before the ball gets Hom
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section 4
LESSON
WARM UP
3
SHADOWS (5 min)
Note: A sunny day is necessary for this activity.
chasing, dodging, co-operation
SKILLS
ORGANIZATION 2 players designated as chasers, others scatter.
ACTIVITY
!
on “GO” players scatter, while chasers try to step on their shadows
!
count how many shadows are stepped on
!
change chasers often
THROWING/FIELDING
REACH THE COACH
(10 min)
SKILLS
proper use of glove and positioning for fielding grounders
EQUIPMENT
1 ball for every 2 players
ORGANIZATION 1 adult for every 2 players. Each group draws a series of parallel lines
5’ - 10’ apart.
ACTIVITY
VARIATION
!
coach will demonstrate progressions as in skills section (P. 79) (keep it short)
!
each pair will start at the line farthest from the coach
!
objective is to get to the coach in the least number of throws
!
a grounder is thrown to each player in turn
!
if caught, the player advances to the next line. First player to the
coach wins
throw fly balls
BASERUNNING
KILL THE MOSQUITO
SKILLS
rounding 1B
EQUIPMENT
4 bases
(10 min)
ORGANIZATION put bases down in proper locations on diamond, with 3 players at each one.
Pretend there is a mosquito on the INSIDE corner of each base.
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4 lesson plans
XXX
XXX
marker
XXX
ACTIVITY
XXX
!
one player at each base takes a swing at an imaginary ball, drops the
bat, runs as fast as possible to the next base, stepping on the
“Mosquito” as they round it
!
they then wait their turn at the base they just rounded
!
remind players it will be easier to step on the “Mosquito” if they run a
little to the outside of the base line as they approach the base. It would
be helpful to put some markers down for them to go around as shown
in the diagram
PITCHING
ARM CIRCLES AND HIP THRUSTS
(10 min)
SKILLS
arm/hip action of windmill pitch
ACTIVITY
!
review co-ordination drill from Lesson 2 (p. 87)
!
teach windmill arm action and hip action – no ball (p. 89)
LEAD UP GAME
SEMI-CIRCLE SOFTBALL (20 min)
SKILLS
throwing, catching, co-operation, teamwork
EQUIPMENT
1 ball, 4 bases, markers
ORGANIZATION 2 teams of 6: one on defence and one on offence.
ACTIVITY
!
place a semi-circle of markers approximately at the edge of the infield
!
defensive team has 1 player at Home and the rest position themselves
around the infield at approximately same distance. Both markers and
players can be adjusted according to skill level
!
offensive team tries to throw the ball over or through the markers and
then runs through 1B
!
player gets 1 point if ball goes through markers or 2 points if ball goes
over markers
!
defence throws the ball Home as quickly as possible
!
change sides after each offensive player throws
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section 4
LESSON 4
WARM UP
BLOB TAG (5 min)
Same as Lesson 1 (p. 21)
THROWING/FIELDING
SPELL YOUR NAME (10 min)
SKILLS
throwing, catching
EQUIPMENT
1 ball for every 2 players
ORGANIZATION partners should be selected by ability and spaced accordingly.
ACTIVITY
!
partners throw the ball back and forth overhand
!
they get a letter in their name every time they make a catch
!
when they complete their name, they move back 2 giant steps
!
continue the process to time limit or success rate gets low
Note: Adult may have to be the thrower if skill level is not advanced enough.
HITTING
HIT AND RUN (15 min)
SKILLS
hitting and dropping bat rather than throwing it
EQUIPMENT
3 batting T’s, at least 2 balls per T, 3 bases
ORGANIZATION 3 groups of 4 ( 1 batter, 1 on deck, 2 fielders) and at least 1 adult per
group. Set up 3 T’s in front of a carpet Home plate. Draw a circle on the
ground where bat should be dropped before running. Place a 1B 30'-40'
from where T is set up.
ACTIVITY
Level 1 SECTION 4.pmd
!
1st player hits off a T, drops the bat in marked circle, runs to base. Then
returns to be an on deck batter
!
2 fielders retrieve the ball and throw it to the adult, who is in charge of
replacing the ball on the T
!
while ball is being retrieved, the on deck batter prepares to hit
!
divide the total amount of time you have left after set up by 2, then
give each pair that amount of time to hit – they will be the fielders
while the other pair hit
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4 lesson plans
PITCHING
GRIP AND STATIC PITCHING (10 min)
SKILLS
proper grip on the ball, release point on side of leg
ACTIVITY
!
review arm circle and hip thrust from previous lesson
!
teach and practice static pitching drill with ball (skills section p. 90)
LEAD UP GAME
FREEZE THE RUNNER - THROWING (20 min)
SKILLS
throwing, catching, baserunning, co-operation, teamwork
EQUIPMENT
1 ball, 4 bases, 4 helmets, 2 bats
ORGANIZATION 2 teams of 6: 1 team on offence and 1 team on defence.
ACTIVITY
!
offensive “batter” THROWS the ball into the playing area and runs
around the bases until “FREEZE” is shouted – “FREEZE” may have to
be shouted more than once at this age
!
ball is fielded, then thrown so EVERY fielder catches the ball – the last
fielder to catch the ball shouts “FREEZE”
!
score points by counting the number of bases touched – if caught
between bases, the last base touched counts
!
after everyone has had a turn, switch defence and offence
!
keep total bases touched for each team
!
emphasize proper rounding of bases by using markers as in “Kill the
Mosquito” drill
Note: Players on defence will likely need help from adults to keep them from all running after the
ball at once and in knowing where to throw it next. Lack of catching ability will likely
mean there is little actual catching going on but at least each player will get to touch and
throw the ball.
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section 4
LESSON 5
WARM UP
SIMILIES AND MAKING BRIDGES (5 min)
SKILLS
original movement by children, exercise body and imagination, flexibility
ACTIVITY
!
SIMILIES: choose SIMILES, which are within the range of
experience of the players.
!
try not to demonstrate unless there is no response from the players.
Wobble like Jello on a plate
Skip like a giant with big boots
Pop like a bursting bubble
Float like a balloon - POP!
Walk like a giant with a stiff neck
Fly like superman
Wiggle like a worm on hot ground
Melt like an ice cube in the sun
Move your legs like a pair of scissors
Shake like a wet dog
Hop like a hammer has been dropped on your toe
Stretch like a puppy awakening from a nap
Jump like cheerleaders who have won a game
Walk as if you have gum stuck to the bottom of your shoe
Walk like an elephant that has eaten too many peanuts
!
MAKING BRIDGES:
1) Can you make a bridge with your body keeping 2 hands and 2 feet
on the ground? Can you make it high? Can you make it low?
Wide? Narrow?
2) Can you make a bridge keeping 2 hands and 1 foot on the ground?
Same variations as in #1.
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4 lesson plans
THROWING/FIELDING
BIG FOOT (10 min)
SKILLS
throwing, catching
EQUIPMENT
1 ball for every 2 players
ORGANIZATION partners start on lines, facing each other, approximately 10' apart. One
adult per pair.
ACTIVITY
!
players throw to each other (or adult throws if skill level is too low for
accurate throws)
!
every time they make a catch, they move back one giant step
!
the pair that gets the farthest apart, still able to catch the ball, gets the
BIG FOOT award
BASERUNNING
SMASH (10 min)
SKILLS
getting out of the box
EQUIPMENT
ball gloves, 6 carpet Home plates
ORGANIZATION ball gloves are placed on the ground across from where players are
standing along the 3rd base line. This simulates where 1B would be for each
batter. Draw a Home plate (or use carpet plates) on the ground along the
3B line for each pair of players.
ACTIVITY
!
on verbal signal “HIT”, all players swing at an imaginary ball, then
pivots on lead foot and runs toward their glove (1B). Coaches should
emphasize getting out of box quickly, with power, driving the arms
rather than the correct pivot
!
they then return to behind their plate while their partner takes
their turn
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section 4
PITCHING
STATIC PITCHING (10 min)
SKILLS
wrist snap of ball off side of leg
ACTIVITY
!
review arm circles and hip thrusts from previous lessons
!
review and practice static pitching drill with ball (in skills section of
this manual p.90)
!
for motivation, targets of some kind might be put on screen for players
to try to hit from close distance. Very creative coaches might make
targets with clown faces
LEAD UP GAME
BUCKET BALL (25 min)
SKILLS
throwing, fielding, baserunning, co-operation, teamwork
EQUIPMENT
2 balls, 4 bases, helmet, pail or bag
ORGANIZATION 2 teams of 6: one on offence and one on defence. Defensive team has a
catcher at Home plate with the other players at appropriate locations.
Offensive team has 1 player to THROW from Home plate and others waiting
their turn from a safe distance.
ACTIVITY
!
offensive “batter” throws out 2 balls in quick succession and runs
around the bases trying to make it Home before the fielding team gets
both balls in pail
!
if the ball is caught the “batter” is out
!
fielders may NOT run with the ball. It must be thrown Home. Relay the
ball if necessary
!
remind players to make sure Catcher is looking. Adult may have to help
at Home
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4 lesson plans
LESSON 6
WARM UP
WHAT TIME IS IT MR. WOLF? (5 min)
running, chasing, dodging
SKILLS
ORGANIZATION one player is MR. WOLF, who starts at one end of the designated area.
Other players start at the other end.
ACTIVITY
!
players start moving toward Mr. Wolf calling “What Time Is
It Mr. Wolf?”
!
Mr. Wolf calls out various times (i.e. 2:00 o’clock; 6:00 o’clock;
sleep time)
!
when Mr. Wolf calls “Dinner Time”, (s) he runs after other players who
try to get back across the safe line before being caught
!
you may have to use an adult or coach as Mr. Wolf to get them started
THROWING/FIELDING
HOME RUN (10 min).
SKILLS
throwing accuracy
EQUIPMENT
2 targets, 4 balls
ORGANIZATION 4 groups of 3, with 2 groups of 3 at each target, which is hung on the
backstop. Mark out 4 lines at various distances from the target. Distances
can be according to ability of the group. A high success rate is wanted.
ACTIVITY
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Level 1 SECTION 4.pmd
!
players choose which distance they throw from in order to hit the target
!
points are awarded as follows: single – 1 pt.; double – 2 pts.;
triple – 3 pts.; homerun – 4 pts.
!
objective can be to see if each player can get more points on each
consecutive throw or it can be made competitive with other groups
by totaling each group’s points
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section 4
HITTING
HITTING STATIONS (15 min)
SKILLS
proper grip on bat, stride and hip rotation
EQUIPMENT
1 bat per player, 3 T’s, 3 whiffle balls on a rope, 6 carpet Home plates
ORGANIZATION 1 adult in charge of every 2 players. 3 T stations and 3 whiffle ball stations,
with 2 players at each station. Set T’s up IN FRONT of Home plates.
ACTIVITY
!
6 players will practice hitting off a T
!
6 players practice hitting a hanging whiffle ball which an adult can
hold in FRONT of a Home plate
!
the partner awaiting their turn can be taking practice swings
!
groups switch stations after 5 min. That will give each player
approximately 2 min. of hitting at each activity
NOTE: Make sure players are shown proper bat grip, and that stride and hip rotation is
emphasized. Watch for heel to sky on swing. Make sure batters swing right through
and finish with the bat in the middle of their back. Make sure ball is placed IN FRONT
of plate.
BASERUNNING
SUPER SHOES (5 min)
SKILLS
baserunning, speed development
EQUIPMENT
bases set up on diamond, 2 stopwatches
ORGANIZATION 2 groups of 6, 1 group between H and 1B and the other between 2B and 3B.
Each of the groups is broken into 2 groups of 3.
ACTIVITY
!
each player takes a swing with a bat at an imaginary ball and runs to
the next base as fast as possible
!
total the times of each team of 3
!
keep a record of the lowest scores for future trials
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4 lesson plans
PITCHING
HIP PITCHING (5 min)
SKILLS
wrist snap ball off side of leg from stride position
ACTIVITY
!
review static pitching drill (p.90)
!
teach and practice hip pitching drill with a ball (in skills section p. 91)
LEAD UP GAME
FREEZE THE RUNNER - THROWING (20 min)
SKILLS
throwing, catching, baserunning, co-operation, teamwork
EQUIPMENT
1 ball, 4 bases, 4 helmets, 2 bats
ORGANIZATION 2 teams of 6: 1 team on offence and 1 team on defence.
ACTIVITY
!
offensive “batter” THROWS the ball into the playing area and runs
around the bases until “FREEZE” is shouted. “FREEZE” may have to be
shouted more than once at this age
!
ball is fielded, then thrown so EVERY fielder catches the ball. The last
fielder to catch the ball shouts “FREEZE”
!
score points by counting the number of bases touched. If caught
between bases, the last base touched counts
!
after everyone has had a turn, switch defence and offence
!
keep total bases touched for each team
!
emphasize proper rounding of bases by using markers as in “Kill the
Mosquito” drill
Note: Players on defence will likely need help from adults to keep them from all running after
the ball at once and in knowing where to throw it next. Lack of catching ability will likely
mean there is little actual catching going on but at least each player will get to touch and
throw the ball.
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section 4
LESSON 7
WARM UP
PARTNER TAG (5 min)
SKILLS
running, chasing
ACTIVITY
!
partners face each other from opposite ends of designated playing area
!
on “GO”, one partner tries to tag the other. When the partner is
tagged, the roles are reversed
!
after being tagged, the player performs a task (i.e. 3 jumping jacks) to
give the other player time to get away
CIRCUS (20 min)
SKILLS
catching, throwing, fielding, running using imagination
EQUIPMENT
1 ball for every pair, 1 target, 1 bat
ORGANIZATION 4 groups of 3 - each with a Ring Master (adult leader). 4 separate stations
(Circus Rings) will be going at once. Groups will rotate through the
stations, spending 3 min. at each one (time can vary).
ACTIVITY
!
RING 1 (Performing Seal): the Ring Master throws the ball up
in the air to one “seal” at a time, who catches it. See how many balls
the seals can catch in the time alotted
!
RING 2 (Hungry Lions): the Ring Master throws grounders to
one “lion” at a time, who gobbles it up. See how many “lions” can eat
without dropping the “food”
!
RING 3 (Prancing Ponies): “Ponies” take turns taking a
swing at an imaginary ball, dropping bat, and rounding bases as
fast as they can
!
RING 4 (Throwing Elephants): “Elephants” use their trunks
(arms) to throw balls at targets. Use the target made for other target
drills. It would be great if a clown face was drawn on it
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4 lesson plans
BASERUNNING
KILL THE MOSQUITO
SKILLS
rounding 1B
EQUIPMENT
4 bases
(5 min)
ORGANIZATION put bases down in proper locations on diamond, with 3 players at each one.
Pretend there is a mosquito on the INSIDE corner of each base.
XXX
XXX
marker
XXX
ACTIVITY
XXX
!
one player at each base takes a swing at an imaginary ball, drops the
bat, runs as fast as possible to the next base, stepping on the
“Mosquito” as they round it
!
they then wait their turn at the base they just rounded
!
remind players it will be easier to step on the “mosquito” if they run a
little to the outside of the base line as they approach the base. It would
be helpful to put some markers down for them to go around as shown
in the diagram
PITCHING
HIP PITCHING (10 min)
SKILLS
wrist snap ball off side of leg from stride position
ACTIVITY
!
review static pitching drill (p.90)
!
teach and practice hip pitching drill with a ball (in skills section p.91)
LEAD UP GAME
FREEZE THE RUNNER
- HITTING OFF BATTING T (20 min)
Same as Lesson 4 (p. 30) and 6 (p. 36) only now batters hit off Batting T instead of throwing
the ball.
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section 4
LESSON 8
WARM UP
MONSTER KEEP AWAY (5 min)
SKILLS
throwing, catching, co-operation, space awareness
EQUIPMENT
2 whiffle balls
ORGANIZATION 2 teams of 6 with a coach or adult for each team.
ACTIVITY
!
objective is for players to keep the ball away from the Monster (coach)
as long as possible
!
play stops and starts over when a player is touched by the Monster
while in possession of the ball OR when the Monster gets possession
THROWING/FIELDING
15 UP (5 min)
SKILLS
catching, throwing
EQUIPMENT
2 balls
ORGANIZATION 2 teams of 6 each group playing separately. Players stand in large circle.
Make sure teams are spaced so players don’t get hit by missed balls from
the other team.
ACTIVITY
!
players try to complete 15 consecutive catches by throwing to a
teammate across from them
!
see which team can complete 15 catches first
!
throw to same player each time to establish a pattern
Note: Number of throws may have to be adjusted. It can be made more challenging by having
to start over if a ball is dropped or mis-thrown.
SPELL YOUR NAME (5 min)
Same as Lesson 4 (p. 29) except coaches might want to spell out other words this time.
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4 lesson plans
HITTING
GRAND SLAM (15 min)
SKILLS
hitting, fielding
EQUIPMENT
3 T’s, 3 balls, ball gloves, 3 bats
ORGANIZATION groups of 4 - each group has a batting T and 1 whiffle ball or another type
of ball depending on ability.
ACTIVITY
!
one batter hits to 3 fielders
!
when a fielder catches 2 fly balls OR 4 grounders, they become
new batter
!
players can’t bat a 2nd time until everybody has batted
PITCHING
HIP PITCHING (10 min)
Same as Lesson 6 (p. 36) and 7 (p. 38)
LEAD UP GAME
10 MINUTE SOFTBALL (20 min)
SKILLS
hitting, fielding, catching, throwing, running, hustle
EQUIPMENT
1 bat, 1 ball, 4 bases, helmets, catcher equipment
ORGANIZATION 2 teams of 6 - one on defence and 1 on offence. Defensive team has a
catcher, 1B, and players in positions where offence are likely to hit. Set up
bases on the diamond as for a regular game.
ACTIVITY
!
one batter at a time bats off a T (or adult pitch)
!
each team will get 10 min. each to score as many runs as possible
!
players must hustle in order to get in the maximum number of bats
!
score 1 point for each base touched
!
fielding team gets an out for caught fly balls or if they put out a runner
on base as in a regular softball game
!
after 3 outs, bases are cleared, but the team remains at bat till time
is up
Note: Adults should be stationed in the field to help direct the play. Players should be moved
around to give them a chance to play a variety of positions.
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section 4
LESSON 9
WARM UP
LEAP FROG TAG (5 min)
running, dodging, body awareness
SKILLS
ORGANIZATION designate 2 or 3 Frog Catchers. The rest are frogs who try to avoid
being caught.
ACTIVITY
!
!
when tagged, the frog is frozen into a frog position
frozen frogs can be released by another frog leap-frogging over
top of them
THROWING/FIELDING
BULL’S EYE (10 min)
SKILLS
throwing accuracy, fielding
EQUIPMENT
2 targets, 12 balls
ORGANIZATION 2 groups of 6, each group in a file in front of their target, which is placed
on the backstop.
ACTIVITY
!
an adult will throw either a fly or a grounder to the 1st person in line,
who fields it and throws at the target
!
after the throw, the player moves to the back of the line and the next
player takes a turn
!
score 1 point for fielding cleanly and 1 point for hitting the target
!
competition can be to see which team reaches 10-15 first OR which
team scores the most points in a given time limit
BASERUNNING
BEEP BEEP (10 min)
SKILLS
rounding the bases, speed development, conditioning
EQUIPMENT
4 bases
ORGANIZATION put bases down in proper diamond location, with 3 players at each. One
player starts in front of base and extra players stand behind.
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4 lesson plans
ACTIVITY
!
on “GO”, the first player in each group runs around all the bases and
returns to tag the next player in line
!
first team to finish gets the “BEEP BEEP” award
!
emphasize proper rounding techniques including stepping on the
inside corner
PITCHING
HIP PITCHING (10 min)
SKILLS
wrist snap ball off side of leg from stride position
ACTIVITY
!
review static pitching drill (p. 90)
!
teach and practice hip pitching drill with a ball (in skills section p. 91)
LEAD UP GAME
FREEZE THE RUNNER - HITTING OFF BATTING T (25 min)
SKILLS
throwing, catching, baserunning, co-operation, teamwork
EQUIPMENT
1 ball, 4 bases, 4 helmets, 2 bats, 1 batting T
ORGANIZATION 2 teams of 6: 1 team on offence and 1 team on defence.
ACTIVITY
!
offensive “batter” HITS the ball off the batting T into the playing area
and runs around the bases until “FREEZE” is shouted. “FREEZE” may
have to be shouted more than once at this age
!
ball is fielded, then thrown so EVERY fielder catches the ball. The last
fielder to catch the ball shouts “FREEZE”
!
score points by counting the number of bases touched. If caught
between bases, the last base touched counts
!
after everyone has had a turn, switch defence and offence
!
keep total bases touched for each team
!
emphasize proper rounding of bases by using markers as in “Kill the
Mosquito” drill
Note: Some players may be ready for adult pitch at this time
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section 4
LESSON10
WARM UP
SHARK IN THE TANK (5 min)
running, dodging, body awareness, co-operation, agility
SKILLS
ORGANIZATION 2 or 3 players are the “Sharks”, the rest are the “Fish”. Mark off a playing
area to be the “tank”.
ACTIVITY
!
fish must stay in the tank
!
“Sharks” are timed to see how long it takes them to catch all the fish.
When they do, choose new “Sharks”
THROWING/FIELDING
LEONARDO (10 min)
SKILLS
grounders, throwing
EQUIPMENT
1 ball for every 2 players
ORGANIZATION adult helper for every 2 players, standing an appropriate distance
from players.
ACTIVITY
!
coach throws grounders to each player (one at a time)
!
every time a ball is picked up cleanly and thrown back accurately the
pair gets a letter in “LEONARDO”
!
partners can compete against each other OR other teams
HITTING
SLUGGER (15 min)
SKILLS
hitting, fielding
EQUIPMENT
4 bats, 4 balls, 4 carpet Home plates
ORGANIZATION 4 groups of 3, with an adult with each group.
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4 lesson plans
ACTIVITY
!
adult pitches to the 3 players in their group
!
batters hit the ball out to 2 fielders
!
fielders get 2 points for a fly ball and 1 point for a grounder
!
emphasize stride and hip action in the batter’s swing
PITCHING
HIP PITCHING (10 min)
SKILLS
wrist snap ball off side of leg from stride position
ACTIVITY
!
review static pitching drill (p. 90)
!
teach and practice hip pitching drill with a ball (in skills section p. 91)
LEAD UP GAME
FIELD 3 (20 min)
SKILLS
hitting, fielding, catching, throwing
EQUIPMENT
2 bats, 2 balls, 2 sets of catcher’s equipment, 2 helmets, 2 sets of bases
ORGANIZATION 2 teams of 6: 1 batter, 1 catcher, the rest fielders. 2 separate activity areas
set up a safe distance apart. 1 adult pitcher in each area for each group of
6. Set up bases on diamond.
ACTIVITY
!
one batter at a time bats off an adult pitcher, with a catcher in
catching equipment
!
when a fielder has successfully fielded 3 grounders or caught 1 fly ball
they become the batter
!
players rotate positions
!
make sure all players get an opportunity to bat and catch
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section 4
LESSON11
WARM UP
PARTNER SHUTTLE
(5 min)
agility, quickness, teamwork
SKILLS
ORGANIZATION players form partners and make 2 end lines with partners starting
at one end.
ACTIVITY
!
partners, joined, move back and forth to end lines using various
combinations of body parts touching the ground (i.e. 3 legs; 2 legs; 4
legs + 2 hands; 2 hands + 2 legs; 1 hand + 3 feet etc)
!
can also be done as singles, using various movements (i.e. skip; shuffle
step; carioka; frog hop; duck walk)
THROWING/FIELDING
HOT POTATO (5 min)
SKILLS
relaying ball from one player to another, catching, throwing
EQUIPMENT
1 ball for every 3 players
ORGANIZATION 4 teams of 3 lined up as shown.
ACTIVITY
!
in groups of 3, the ball is relayed from 1 to 2 to 3 and back.
!
go slowly at first to concentrate on proper turn in center
!
rotate players in all 3 positions, so each gets experience as a relay
player in the center.
!
in relay position, emphasize making a quick turn (in skills section)
!
it can be made into a relay competition if skill level is high enough
BIG FOOT (10 min)
SKILLS
throwing, catching
EQUIPMENT
1 ball for every 2 players
ORGANIZATION partners start on lines, facing each other, approximately 10' apart. One
adult per pair.
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4 lesson plans
ACTIVITY
!
players throw to each other (or adult throws if skill level is too low for
accurate throws)
!
every time they make a catch, they move back one giant step
!
the pair that gets the farthest apart, still able to catch the ball, gets the
BIG FOOT award
BASERUNNING
JAM (10 min)
SKILLS
rounding base and jamming to stop
EQUIPMENT
4 bases
ORGANIZATION 4 groups of 3 with 3 at each base. Bases set up in diamond formation.
ACTIVITY
!
each player takes a full swing at an imaginary ball, runs to the next
base. Use proper rounding technique taught earlier. After rounding the
base, player “jams” (see skills section p. 83)
PITCHING
HIP - STRIDE ACTION - NO BALL (10 min)
SKILLS
wrist snap off side of leg from stride position, taking stride
ACTIVITY
!
practice static pitching drill (p. 90)
!
practice hip pitching with ball (from skills section p. 91)
!
teach stride action with NO BALL ( from skills section p. 92)
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Level 1 SECTION 4.pmd
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section 4
LEAD UP GAME
MINNIE BALL (25 min)
Note: Similar to “10 Minute Softball”
SKILLS
all softball skills
EQUIPMENT
bats, balls, catcher’s equipment, 4 bases
ORGANIZATION divide players into 3 teams of 4.
ACTIVITY
!
1 team at a time will be on offence, while the other 2 are on defence
!
each team will bat for 7 min. regardless of whether they have 3 outs
(time saver)
!
can use adult pitch or off a T. If T is used make sure it is set up IN
FRONT of the plate
!
Team 1 on offence – Teams 2 and 3 on defence
!
Team 2 on offence – Teams 1 and 3 on defence
!
Team 3 on offence – Teams 1 and 2 on defence
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Level 1 SECTION 4.pmd
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4 lesson plans
LESSON12
WARM UP
LEAP FROG TAG (5 min)
Same as Lesson 9 (p.41)
THROWING/FIELDING
PARTNER THROWS (10 min)
SKILLS
throwing, catching
EQUIPMENT
1 ball for every 2 players
ORGANIZATION partners stand opposite each other at a distance commensurate with ability
ACTIVITY
!
partners throw ball back and forth
!
various goals can be set (i.e. how many consecutive throws and catches
without a miss; how many throws in specified time ( 30 sec.); throw
high balls; grounders; side to side ; etc).
HITTING
HITTING STATIONS (15 min)
SKILLS
hitting off T, hitting off soft toss, emphasis on stride and hip rotation
EQUIPMENT
12 bats, 5 whiffle balls on a rope, 4 T’s
ORGANIZATION there will be 3 different stations set up for 4 players to perform the same
drill at the same time
!
!
!
Station 1 - 4 Soft Toss
Station 2 - 4 Batting T’s
Station 3 - 4 Whiffle Balls on a Rope
1 adult at each of the soft toss stations, and 1 supervising all 4 T stations;
and 1 at each of the whiffle ball on a rope stations.
ACTIVITY
!
players will hit at one station for approximately 4 min. then all 4
players will rotate to the next station. (Time will depend on how much
time you have left after set up. Just divide the time you have into 3.)
!
players will do all three hitting stations in the allotted time
!
emphasize stride and hip action
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section 4
!
make sure ball is placed IN FRONT of plate. Carpet Home plates should
be used to indicate where players should stand and where ball should be
placed to hit
PITCHING
HIP-STRIDE ACTION - NO BALL (10 min)
Same as Lesson 11 (p. 46)
LEAD UP GAME
SCRUB (20 min)
SKILLS
all softball skills
EQUIPMENT
bats, balls, catcher’s equipment, 4 bases
ORGANIZATION 12 players –9 on the field –3 batting. Each position is numbered as shown:
B
ACTIVITY
!
one batter at a time bats off an adult pitcher, with a catcher in
catching equipment
!
use regular softball rules with the following modifications:
!
when a batter is put out, all players rotate one position with B
(#1) going to RF (#12), RF to CF (#11), CF to LF (#10), LF to SS
(#9), SS to 3B (#8), 3B to 2B (#7), 2B to 1B (#6), 1B to P
(#5), P to C (#4), C to on deck (#3), on deck (#3) to on deck
(#2), on deck (#2) to B
!
if after the 3rd batter hits, the other 2 players are still on base, then
the lead runner comes home but no run scores.
!
NO WALKS are given (3 - 6 strikes depending on skill level)
!
if hitting skill level is very low, allow a maximum of 6 balls pitched,
then have player go to 1B anyway (as long as 3 balls were swung at)
!
if a fielder catches a fly ball, they exchange with the batter
!
maximum 2 times at bat, if not put out, then rotate anyway
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4 lesson plans
LESSON13
WARM UP
KERMIT AND MISS PIGGY (5 min)
SKILLS
hopping, body awareness, co-operation, catching, throwing
EQUIPMENT
ball
ORGANIZATION 2 teams of 6: a throwing team (Kermits) and a fielding team (Miss Piggies).
Kermits stand along 1 end line, while Miss Piggies scatter about the
playing area.
ACTIVITY
!
one of the Kermits throws the ball high into the air
!
as soon as it leaves the thrower’s hand, all the Kermits HOP quickly to
the opposite side of the playing area
!
once the Miss Piggies have caught the ball, the leader Miss Piggy
yells “Catch Kermit” and they all try to tag the Kermits before they
reach safety
!
tagged Kermits must sit down immediately to avoid confusion
!
switch Kermits and Miss Piggies so each get a chance to hop
TEAM IN INFIELD
BALL OF FIRE (10 min)
SKILLS
catching, touching base, throwing
EQUIPMENT
4 bases
ORGANIZATION 2 groups of 6. Place bases a distance apart according to ability (30' - 60').
Players line up in columns behind a base - 3 behind each base.
ACTIVITY
!
player receiving the ball steps in front of the base to receive the ball,
catches it, tags the base with one foot, then throws the ball to the
opposite base, then goes to end of line
!
process is repeated until each player has desired repetitions
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section 4
SPACESHUTTLE
(5 min)
SKILLS
throwing for distance, low level competition against each other
EQUIPMENT
1 ball for every 2 players
ORGANIZATION 1 adult and 1 ball (spaceshuttle) for every 2 players. 1 marker for each
player. Try to assign partners as close in ability as possible.
ACTIVITY
!
partners stand behind a line and see how far they can throw (send the
ball into space)
!
their adult leader can be in the area of the throw to mark the spot
!
competition can be introduced by seeing if they can throw farther each
time and by competing against each other
TEAM IN OUTFIELD
LEONARDO (5 min)
SKILLS
grounders, throwing
EQUIPMENT
1 ball for every 2 players
ORGANIZATION adult helper for every 2 players, standing an appropriate distance
from players.
ACTIVITY
!
coach throws grounders to each player (one at a time)
!
every time a ball is picked up cleanly and thrown back accurately the
pair gets a letter in “LEONARDO”
!
partners can compete against each other OR other teams
COMPLETE PITCH ACTION (10 min)
SKILLS
windmill pitching
ACTIVITY
!
practice hip pitching drill without ball
!
learn and practice complete pitch action (in skills section p. 93)
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LEAD UP GAME
FAR BASE (25 min)
SKILLS
all Softball skills except baserunning
EQUIPMENT
1 bat, 1 ball, 1 base, catcher’s equipment, helmets, Home plate, 1 batting T
ORGANIZATION place a base at least 60 feet straight out from Home plate (i.e. where 2B
would be or further). 2 teams: one team on defence with a catcher and the
other team on offence.
ACTIVITY
!
the members of the team at bat take turns hitting. A fair ball is any
ball hit in front of Home plate. On a fair hit, the batter runs to the far
base. He may either stay there or return Home immediately. When the
next batter hits, the first runner is not required to leave the far base. As
many players as desired may occupy the far base and may return Home
in any order, or all at once
!
a runner may be put out only by being tagged with the ball. He need
not go in a straight line, but it is permissible to dodge or run anywhere
in the field to avoid being tagged. A batter is out on 2 strikes, or if a
ball is caught. Three balls (if pitched) or 3 misses off the batting T
permit the batter to advance to the far base
!
each side bats until all players have had a turn at bat, then the other
team bats. Play may go on for as many innings as the Coach wishes
PROGRESSIONS ! hit off a batting T
!
Coach soft toss (Coach to the side of the hitter but infront of them)
!
Coach pitch
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section 4
LESSON14
WARM UP
TAKE IT BACK (5 min)
SKILLS
agility, quickness, teamwork
EQUIPMENT
20-25 balls and/or other small objects, 4 markers
ORGANIZATION 4 teams of 3. One team at each of the 4 markers, which are placed in a
diamond formation (bases could be used instead of markers). Objects are
placed in center where pitcher’s location would be.
ACTIVITY
!
on “GO”, one player at a time from each team runs out and picks up 1
of the objects and returns
!
after tagging the returning player’s hand, the next player leaves
!
play continues until all objects are gone
!
the team with the most objects wins
TEAM IN INFIELD
BULL’S EYE (10 min)
SKILLS
throwing accuracy, fielding
EQUIPMENT
2 targets, 12 balls
ORGANIZATION 2 groups of 6, each group in a file in front of their target, which is placed
on the backstop.
ACTIVITY
!
an adult will throw either a fly or a grounder to the 1st person in line,
who fields it and throws at the target
!
after the throw, the player moves to the back of the line and the next
player takes a turn
!
score 1 point for fielding cleanly and 1 point for hitting the target
!
competition can be to see which team reaches 10-15 first OR which
team scores the most points in a given time limit
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4 lesson plans
GOTCHA (5 min)
SKILLS
baserunning, determination
EQUIPMENT
4 bases
ORGANIZATION 4 groups of 3 with 3 players at each base. Set up bases in diamond
formation 20' - 30' apart.
ACTIVITY
!
on “GO”, one player from each group starts running around the bases
!
objective is to run past the person ahead of you
!
score 1 point for your team for every player passed
!
run for a set period of time (15-30 seconds)
TEAM IN OUTFIELD
CIRCUS (15 min)
SKILLS
catching, throwing, fielding, running using imagination
EQUIPMENT
1 ball for every pair, 1 target, 1 bat
ORGANIZATION 4 groups of 3 - each with a Ring Master (adult leader). 4 separate stations
(Circus Rings) will be going at once. Groups will rotate through the
stations, spending 3 min. at each one (time can vary).
ACTIVITY
!
RING 1 (Performing Seal): the Ring Master throws the ball up
in the air to one “seal” at a time, who catches it. See how many balls
the seals can catch in the time alotted
!
RING 2 (Hungry Lions): the Ring Master throws grounders to
one “lion” at a time, who gobbles it up. See how many “lions” can eat
without dropping the “food”
!
RING 3 (Prancing Ponies): “Ponies” take turns taking a
swing at an imaginary ball, dropping bat, and rounding bases as
fast as they can
!
RING 4 (Throwing Elephants): “Elephants” use their trunks
(arms) to throw balls at targets. Use the target made for other target
drills. It would be great if a clown face was drawn on it
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section 4
COMPLETE PITCH ACTION (10 min)
SKILLS
windmill pitching
ACTIVITY
!
practice hip pitching drill without ball
!
learn and practice complete pitch action (in skills section p. 93)
LEAD UP GAME
BUCKET BALL (25 min)
SKILLS
throwing, fielding, baserunning, co-operation, teamwork
EQUIPMENT
2 balls, 4 bases, helmet, pail or bag
ORGANIZATION 2 teams of 6: one on offence and one on defence. Defensive team has a
catcher at Home plate with the other players at appropriate locations.
Offensive team has 1 player to THROW from Home plate and others waiting
their turn from a safe distance.
ACTIVITY
!
offensive “batter” throws out 2 balls in quick succession and runs
around the bases trying to make it Home before the fielding team gets
both balls in pail
!
if the ball is caught the “batter” is out
!
fielders may NOT run with the ball. It must be thrown Home. Relay the
ball if necessary
!
remind players to make sure Catcher is looking. Adult may have to help
at Home
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4 lesson plans
LESSON15
WARM UP
UP’N AT ’EM (5 min)
quickness, running
SKILLS
ORGANIZATION partners
ACTIVITY
!
one partner (chaser) stands on the end line with hand out
!
the other partner (runner) slaps (softly) the outreached hand and runs
in the opposite direction to get safely across the other end line without
being tagged
!
the partner, whose hand was slapped, tries to catch the runner before
(s)he gets to the safe line
TEAM IN INFIELD
HOT POTATO (5 min)
SKILLS
relaying ball from one player to another, catching, throwing
EQUIPMENT
1 ball for every 3 players
ORGANIZATION 4 teams of 3 lined up as shown.
ACTIVITY
!
in groups of 3, the ball is relayed from 1 to 2 to 3 and back
!
go slowly at first to concentrate on proper turn in center
!
rotate players in all 3 positions, so each gets experience as a relay
player in the center
!
in relay position, emphasize making a quick turn (in skills section p. 86)
BALL RED ROVER (10 min)
SKILLS
fielding grounders
EQUIPMENT
2 balls, ball gloves
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section 4
ORGANIZATION 2 groups of 6, each playing a separate Red Rover game. 3 players on each
team line up facing the other 3. 10'-20' feet apart. Place markers or draw
lines to show goal area.
ACTIVITY
!
a player on one line throws the ball along the ground to try to get it
past the players on the other line
!
if successful, a player from the side who let the ball get by is picked to
join the other line
!
adjust the width of the goal line based on the number of players on
the line
TEAM IN OUTFIELD
CHAMP (5 min)
SKILLS
catching, throwing
EQUIPMENT
1 ball for every 2 players
ORGANIZATION 1 adult for every 2 players or players in partners if they are capable of
throwing and catching the ball back and forth.
ACTIVITY
every time a ball is caught by one of the pair they get a letter
of “CHAMP”
! partners can compete against other partners to see which pair can spell
CHAMP first. Letters can be awarded for good throws back to the adult
as well
! for variation have players select other words (i.e. Barney,
elephant etc.)
!
COMPLETE PITCH ACTION (10 min)
Refer to skills section for proper technique – no ball (p. 93).
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4 lesson plans
LEAD UP GAME
DIZZY IZZY (10 min)
SKILLS
hitting, fielding, catching, throwing
EQUIPMENT
1 bat, 1 ball
ORGANIZATION 2 teams of 6: one on defence and one on offence
ACTIVITY
!
one batter at a time bats off a T or adult pitch
!
after hitting the ball, they run around and around their OWN TEAM,
which is lined up a short, but safe distance away
!
every lap they do around their own team, before the ball gets
back Home, scores 1 run. The count should be loud as the batter
circles teammates
!
fielding team MUST throw to all 6 players before the ball goes Home,
either by running it or throwing it
!
when the ball gets Home, “STOP” is yelled. The number of laps around
the team at this point will be the number of runs scored
!
switch offence and defence when all 6 players have had a turn at bat
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section 4
LESSON16
WARM UP
PARTNER TAG (5 min)
Same as Lesson 7 (p. 37)
TEAM IN INFIELD
GOAL BALL (10 min)
SKILLS
fielding grounders
EQUIPMENT
1 ball for every 2 players.
ORGANIZATION mark off a “goal” area for each player opposite a partner. The distance
depends on skill level (up to 10' wide).
ACTIVITY
!
each player tries to score a goal by throwing a grounder by their
partner through the marked goal posts
!
score a point for each goal
!
switch partners occasionally
JAM (5 min)
SKILLS
rounding base and jamming to stop
EQUIPMENT
4 bases
ORGANIZATION 4 groups of 3 with 3 at each base. Bases set up in diamond formation.
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ACTIVITY
!
each player takes a full swing at an imaginary ball, runs to the next
base. Use proper rounding technique taught earlier. After rounding the
base, player “jams” (see skills section p. 83)
TEAM IN OUTFIELD
HITTING STATIONS (15 min)
SKILLS
hitting off T, hitting off soft toss, emphasis on stride and hip rotation
EQUIPMENT
12 bats, 5 whiffle balls on a rope, 4 T’s
ORGANIZATION there will be 3 different stations set up for 4 players to perform the same
drill at the same time.
!
!
!
Station 1 - 4 Soft Toss
Station 2 - 4 Batting T’s
Station 3 - 4 Whiffle Balls on a Rope
1 adult at each of the soft toss stations, and 1 supervising all 4 T stations;
and 1 at each of the whiffle ball on a rope stations.
ACTIVITY
!
players will hit at one station for approximately 4 min. then all 4
players will rotate to the next station. (Time will depend on how much
time you have left after set up. Just divide the time you have into 3.)
!
players will do all three hitting stations in the allotted time
!
emphasize stride and hip action
!
make sure ball is placed IN FRONT of plate. Carpet Home plates should
be used to indicate where players should stand and where ball should be
placed to hit
COMPLETE PITCH ACTION (10 min)
Refer to skills section for proper technique – no ball (p.93).
LEAD UP GAME
LEAD UP GAME (15 min)
Allow players to choose their favorite LEAD UP GAME.
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section 4
LESSON17
WARM UP
PIP, SQUEAK AND WILBUR (5 min)
SKILLS
baserunning
EQUIPMENT
4 balls, 4 bases
ORGANIZATION 4 groups of 3, one group at each base. Bases are set up in diamond
formation. Players in each group are named PIP, SQEAK or WILBUR.
4 balls placed at pitchers plate.
ACTIVITY
!
when the coach calls out name (PIP, SQUEAK, or WILBUR), the player
with that name runs around the bases. When (s)he touches the base
they started at, (s)he runs to the center to pick up a ball and brings it
back to the group
!
balls are returned to the center for the next person
!
score a point for the 1st person back to their starting base
TEAM IN INFIELD
PARTNER THROWS (5 min)
SKILLS
throwing, catching
EQUIPMENT
1 ball for every 2 players
ORGANIZATION partners stand opposite each other at a distance commensurate with ability.
ACTIVITY
!
partners throw ball back and forth
!
various goals can be set (i.e. how many consecutive throws and catches
without a miss; how many throws in specified time ( 30 sec.); throw
high balls; grounders; side to side ; etc)
ROTATION BALL
(10 min)
SKILLS
fielding grounders, throwing
EQUIPMENT
1 ball for every 3 players
ORGANIZATION 4 groups of 3: 1 thrower, 1 fielder, 1 shagger.
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4 lesson plans
ACTIVITY
!
X1 throws the ball to X2, who fields it and throws to X3
!
rotate every 5-10 throws
TEAM IN OUTFIELD
SPELL YOUR NAME (5 min)
SKILLS
throwing, catching
EQUIPMENT
1 ball for every 2 players
ORGANIZATION partners should be selected by ability and spaced accordingly.
ACTIVITY
!
partners throw the ball back and forth overhand
!
they get a letter in their name every time they make a catch
!
when they complete their name, they move back 2 giant steps
!
continue the process to time limit or success rate gets low
Note: Adult may have to be the thrower if skill level is not advanced enough.
COMPLETE PITCH ACTION (10 min)
Same as Lesson 16 (p. 60) but with ball (p. 94 on skills section)
LEAD UP GAME
SKIP BALL (25 min)
SKILLS
hitting, fielding, catching, throwing, skipping for quick feet development
EQUIPMENT
1 bat, 1 ball, 1 Home plate, 1 base, helmet, catcher’s equipment
ORGANIZATION 2 teams of 6: one on defence and one on offence. 1st base placed a distance
from Home according to ability 30' - 55'.
ACTIVITY
!
one batter at a time bats off a T or adult pitch
!
after hitting the ball, the batter runs to 1B and SKIPS around it 5
times, then runs Home
!
the fielding team retrieves the ball and makes 8 throws before either
running or throwing the ball Home
!
fielding team MUST throw to all 6 players and can’t make consecutive
throws to the same player
!
runs score if the batter touches Home before the ball gets there
!
all 6 players bat before switching to defence
Note: The number of throws and skips can be adjusted to make the competition close.
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section 4
LESSON 18
WARM UP
(5 min)
Allow the players to choose their favorite warm-up game.
TEAM IN INFIELD
(10 min)
Allow the players to choose their favorite throwing/fielding game
SUPER SHOES (5 min)
SKILLS
baserunning, speed development
EQUIPMENT
bases set up on diamond, 2 stopwatches
ORGANIZATION 2 groups of 6, 1 group between H and 1B and the other between 2B and 3B.
Each of the groups is broken into 2 groups of 3.
ACTIVITY
!
each player takes a swing with a bat at an imaginary ball and runs to
the next base as fast as possible
!
total the times of each team of 3
!
keep a record of the lowest scores for future trials
TEAM IN OUTFIELD
OVER THE LINE (15 min)
SKILLS
hitting, fielding
EQUIPMENT
2 balls, 2 bats, helmets, 2 Home plates, 2 marked off playing areas
ORGANIZATION 4 teams of 3. Set up 2 separate playing areas. 2 teams of 3 play in one
playing area. One team on defense and one team on offense.
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4 lesson plans
ACTIVITY
!
batters hit off T (or Adult Pitch), trying to get it in the air over line 1. If
hit between line 1 and 2, it is worth 1 pt; between 2 and 3 - 2 pts; over
line 3 - 3 pts.
!
fielders locate in fair territory. No point is awarded if a fielder catches it
before it hits the ground
Count 1 pt. if ball is a grounder past line 2 and 2 pts. if a grounder past
line 3. If keeping score is too complicated, simply set up the lines with
markers and challenge the players to hit the ball past them.
VARIATION
LEAD UP GAME
HELP (25 min)
SKILLS
hitting, fielding, catching, throwing, baserunning, co-operation
EQUIPMENT
1 bat, 1 ball, 4 bases, helmet
ORGANIZATION 3 teams of 4. 2 teams are on defence and 1 team is on offence. Set up
bases in diamond formation. Defensive players take positions in a location
most likely to catch a hit ball.
ACTIVITY
!
objective is for the fielding team to HELP the batting team collect 8
runs (which is the equivalent to each batter batting twice). If this takes
too long, then reduce to 4 runs
!
each batter hits the ball off a T or adult pitcher. If after 3 pitches they
fail to hit, move to another batter. That player rotates to the back and
will receive another turn
!
fielding teams make every effort to catch the ball because that will
mean they get to bat sooner. Catching the ball HELPS the runners move.
!
Runners move around the bases as follows:
Catch an OUTFIELD FLY - batter gets 3 extra bases
Catch an INFIELD FLY - batter gets 2 extra bases
Catch a GROUNDER - batter gets 1 extra base
BASE HIT - batter gets 1 base
!
!
!
!
!
Runs score when a runner reaches Home
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section 5
EXTRA LEAD-UP GAMES
INTRODUCTION
The Lead-Up games in this section were created to give the children an opportunity to use the skills they
have learned in the lesson plans in a FUN environment. The Lead-Up games allow young children to
experience success in low competitive situations. The skills needed to be successful in a game of Softball
are very complex and take time to learn. The Lead-Up games simulate the real game and allow the
children the opportunity to develop a base of skills necessary to successfully play the game. It will take
time for the children to develop enough of a skill base to play the game of Softball successfully.
WHACK - O
SKILLS
hitting, fielding, running, catching
EQUIPMENT
1 bat, 1 whiffle ball or safety ball, 1 Home plate, markers
ORGANIZATION 2 teams of 6: 1 on offence and 1 on defence. Mark off playing area as
shown in diagram. Each defensive team has a catcher and the rest of the
players are fielders.
x
ACTIVITY
x
x
!
batter can hit off a T or adult pitch
!
batter hits and runs to safety area. If possible, the player returns
Home before a fielder retrieves the ball and tags them or hits them
with the ball
!
if tagged, the batter is out. If they reach Home without being tagged
or hit, the batting team gets a run. If it is not safe to return Home,
they can remain in the safety area
!
the batter may hit the ball in ANY direction. If the ball is missed 3
times or a hit fly ball is caught, the batter is out. They are also out if
the bat is thrown
!
as soon as there are 3 in the safety area, the 1st runner there MUST run
Home. Others may run or stay. Runners can run only after the ball is
hit, but not on a caught fly
!
switch offence and defence after every player has a bat
PARMALAT LEARN TO PLAY
Level 1 SECTION 5.pmd
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5 extra lead-up games
BERSERK
SKILLS
hitting, fielding, catching, throwing, baserunning
EQUIPMENT
1 bat, 1 ball, 1 Home plate, 1 base, helmet, catcher gear
ORGANIZATION 2 teams of 6. A base is placed a distance from Home plate according to
ability (30' - 55'). Players not batting stand safely in dugout area or
outside corner of backstop.
ACTIVITY
!
one batter at a time bats off a T, or adult pitcher
!
there is NO out of bounds so the batter will run to 1B as soon as the
bat touches the ball. It is fair no matter where it is hit, even behind
the batter
!
the batter can stay at 1B until the next batter hits if (s)he can’t make
it Home
!
batters get only 1 swing (remember there are no foul balls)
!
fielding team plays wherever they think the ball might be hit, except
for the 1st Baseman and Catcher
*Outs can be made: by missed swing
caught fly ball
force at Home
being tagged by fielder
!
!
!
!
!
all players bat before switching to defence
!
score points by counting runs at Home
CRAZY BALL
SKILLS
hitting, fielding, catching, throwing, running
EQUIPMENT
3 bats, 3 balls, 3 bases, 3 Home plates, 3 helmets
ORGANIZATION 3 teams of 4: 1 batter and 3 fielders. There will be 3 separate groups
doing this drill at the same time so they should be spaced a safe distance
from each other. Set up a base 30' - 55' from where the batter is standing.
ACTIVITY
66
Level 1 SECTION 5.pmd
!
one batter at a time bats off a T or adult pitch
!
after hitting, the batter tries to run to the base and back before the
fielders can get the ball to Home
!
fielders can either retrieve the ball and run and touch Home themselves
or one can retrieve the ball while another runs to Home to receive the throw
PARMALAT LEARN TO PLAY
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section 5
500
SKILLS
hitting, fielding, catching, throwing
EQUIPMENT
2 bats, 4 balls
ORGANIZATION 2 groups of 6 each with their own activity area. 1 bats, while the other 5
field. The other group does the same.
ACTIVITY
!
batter will bat off a T or adult pitcher
!
each batter gets 10 swings or hits
!
fielder can get points by fielding the ball
100 for caught fly
50 for one bouncer
25 for a grounder
!
!
!
TWENTY-ONE
SKILLS
hitting, fielding, catching, throwing
EQUIPMENT
1 bat, 1 ball, 4 bases
ORGANIZATION 2 groups of 6: 1 on defence and 1 on offence. Set up bases in diamond
formation. Defensive team is set up with a player close to each base and
extras at appropriate positions.
ACTIVITY
!
batters can bat off T or adult pitcher
!
when the ball is hit, the batter runs around the bases until put out
!
after fielding the ball, it is thrown to a base IN FRONT of the runner
!
ball must arrive ahead of the runner for an out
!
sides change after every player has batted
!
score 1 point for each base touched
!
first team to score 21 points wins (or has most points when
time is up)
BLASTBALL
Note: BlastBall is a game with equipment that can be purchased from a retail sporting goods
store. The BlastBase is audible, emitting a loud “HONK” whenever the runner stomps on the
base. The kids love it! Additional BlastBall equipment is also available for purchase.
For more information contact Home Run Sports at 204.255.7687 (local),
800.565.2025 (toll free), or visit www.homerunsports.com (see their
ad on the back inside cover of this manual).
PARMALAT LEARN TO PLAY
Level 1 SECTION 5.pmd
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5 extra lead-up games
SKILLS
hitting, fielding, catching, throwing
EQUIPMENT
BlastBase, Blast Tee, BlastBall (2-Pac), BlastBat, Cone, Line Marker
ORGANIZATION 2 teams of 6: one team on defence and one team on offence. However, a lower
number of players per team is also acceptable. Like a regular Softball
diamond, place a BlastBase 30-40 feet to the right of the batting T. This
establishes your fair/foul line to the right. To the left of the batting T and
perpendicular to your BlastBase, place a cone also 30-40 feet from the
batting T. This establishes your fair/foul line to the left. Now place a line
marker 10 feet directly in front of the batting T running between the imaginary
first and third base foul lines. This becomes the fair/foul line for play.
ACTIVITY
VARIATION
68
Level 1 SECTION 5.pmd
!
The defensive players take an infield or outfield position.
!
The Offensive team hits off the batting T. If a ball is hit inside of that line,
it is foul and should be re-teed for another try. If it goes beyond the line,
either in the air or on a roll it is considered in play and the batter runs to
the BlastBase.
!
If the batter reaches the BlastBase (the only base used) before the defensive
team either catches the BlastBall in the air (an automatic out) or fields
it and yells “BLAST”, a run is scored. If the ball is caught or fielded
and “BLAST” is yelled before the runner gets to the BlastBase, then the
runner does not score a run.
!
Everyone on the Offensive teams bats every inning. After every player on
the Offensive team bats, the teams switch (Offensive team becomes
Defensive team and vice versa).
!
When the ball is fielded by the Defensive team, the player can throw the
ball back to an Adult or another player (depending on skill level) who is
positioned near Home plate (but safely away from the batting T).
Add a 2nd and/or a 3rd base.
PARMALAT LEARN TO PLAY
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section 6
BASIC SKILLS CHECKLISTS
INTRODUCTION
This section was created to give a list of key points for all the Softball skills taught to the children in the
PARMALAT LEARN TO PLAY program. Every skill is broken down into components. Each
component is a teaching point that the coach can use to ensure that the children are learning to do the
skills technically correct. The Coach should review these teaching cues prior to each session or as a quick
reference during the session to ensure they are providing proper instruction to the players. But remember
to keep any instruction brief so the children aren’t standing around. Another tool this checklist could be
used for is a report card for the children. Use it at the beginning and at the end of the season to show
the children how much they have improved.
The Coach may wish to shrink, photocopy and laminate the following checklists for easy reference of the
teaching points for all skills during a lesson.
PARMALAT LEARN TO PLAY
Level 1 SECTION 6.pmd
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6 basic skills checklist
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Level 1 SECTION 6.pmd
PARMALAT LEARN TO PLAY
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section 6
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section 7
SOFTBALL SKILLS
INTRODUCTION
This section was created to show coaches how to teach each skill correctly. The skills are broken down
into small components, so that it is easier to teach and correct skills. All skills are taught in
progressions so that the coach & children do not get overwhelmed in a lot of detail. The skills should be
taught in progressions with emphasis on correct technique, not outcome.
CATCHING
LESSON 1
GLOVE ORIENTATION DRILLS
The teaching cues should be emphasized throughout the lessons in all catching drills so that the
proper catching techniques become automatic.
TEACHING CUES
!
ball above the waist – fingers up or thumbs together
!
ball below the waist – fingers down or thumbs apart
!
like moving glove around a CLOCK FACE to catch ball up, down, to sides, always with the
palm facing the thrower
!
keep glove hand BEHIND the ball
!
have throwing hand ready to help out and be close by so player is ready to throw
!
reach toward the ball and let glove give on contact with the ball (soft hands)
!
give a target with glove to thrower
TEACHING PROGRESSION
1. Start with NO ball to practice moving glove around the clock face.
2. Each player has their own ball to do a self-toss into the air to develop a comfortable feeling
for the glove and hand-eye co-ordination.
3. Coach or adult throws ball softly and directly at player so they only have to move their
glove to catch.
4. Coach or adult throws the ball a bit to the left or right so player has to move feet
slightly to catch.
5. When players throwing and catching skills have developed, they can play catch with each
other. Until that point, they will spend a lot of time chasing the ball after they miss it.
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THROWING
LESSON 1
THROWING PROGRESSION
Feedback on mechanics should be given at every opportunity as long as it doesn’t interfere too
much with the FUN the players are having.
TEACHING CUES
!
grip ball across the seams with fingers (however many fingers to give best control).
!
elbow as high as shoulder and at 90-degree angle on take back
!
stride foot and glove point at target (left for right handers)
!
hips open (to right for right handers) when arm is back and up and close to target as the arm
comes over top
!
glove hand comes down and back (like a piston) in opposition to the throwing arm as the
throwing arm moves forward
!
weight moves from back foot to stride foot as throwing action starts
!
wrist should be underneath the ball as the arm comes forward to release the ball to produce
a reverse spin on the ball
!
on follow through, the body should continue rotating until the throwing shoulder is pointing
at the target – throwing hand continues down to or past the opposite hip, palm down
TEACHING PROGRESSION
NO BALL
1
Put stride foot (glove side) into stride position
with other foot angled slightly open to make
it easier to open up the hips.
2
Have players stand in “scarecrow” position.
3
Point glove hand at target and open hips up
to throwing side.
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4
Practice arm and hip action (open and close the door with hips) with NO step (the stride
foot is already in place).
5
Arm action is down, around, back and up and over. This is similar to a swimming action
except the throwing arm leads with the elbow in order to get under the ball and throw
directly over the top to produce an accurate over the top throw.
hips open; arm moves
down and up
hips close-throwing arm
over top-glove arm down
Complete the throwing action with no ball. Practice taking step as hips open, glove
hand points to target and throwing arm moves down, around, back and up into
throwing position.
6
WITH BALL
1
Practice proper grip on the ball.
2
Still with stride foot forward (no moving step), practice hip and arm action by tossing a ball
back and forth to a partner (or coach if skill level is very low).
3
Start with feet parallel, about shoulder width apart, and take a step at the target as hips are
opening and arm is going back into throwing position. Throw the ball back and forth trying
to produce correct mechanics.
FIELDING FLY BALLS
LESSON 2
FLY BALL PROGRESSION
The teaching cues should be emphasized throughout the lessons in all catching drills so that the
proper fielding of fly balls becomes automatic.
TEACHING CUES
!
ready position: feet shoulder width apart, weight evenly distributed, knees slightly bent,
hands slightly above waist
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!
get under the ball quickly, then wait for it if there is time rather than moving at the
last second
!
try to catch ball above the head and out in front with fingers up, if possible, rather than down
by the waist or knees with fingers down
!
run with arms bent, not extended
!
have throwing hand ready to help out and be close by so player is ready to throw
!
reach toward the ball and let the glove give on contact with ball (soft hands). Pretend the
ball is an uncooked egg you don’t want to break when it hits your hands. Always use a
crossover step when moving back to catch a ball. NEVER backpedal!
TEACHING PROGRESSION
1. Start with NO ball to practice moving feet quickly to get underneath the ball. The coach
can point in the direction the ball is going and players can pretend the ball is thrown. Move
to get underneath and use proper “soft hand” motion to make pretend catch.
Formation:
x
x
x
x
x
x
x
x
x
x
x
C
2. Each player has their own ball to do a self toss into the air to practice fielding the ball above
the head with soft hands and moving feet to get underneath. Start with NO GLOVE to get
them using 2 hands comfortably and progress to using a glove.
3. Coach or adult throws ball up into the air with slight arc but directly to the player.
Formation: x
x
x
C
x
C
x
x
C
4. Coach or adult throws ball with increasingly higher arc, but still directly to player.
5. Coach or adult throws the ball a bit to left or right so player has to move feet to get
underneath.
6. Coach or adult throws the ball high in air but a bit behind to the left or right of the player
so they have to drop back with crossover step to get underneath.
7. When players throwing and catching skills have developed, they can throw the ball high in
the air to each other. Until that point, they will spend a lot of time chasing the ball.
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section 7
FIELDING GROUND BALLS
LESSON 3
GROUND BALL PROGRESSION
The teaching cues should be emphasized throughout the lessons in all fielding drills so that the
proper fielding of grounders becomes automatic.
TEACHING CUES
READY POSITION:
!
butt low, weight on balls of feet, hands low and open, feet spread, elbows between but
in front of knee (not locked in). Cue word: MONKEY
FIELDING THE BALL:
!
get body in front of ball so there is no reach to either side of the body to get the glove
on the ball
!
stay low with knees bent to get glove on ball rather than just bending at the waist
!
glove side foot is slightly ahead when picking up the ball to help keep body balanced
as the glove and throwing hand reach in front of the body to field the ball
!
hands are well out in front of body (NOT back between the legs), and just touching the ground
!
make sure the glove is open with fingers down
!
reach toward the ball and let the glove give on contact with the ball (soft hands). As you
absorb the ball back into the body, you should bring it up into the throwing position.
!
trap the ball in the glove with the throwing hand
!
watch the ball all the way into the glove
!
step toward the target with the stride foot to throw
TEACHING PROGRESSION
1. Demonstrate proper technique.
2. STATIONARY BALL – place a number of balls on the ground in various locations so
that players have to move around the area practicing getting the ball in FRONT of the
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center of their body. The ball is not picked up. Glove side foot should be
slightly ahead in order to get the body low, balanced, with glove in front of body,
not between the legs.
3. NO BALL
! The coach leads and talks the group through the proper movement and has the group mimic
the proper technique.
“Ready”
- check positioning
“Suck it up”
- check footwork and soft hands, etc.
“Step and Throw” - check bringing arm back up into throwing position, stepping
and throwing.
!
Next practice the shuffle step from side to side to get center of body in front of ball.
Formation:
x
x
x
x
x
x
x
C
4. NO GLOVE – partners – ROLL (not bounce) the ball back and forth to practice getting
in front of the ball and using proper foot and hand movement to pick it up.
Formation:
x
x
x
x
x
x
x
x
5. GLOVE – partners – ROLL (not bounce) the ball back and forth to practice using the glove
to field the ball correctly.
6. Field and throw: In order to combine fielding and throwing in one smooth continuous
motion, it will be necessary for one partner to roll 5 consecutive grounders while the other
fields and throws it back in the air (as if throwing to 1B). Alternate after every 5 throws.
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section 7
HITTING
LESSON 2
HITTING PROGRESSION
The teaching cues should be emphasized throughout the lessons in all hitting station drills so that
proper stride and hip action becomes automatic.
TEACHING CUES
Although there are many aspects to being a successful hitter, at this age, it is important to
develop only the key components.
!
Grip: Hold the bat with the MIDDLE knuckles lined up to give maximum flexibility in the
wrists. This grip puts the wrist of the top hand facing up and wrist of the bottom hand facing
down on contact with the ball.
!
Stance: Relaxed, with FRONT ARM BENT at approx. 90 degree angle with hands by back
shoulder but slightly away from the body. Front shoulder slightly DOWN.
!
Stride: SHORT (2 - 3 inches), foot CLOSED (front toe remains pointing at 1B for righthanded batter, does NOT open up toward the pitcher).
!
Hip Rotation: Hips start facing the plate and FINISH FACING THE PITCHER. If belly
button was a flashlight, the flashlight would move from shining on 1B (right handed batters)
to shining on the pitcher as the swing was completed. A key observation for coach to make is
to see if the BACK HEEL IS FACING THE SKY on the completion of the swing. Hip rotation
should also be on a vertical axis with the shoulders staying back over the center of gravity, not
lunging forward over the front foot.
This
Not This
Not This
HIP ROTATION IS A KEY COMPONENT TO THE SWING AND COACHES SHOULD MAKE EVERY
EFFORT TO MAKE SURE PLAYERS ARE USING THEIR HIPS AND NOT JUST THEIR ARMS WHEN
THEY SWING.
!
Arm Action: Hands are taken to the ball first with the bat head following to make contact
IN FRONT OF THE PLATE. Wrists snap on contact with the back wrist facing up as if
hammering a nail into the wall facing sideways. Contact in front of the plate is of vital
importance to a correct swing and can be assured and practiced without much teaching if the
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coach makes sure that the batting T is ALWAYS SET UP IN FRONT OF THE PLATE and not
sitting on top of the plate. When practicing off a coach soft toss, it is also crucial that the
ball be tossed IN FRONT OF THE PLATE and not back toward the stomach of the player
trying to hit it.
!
Follow Through: The wrists roll AFTER making contact with the ball. This can be
assured by just telling the batter to finish with the bat IN THE CENTER OF THEIR BACK on
the completion of the swing. This will also ensure that they are swinging THROUGH the ball
and not getting in the habit of stopping their bat on contact.
TEACHING PROGRESSION
1. Every player has a bat, standing a safe distance from one another.
Remind players of 2 things they MUST ALWAYS REMEMBER FOR SAFETY:
I. NEVER SWING A BAT WITHOUT CHECKING BEHIND TO SEE IF
SOMEONE IS THERE.
II. NEVER WALK UP BEHIND SOMEONE HOLDING A BAT WITHOUT
LETTING THEM KNOW YOU ARE THERE.
2. Demonstrate correct swing with emphasis on short closed stride and hip rotation. Point to
the players to watch for these 2 key elements so they get a correct picture of what they are
to do.
3. NO BAT – (bat is set on ground beside them for this part) Practice taking short, closed
stride and immediately “Slamming the door” with the hips as soon as the stride foot
touches the ground.
4. Show and practice proper grip with MIDDLE knuckles lined up.
5. Complete swing: Practice taking complete swing by imagining there is a ball out in front
of the plate. Have the players keep their eyes on the plate THROUGHOUT THE SWING. This
will help them keep their head and eyes on the ball.
Emphasize: Proper stride and hip rotation and finishing with
the bat in middle of their back.
IF YOU CAN GET YOUR PLAYERS TO MASTER THESE 3 COMPONENTS OF THE SWING BY THE END OF
THE YEAR, YOU WILL HAVE MADE A MAJOR CONTRIBUTION TO THEIR SUCCESS LATER ON.
REMINDER: ALWAYS PLACE THE HITTING T IN FRONT OF THE PLATE WHEN PRACTICING.
ALWAYS SOFT TOSS IN FRONT OF THE PLATE. TRY TO GET PLAYERS TO SELF TOSS IN FRONT
OF THE PLATE WHEN LEARNING TO FUNGO HIT. This process can be helped by ALWAYS USING
A PLATE when practicing hitting.
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section 7
BASERUNNING
LESSON 1
GIMMIE 5; LESSON 6
& 18
SUPER SHOES;
LESSON 5
SMASH
RUNNING THROUGH 1B
The teaching cues should be emphasized throughout the lessons in all baserunning drills so that
proper techniques become automatic.
TEACHING CUES
Proper running techniques to develop speed:
!
high knees in front
!
foot to bum on back kick
!
drive with arms in straight line (not swinging arms across body)
!
arms are kept at 90-degree angle when they swing to the front
!
lean forward when getting out of box to help drive body forward
!
run full speed through 1B, turn right and return directly to 1B, with NO motion to
go to 2B
TEACHING PROGRESSION
1. Start with no bat. Take a full swing at a pretend ball without a bat. Then run as fast as
possible through 1B.
2. Use a bat, but NO BALL. Take a swing, drop the bat, then run. This will help players learn
not to throw the bat after the swing.
LESSON 3&7 KILL THE MOSQUITO; LESSON 9 BEEP BEEP RELAY;
LESSON 14 GOTCHA
ROUNDING THE BASE
TEACHING CUES
!
loop slightly outside the baseline on approach to base
!
step on the INSIDE CORNER of the bag with whatever foot is in sequence at that point
!
lean and turn as the base is touched to help get a sharper turn on the corner
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TEACHING PROGRESSION
1. Walk the players through the proper rounding of the base first, so they learn to make the
little loop outside the baseline.
2. Place marker just outside the baseline so players learn to go to the outside before approaching
the base.
3. Remove the markers but place a coach just outside the baseline on the other side of the base
so that players are forced to cut in front to emphasize cutting a sharp corner. This will also
force them to loop first because they won’t be able to cut the corner sharp enough unless
they do.
ROUND AND JAM
Round and jam should be used on hits which go through the infield. If the player can proceed to
2nd, they do so. If not, they must “jam” and get ready to get back to 1st when the throw comes
into the infield or continue to 2nd if ball is missed when thrown back into the infield.
TEACHING CUES
!
jam a body length away from the base
!
keep body low and feet wide
!
hands out, ready to go either direction
ROUND – JAM – DIVE BACK
Situation is the same as in a “Round and Jam”. They have to know how to dive back to the base
they just rounded in case the throw goes to that base to pick them off.
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TEACHING CUES
All teaching cues from round and jam plus:
!
dive back with body facing away from incoming throw usually from the infield
!
reach with one hand (right hand if ball is coming from the infield) for the base to turn the
body away from the ball
!
turn face away from the direction of the incoming throw
!
keep hips low and slide on front of thighs
LEAVING THE BASE
TEACHING CUES
!
start in front of the base with one foot on the base and the other out in front as in a
racing start
!
push AGAINST the base
!
keep body low to start and gradually rise to proper running position
!
EXPLODE from the base
SLIDING
NOTE: Not taught in Level 1 program. For reference only.
TEACHING CUES
!
arms up over head
!
chin tucked
!
bent leg has side of foot on the ground and in crook of knee
!
toe of extended leg pointed to the sky
!
slide taken on buttocks, not side of hip and leg
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TEACHING PROGRESSION
1. Get someone to demonstrate proper technique or at least get someone to lay down and show
the final position.
2. Players start on ground in the following
position:
3. Next, they lift their hands and tuck leg (either
leg is OK but left is preferred, for future
advanced sliding, if they are comfortable that
way). Do this a few times so they get the
feeling of tucking their leg under and raising
their hands.
4. Stand in a line: each player takes a walking
step, and practices throwing hands in the air,
throwing hip outward, tucking leg, and TUCKING
CHIN (look at your toes). Remain in upright
position. This is important to give them the
feeling of tucking their chin so they don’t snap
their head back onto the ground when they start
doing the slide on the ground.
5. Put player in between 2 adults who will be holding their hands. Walk forward. On “hit it”,
the player goes into a bent leg slide with the adults help. Progress to a slow jog doing the
same thing.
6. When players are confident, let them go “solo”.
RELAY TURN
LESSON 15
HOT POTATO
TEACHING CUES
!
reminder of all proper throwing cues
!
make the quickest turn when rotating which is to turn to the GLOVE side
!
always give a glove target at shoulder height when receiving a throw
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TEACHING PROGRESSION
1. Demonstrate proper technique.
2. Practice movement with NO BALL, with players in a line pretending to receive a ball
thrown by the Coach then turning to make throw behind them.
3. Make groups of 3 positioned as shown. A pretends to throw to B, who mimics a catch and
makes a proper relay turn, then pretends to throw to C.
4. Rotate all 3 players through center position.
5. Use a ball in the drill. Start slowly at first, making sure center player is turning in correct
direction for a quick throw.
6. If time permits and players are able, this can progress into a relay competition between
teams of 3.
PITCHING PROGRESSION
LESSON 2
CO-ORDINATION DRILL
TEACHING CUES
!
relaxed arm, slight bend in elbow
!
palm faces backward and snaps forward as arm passes leg
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!
pretend to let go of ball as arm brushes past leg
!
co-ordinate opening and closing of hips with dropping of arm
!
front leg straightens as arm reaches contact point
!
shoulders stay BACK over top of the hips
TEACHING PROGRESSION
1. Demonstrate proper technique.
2. Start with glove side foot in stride position (a long walking step directly ahead of the other
foot). Pivot foot is directly behind stride foot but toed slightly outward. Put pitching arm
back into pendulum position with palm facing backwards, in relaxed position (elbow NOT locked).
3. Let arm fall in relaxed manner
so that the arm brushes past
the side of the leg on the way past.
palm facing back
4. Once a relaxed drop of the arm is consistent, concentrate on opening up the hips (belly button
faces to right for right-handers) when the arm is up and back, and closing the hips (bellybutton
faces catcher)when the arm passes the side of leg.
5. Once the co-ordination is consistent, make sure the front leg (stride leg) straightens as the
arm falls downward. Also make sure shoulders are kept back over the hips so the young
pitcher doesn’t get in the habit of bending at the waist on the release.
hips open
hips close
both arms drop
may come up on back toe to help push
hips closed
! shoulders over hips
!
!
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LESSON 2
ARM CIRCLES AND HIP THRUSTS
TEACHING CUES
!
arm starts straightforward and moves past the ear on its way around
!
arm circles go straight out in front and straight down behind
!
glove hand moves forward with throwing arm until throwing arm starts the move backward
!
glove hand moves downward at the same time as the throwing arm starts to move downward
(they move in coordination with each other)
!
arm circles are fast and large as possible, but RELAXED
!
arm circles are co-ordinated with the opening and closing of the hips. Hips open when arm
is at top of circle and close as it comes downward past the leg
!
arm (somewhere between elbow and wrist) MUST brush past the side of the leg
!
arm follows past the release point (at side of leg) in RELAXED action toward the target
TEACHING PROGRESSION
1. Stand with glove side leg in stride position as in CO-ORDINATION DRILL from Lesson 1.
2. Make large-relaxed arm circles straight out in front and down behind, making
sure to watch for elbow being loose (but not bent over head) and for arm staying close to
the ear.
this
not this
or not this
3. Once arm circles are correct, focus on using the glove hand in co-ordination with the arm
circle. Both move out together and down together.
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2
1
3
4. Once the arm circle and glove hand are co-ordinated, focus on opening and closing the hips
in co-ordination with the arm circle. Open hips at top of arm circle and close at bottom as
arm passes the hip.
hips open
LESSON 4
hips close
GRIP
TEACHING CUES
!
grip with 3 fingers across seams (same as for the overhand throw)
!
grip as loosely as possible but still maintain control of the ball
!
grip in fingers (not palm) if hand is large enough
TEACHING PROGRESSION
1. Demonstrate grip.
2. Make sure all players get the proper grip on the ball.
3. Practice getting grip on the ball in glove without looking.
LESSON 4&5
STATIC PITCHING
TEACHING CUES
!
complete large RELAXED arm circles. Make sure arm is close to ear
!
release ball at side of leg
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!
arm brushes past side of leg on release. Should work toward hearing a “whooshing” sound
!
use glove hand in co-ordination with throwing arm
!
follow through to target with the throwing arm after the release
!
KEEP SHOULDERS BACK OVER TOP HIPS ON RELEASE
!
hips should face target on release. Correct immediately any tendency to throw the throwing
side hip backward on release
!
legs are straight on release (FINISH TALL)
!
WHIP or FLING the ball - do not aim the ball
TEACHING PROGRESSION
1. Stand with feet PARALLEL, shoulder width apart. Feet REMAIN STILL throughout this drill.
Isolate the whipping action of the arm to find the release spot at the side of the leg. Learn
to keep shoulder back on the release.
2. Practice the arm and whipping action with NO BALL.
3. Practice whipping the ball to coach a short distance away. Make sure to give feedback on
the coaching cues listed above.
feet remain parallel throughout action
LESSON 6,7,8,9&10
arm follows ball after release
HIP PITCHING
TEACHING CUES
!
feet must be in stride position (same as in co-ordination drill). Feet MUST be directly in front
of one another. Toes angled slightly to pitching arm side
!
complete large RELAXED arm circles. Make sure arm is close to ear
!
release ball at side of leg
!
arm brushes past side of leg on release. Should work toward hearing a “whooshing” sound
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!
use glove hand in co-ordination with throwing arm
!
follow through to target with the throwing arm after the release
!
KEEP SHOULDERS BACK OVER TOP HIPS ON RELEASE
!
hips open when arm is at top of circle and close as it comes down to brush past the side of the leg
!
hips should face target on release. Correct immediately any tendency to throw the throwing
side hip backward on release
!
come up on back toe as hips come forward and ball is released. This will allow the hips to close
all the way
!
front leg is straight on release (FINISH TALL)
!
WHIP or FLING the ball. Do not aim the ball
TEACHING CUES
1. Stand with feet in STRIDE POSITION. Front foot REMAINS STILL throughout this drill. It
is to isolate the whipping action of the arm, to find the release spot at the side of the leg,
and to learn to keep shoulders back on the release. The back foot will come up on the toe as
the hips move forward to allow the ball to be released at the side of the leg.
2. Practice the arm whipping action and hips opening and closing with NO BALL.
3. Practice whipping the ball to a coach a short distance away. Make sure to give feedback on
the coaching cues listed above.
3
2
1
4
hips open
feet in Stride Position
throughout action
LESSON 11&12
hips close, arm follows
ball after release
STRIDE ACTION
TEACHING CUES
!
stand on pitcher’s plate with pivot foot (right for right handers) slightly ahead of the left
(left toe is across from right heel) and about shoulder width apart
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!
turn pivot toe slightly outward just prior to push off to enable hips to open easier
!
push forward off pivot foot
!
stride STRAIGHT at catcher with left foot in an extended walking step
!
stride should be EXPLOSIVE
!
springing off pivot foot will help explosion
!
back foot (right for righties) should drag on the outside of the big toe
TEACHING PROGRESSION
1. Draw a pitching plate for each player in the dirt.
2. Draw a line in the dirt perpendicular to the pitching plate toward the catcher.
catcher
3. Teach proper footwork on pitching plate and have player practice getting on plate with feet
in correct position.
catcher
4. Practice stepping out EXPLOSIVELY and dragging back foot.
catcher
catcher
LESSON 13,15&16
COMPLETE PITCH ACTION – NO BALL
TEACHING CUES
!
stand on pitching plate WITH HANDS APART. PRETEND THERE’S A BALL IN YOUR GLOVE
!
stand on pitcher’s plate with pivot foot (right for right handers) slightly ahead of the left
(left toe is across from right heel) and about shoulder width apart
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7 softball skills
!
turn pivot toe slightly outward just prior to push off to enable hips to open easier
!
push forward off pivot foot
!
stride STRAIGHT at catcher with left foot in an extended walking step
!
stride should be EXPLOSIVE
!
springing off pivot foot will help explosion
!
back foot (right for righties) should drag on the outside of the big toe
!
as push starts with pivot foot and stride foot starts forward, BOTH hands move forward so
that glove hand can be used in co-ordination with pitching side
!
all cues from hip pitching apply here as well
!
follow through with leg is to get the pivot foot, after dragging, to finish up beside (slightly
farther than shoulder width apart) the stride foot
TEACHING PROGRESSION
1. Review stride with no arm action as in stride from previous lesson using pitching plate and
line drawn in the dirt.
2. Incorporate arm action with stride action (NO BALL).
3. Do a “Mechanics Check” on each of the key components as players are practicing this
complete pitching action. Players can only concentrate on ONE thing at a time so ask them
to FOCUS on one key point at a time and provide FEEDBACK on only one thing at a time.
Checkpoints: ! arm circles - relaxed, large, close to head
LESSON 17
!
use of glove arm
!
stride straight at target
!
front leg straight on release
!
shoulders back over top hips, not bent at waist.
!
release point off side of leg
!
hips closed to catcher on release
!
follow through with arm following ball after release
!
follow through with pivot foot up beside stride foot
COMPLETE PITCH ACTION – WITH BALL
All cues and teaching progression are the same as with no ball, except that now, a ball is used.
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END OF SEASON
INTRODUCTION
Tournaments which declare “winners” are not recommended for children under 10 years old.
Team achievement tests, where players are tested as a “team”, can be used in conjunction with
an end of the year round robin tournament or as an “Achievement Day”, which includes a
variety of activities and treats.
Team achievement tests and awards are a positive alternative for the following reasons:
!
Emphasis is put on the importance of developing skills rather than “winning” games.
!
More players experience success, which develops self-esteem.
!
Team concept and development is encouraged.
!
Equal opportunity for contribution so each player feels a valued part of the team.
!
Encourages coaches to develop skills of all players because awards depend on abilities
of every player - not selected players.
!
Achievement tests can also be used by individual teams for motivation and to
measure improvements.
ORGANIZATION OF ACHIEVEMENT TESTS
!
Stations could be set up so teams can participate between games at round robin
tournaments.
!
If the “Achievement Day” approach is used, the number of stations will have to equal the
number of teams, so they can rotate through the stations. Some stations may include
activities from the Lesson Plans (ie: Shark in the Tank; Hot Potato).
!
Awards are always based on team totals. Each player on each team must
be given an equal number of repetitions. Since teams may not have the
same number of players team average is used for awards.
!
Number of repetitions depends on the total time allotted for the achievement tests.
If rotating stations are set up, consideration should be given to try to equalize time at
each station.
!
Second and third place awards can also be considered, with participation awards to the
other teams.
!
Team scores should be given to teams so players/coaches see improvements if they are
done more than once.
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SUGGESTED ACHIEVEMENT TESTS
TIMED HOME TO FIRST (equipment – stopwatch, Home plate, 1st base)
Each player is timed as they run H to 1B using a track start with front foot starting at edge of
Home plate on the 1B side. Total the times, divide by number of players to get an average. Team
with the lowest average wins this award.
ROUNDING BASES – TIMED (equipment – stopwatch, home plate, 1st and 2nd bases)
Same as timed Home to First test, except now the players round 1B and run to 2B. A bonus point
is given for each player who steps on the inside corner when rounding 1B. Consideration
could be given to awarding bonus points for a slide at 2B.
THROWING ACCURACY (equipment – target, balls)
Put a large target up with 3 target areas. Designate a line which players have to stay behind
when throwing. Distance doesn’t matter as long as it is equal for all players on each team.
(probably 20'-40') Total points, divide by number on team to get average. The team with the
highest average gets award.
THROWING VELOCITY (equipment – radar gun (if available), balls, target)
Each player’s throwing speed is recorded. Total speeds, divide by number of players for average.
Team with highest average gets throwing velocity award.
THROWING DISTANCE (equipment – markers, balls)
Mark 3 lines at progressively further distances from a throwing line which players have to stay
behind when throwing. Distances will depend on level of participants. All players should be able
to throw over the 1st line to experience success. The 3rd line should be challenging enough so
only the players with the strongest throws can make it over.
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Each player, standing behind the throwing line, throws as far as they can over the lines. Points
are awarded as follows: throw over 1st line - 1 point; throw over 2nd line - 2 points; throw over
3rd line - 3 points. Total points, divide by number of players for average. Team with highest
score wins award.
DISTANCE HITTING (equipment - batting T, balls, bat)
Mark 3 lines, at progressively further distances from a start line, where a batting T is placed.
Score the same as in the throwing distance test.
BALL OF FIRE (equipment – stopwatch, balls, gloves)
Mark lines 20'-50' apart (depending on ability level), with 1/2 of team lined up in a file behind
each line. Ball starts with first player in one line. On “Go”, the ball is thrown back and forth
until all players have thrown. Players go to end of their own line after completing throw.
Start watch on “Go” and stop when catch is made on last throw. Team with the lowest time wins
Ball of Fire award.
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REFERENCES
Capher Basic Skills Series, Fastball Type Games, Calgary Board of Education. Curriculum Action
Project. 1976-1983
Capher Basic Skills Series, K-3 Games.
Gleeson, Geof, The Growing Child in Competitive Sport, Hodder and Stoughton, London
Graham, George, et al. Children Moving- A Teachers Guide to Developing a Successful Physical
Education Program, Mayfield Publishing Co., Mountain View, Cal., 1987.
Hobart Division of Recreation, Education Department and Tasmania State Schools Sports Council
(1983). A Child Is Not a Little Adult - Modified Approaches to Sport for Australian Children,
Published and printed by Education Department, Tasmania, Australia.
Landy, Maxwell and Joanne, Ready to Use Physical Education Activities, Parker Publishing Co.,
West Nyack, NY.
Margeneau, Eric A., Ph. D., Sports Without Pressure. Gardner Press. Inc., New York.
Malina, Robert, Young Athletes - Biological, Psychological and Educational Perspectives, Human
Kinetics Books, Champaign, Illinois.
Martens, Rainer, et al, Coaching Young Athletes, Human Kinetics Publishers Inc., Champaign, Illinois.
Moore, Annette C., The Game Finder - A Leader’s Guide to Great Activities, Venture Publishing,
Inc., State College, PA., 1992.
Morris, G.S.Don;Stiehl, Jim, Changing Kids’ Games, Human Kinetics Books, Champaign, Illinois. 1989.
Ontario Softball Council, Softball- A Manual for Coaches, Ministry of Culture and Recreation.
Rice, Wayne;Yaconelli, Mike. Play It, Zondervan Publishing House, Grand Rapids, Mich. 1986.
Snellenberg, Joseph, Adapt, Adopt, and Improve - Theme Games for K-6, BC Intramural Recreation
Assoc., Simon Fraser University, Burnaby. B.C.
Spink, Kevin S., Ph. D., Give Your Kids a Sporting Chance, A Parents Guide, Summerhill Press, Toronto.
Turner, Lowell F. and Susan, Physical Education Teachers Activities Program, Parker Publishing
Co., West Nyack, NY, 1989.
Weiss, Maureen R. and Gould, Daniel - editors, Sport For Children And Youth, The 1984 Olympic
Congress Proceedings. Vol. 10, Human Kinetics Publishers, Inc. Champaign, Illinois.
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PROVINCIAL/TERRITORIAL OFFICES
NORTHWEST TERRITORIES
BRITISH COLUMBIA
Softball NWT
Box 11089
Yellowknife, NT X1A 3X7
(B) (867) 669-8333
(F) (867) 669-8327
[email protected]
www.nwtsoftball.com
Softball B.C.
P.O. Box 45570
Sunnyside Mall
Surrey, BC V4A 9N3
(B) (604) 531-0044
(F) (604) 531-8831
[email protected]
www.softball.bc.ca
NEW BRUNSWICK
Softball New Brunswick
4242 Water Street
Miramichi, NB E1N 4L2
(R) (506) 773-5343
(Summer) (506) 773-3507
(F) (506) 773-5630
[email protected]
www.sport.nb.ca/softball
ONTARIO
Softball Ontario
1185 Eglinton Ave. East
North York, ON M3C 3C6
(B) (416) 426-7150
(F) (416) 426-7368
[email protected]
www.softballontario.ca
ALBERTA
Softball Alberta
9860 – 33 Avenue
Edmonton, AB T6N 1C6
(B) (780) 461-7735
(F) (780) 461-7757
[email protected]
www.softball.ab.ca
Slo-Pitch Ontario
184 Scott Street, Unit 7B
P.O. Box 20057
Grantham Postal Outlet
St. Catharines, ON L2M 7W7
(B) (905) 646-7773
(F) (905) 646-8431
[email protected]
www.slopitch.org
SASKATCHEWAN
Softball Saskatchewan
2205 Victoria Avenue
Regina, SK S4P 0S4
(B) (306) 780-9235
(F) (306) 780-9483
[email protected]
www.softball.sk.ca
Provincial Women’s
Softball Association
(PWSA)
www.ontariopwsa.com
MANITOBA
Ontario Amateur Softball
Association (OASA)
www.oasa.ca
Softball Manitoba
306 - 200 Main Street
Winnipeg, MB R3C 4M2
(B) (204) 925-5673
(F)(204) 925-5703
[email protected]
www.softball.mb.ca
Ontario Rural Softball
Association (ORSA)
see Softball Ontario
www.softballontario.ca
NOVA SCOTIA
Softball Nova Scotia
4th Floor
5516 Spring Garden Road
Halifax, NS B3J 1G6
(B) (902) 425-5454, ext. 313
(F) (902) 425-5606
[email protected]
PRINCE EDWARD ISLAND
Softball PEI
P.O. Box 6406
Cornwall, PE C0A 1H0
(B) (902) 569-4747
(R) (902) 566-2684
(F) (902) 569-3366
NEWFOUNDLAND &
LABRADOR
Softball Newfoundland
& Labrador
P.O. Box 21165
St. John’s, NL A1A 5B2
(B) (709) 576-7231/7049 (B)
(F) (709) 576-7081 (F)
[email protected]
www.softball.nf.ca
NUNAVUT
QUÉBEC
YUKON
Softball Québec
4545, avenue Pierre de Coubertin
C.P. 1000, Succ. M
Montréal, QC H1V 3R2
(B) (514) 252-3061
(F) (514) 252-3134
[email protected]
www.softballquebec.com
Softball Yukon
28 Evergreen Crescent
Whitehorse, YK Y1A 4X1
(B) (867) 667-4487
(F) (867) 667-4237
[email protected]
[email protected]
www.softballyukon.com
Sport Nunavut
P.O. Box 440
Baker Lake, NU X0C 0A0
(B) (867) 793-3306
(F) (867) 793-3321
(Toll Free) 1-888-765-5506
[email protected]
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