AFL 9s teachers curriculum resource guide

Six Activity Plans
AFL 9s
Teacher’s Curriculum Resource Guide
www.afl.com.au/schools
www.afl9s.com.au
AFL 9s: Activity Plans
Welcome
FOREWORD
A critical component of the AFL’s strategy is to enhance the
presence of Australia’s Indigenous game in primary and secondary
schools by providing opportunities for all students to participate
and engage with the game. A key element of achieving this is by
providing teachers with engaging and user friendly resources.
This curriculum resource guide which has been developed by
teachers will provide you with the knowledge and confidence to
teach and facilitate the AFL’s newest game. AFL 9s is the perfect
game to play at school. The modified rules enable teachers to set
up safe, fun competitions for both boys and girls.
The game format is versatile in that it can be modified to suit
the skill level and confidence of your students and available
facilities. Importantly AFL 9s is ideal for students to learn motor
and coordination skills while participating in a team sport. AFL 9s
can also be easily integrated into lunch time programs, P.E/Sport
lessons and House Sport at your school.
Some of the features of this resource include:
- Six user friendly Activity Plans based on the major skills needed
to play AFL 9s.
- Each Activity Plan provides a variety of activities that you can
pick and choose for your program.
- Video Links to how to teach the Skills and Rules of the game.
- Extension Activities: Come Try Day, Gala Day and Match Fixtures.
- Introduction to Stretching: Muscle of the Day.
The AFL 9s teachers curriculum resource guide is an important
resource and we wish to continually improve it. We welcome
your feedback to [email protected]. Information about other
Australian Football Programs and resources can be found on the
Coles AFL Schools website www.afl.com.au/schools.
If you require any assistance in relation to AFL 9s or any other
Australian Football program or resource please contact AFL
Development staff in your respective area.
MARK RIDDIFORD,
AFL SCHOOLS & EDUCATION MANAGER
OVERVIEW OF ACTIVITY PLANS:
SESSION 1:
HANDBALLING
SESSION 2:
KICKING
SESSION 3:
MARKING
SESSION 4:
DEFENCE
SESSION 5:
OFFENCE
SESSION 6:
PLAYING
THE GAME
Warm Up
- Cross the River
- Introduction to
Handballing
Combined
with Skill
Development:
See Below.
- Leader Ball
- End Zone
- End Zone
- Octopus
Skill
Development
- Spare Cone
Activity
- Figure 8’s
- 3 v 1
Keepings Off
-K
icking
Whistle Drill
- Goal Kicking
- Positional Play
- Partner Kicking
& Marking
- Stand the Mark
- Team Tag
- 2 v 1
Keepings Off
- Jail Break
- Four Corners
- 4 v 2 Tag
- Jail Break
- L earning
the Rules
Play a Game
- Defend
the Cone
- 5 Pass Game
& Shoot
- Positional Play
- F ootball
Baseball
- Play a Game
- AFL 9s
- AFL 9s
- AFL 9s
Warm Down
- Reflection
- Muscle of
the Day
- Reflection
- Muscle of
the Day
- Reflection
- Reflection
- Reflection
- Muscle of
the Day
EXTENSION ACTIVITIES:
- Reflection
- Muscle of
the Day
AFL 9S COME & TRY DAY
AFL 9S GALA DAY
DRAW FOR MATCH FIXTURES
CLICK HERE: For AFL State School Managers contact details.
www.afl.com.au/schools
www.afl9s.com.au
AFL 9s: Activity Plans
Rules & Information
FIELD OF PLAY
WHAT IS AFL 9S:
AFL 9s is a fast, free-flowing game
that involves 9 players on each team
playing on a smaller field. Best of all,
it’s ‘touch football’ with no tackling or
bumping, making it suitable for people
of any age or skill level. Importantly,
AFL 9s is easy to play, not too
physically demanding and provides an
environment where fun, enjoyment and
safety are a priority.
AFL 9s has many applications in the
community, particularly in school and
social environments.
Fundamentally, AFL 9s enables
people of all ages and ability levels to
participate in male, female or mixed
competitions.
The game is played between two
teams of nine (9) with interchange
players. The field has a maximum
length of 1OO metres (which can be
modified depending on the age and
ability level of participants) and is
divided into three zones: a mid-zone
and two scoring zones.
Teams score by kicking the football
into their attacking scoring zone to
designated forwards who are the only
players permitted to score. A mark is
awarded irrespective of the distance
the ball has travelled and if the ball hits
the ground it is an automatic turnover.
AFL 9s is a semi-contact version of
the game which requires players to
implement a touch in place of a tackle.
An AFL 9s field is rectangular in size and divided into 3 zones, Forward, Midfield and
Defensive zones. At the start and restart of play, the 9 players on each team must be
divided so that 3 players of each team are in each zone of the field. After each start /
restart of play there are no restrictions on player movement around the field.
The playing field can be any size. The largest dimensions allowed in AFL 9s are 1OO metres
x 5O metres.
Fields (indoor and outdoor) can be modified to suit player ability. Any playing surface can
be used. These include:
- Synthetic grass.
- Grass.
- Indoor soft and hard courts.
- Hockey fields.
TEAM SET UP
- Divide class into two teams. Nominate three backs, three centres and three forwards
per team per zone.
- Forwards should wear an arm / wrist band to identify them.
- Interchange players remain behind the boundary line and can replace players on the field
on the coach’s signal.
START & RESTART OF PLAY
- The game commences with a ball up.
- After a goal, play is restarted in the centre of the field via a ball up.
- If a behind (1 point) is scored the ball is required to be kicked back into play from between
the goals by a defender.
- For beginners the ball should be balled up in the centre after every point.
OUT OF BOUNDS
When the ball goes out of bounds (ball completely over the line) by hand or foot, the
nearest opponent shall kick the ball back into play.
If there is any doubt as to which team last touched the ball before it went out of bounds,
the umpire shall call a ball-up five metres in from the boundary line.
POSSESSION
A player may stay in possession of the ball for a maximum distance of 2O metres
involving one bounce unless
- the player is touched with one or two hands (touch).
- directed to dispose of the football by the umpire.
Note: At primary school level it is recommended that the maximum distance is shortened
GAINING POSSESSION OF THE BALL
CLICK HERE:
Learn the Rules of the Game
There are two clear options for change-over of possession. The playing ability of your
players should be the primary consideration when deciding which rule you choose
Advanced level - a turnover occurs when the ball touches the ground as a result of a kick,
handball or marking attempt and when the ball goes out of bounds.
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AFL 9s: Activity Plans
Rules & Information
Beginner level - Play continues when the ball hits the ground. Players cannot make contact when going for the ball.
- At the beginner level players cannot win possession of the ball unless they are standing up.
- If the ball goes out of bounds the opposing team gains possession of the ball from where the ball went out.
- Players may attempt to intercept the ball in flight, however must not make contact with an opposing player.
- A player is not permitted to touch an opponent unless the player is in possession of the ball.
- Players are not permitted to dive on the ball; a free kick will be awarded against and player doing so.
BALL TOUCHING THE GROUND (ADVANCED LEVEL)
A turnover occurs anytime the ball touches the ground, with possession being given to the opposing team of whoever touched the ball last.
The exceptions to this rule are:
- From a ball up, this rule does not apply until one team has taken clean possession of the ball. ie. A tap from a ball up can touch the
ground.
- If shooting for goal, you can intentionally kick / dribble the ball along the ground. However, should the ball be touched prior to scoring,
the usual turnover of possession will apply.
BALL TOUCHING THE GROUND (BEGINNER LEVEL)
A turnover does not occur when the ball touches the ground. Possession goes to the player who picks the ball up first.
Players must:
- Keep their feet. Players are not permitted to dive on the ball; a free kick will be awarded against and player doing so.
- Not permitted to touch an opponent unless the player is in possession of the ball.
- No contact with opponents before touching the ball.
BUMPING / TACKLING / BARGING
There is to be no contact or spoiling, players cannot:
- Hold an opponent with their hands.
- Knock the ball out of an opponent’s hands.
- Push the player in the side.
- Steal the ball from another player.
- Deliberately bump another player.
- Smother an opponent’s kick by trying to block the kicking motion at the point of impact.
- Barge, fend off or shepherd opponents.
- Touch the ball while another player has possession.
DISPOSSESSING THE PLAYER IN POSSESSION
When a player in possession of the ball is touched by an opponent but deemed to have ‘no prior opportunity’, the umpire will call TOUCH
and the player must kick or handpass within two steps or two seconds. (This can be extended to 3 steps / 3 metres etc. depending on
the ability of your players).
Failure to do so will result in a free kick being awarded to the opposing team.
When a player in possession of the ball is deemed to have had ‘prior opportunity’ to dispose of it when touched by an opposing player, the
umpire will award a Free Kick to the opposing team.
BOUNCING THE BALL
Where a player is moving whilst in possession of the ball he / she must bounce the ball or touch it on the ground after ten metres,
irrespective of whether such a player is running in a straight line or otherwise.
A player in possession may bounce the ball only once.
He / she must dispose of it by hand or foot and may not touch it again until it has been touched by another player.
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www.afl9s.com.au
AFL 9s: Activity Plans
Rules & Information
DISPOSAL OF THE BALL
The ball must be disposed of by a handball or kick (as per the Laws of Australian Football). Players are not permitted to throw or hand the ball to
another player or a free kick will be awarded to the opposing team. A player is not permitted to deliberately kick the ball off the ground.
MARK
A mark is taken if, in the opinion of the umpire, a player catches or takes control of the football after it has been kicked by another player
irrespective of the distance travelled.
- No player (except for the player on the mark) may be closer than 2 metres away in any direction.
- It is not a mark if the ball touches the ground or has been touched by another player during the period when the ball was kicked until it
was caught or controlled by the player.
- When a player is awarded a mark or free kick an opposing player may stand at the position on the playing surface where the mark or
free kick was awarded known as “the mark.”
- There is to be absolutely no contact in a marking contest. The player in the front position has every opportunity to mark the ball.
- The player taking the mark will have a reasonable opportunity to dispose of the ball or play on. If he / she delay the umpire will place a
five-second count for play to resume.
- The player awarded the mark or free kick must only play on from behind the point of ‘the mark’ except when the umpire pays the
advantage in a free kick situation.
PLAYING ON
The umpire shall call “Play On” in the following:
- When a player after taking a mark runs around or over the spot “the mark” where he / she caught the ball.
- When a player after a turnover has occurred runs around or over the spot “the mark” where the ball made contact with the ground due
to the turnover.
- The ball after being kicked has been touched in transit.
SCORING
5OM
Only forward players can shoot for goal within the forward scoring zone.
This can be:
- During general play by receiving a kick or handball.
- Upon marking the ball and taking a set shot for goal.
- A designated forward may kick for goal from a Free Kick (initiating contact, holding the ball etc). but not from a turnover from either
the ball hitting the ground or going out of bounds. To be eligible to shoot from a set shot, the player kicking for goal must be inside the
scoring zone.
In mixed competitions, a goal scored by the female forward is worth 9 points
The field umpire will be the sole judge of whether the kick for goal was successful.
THE GAME IS SHORTER
& THE GROUND IS SMALLER
1OOM
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www.afl9s.com.au
Activity Plan: Session One
Handballing
Time: 6O - 75 minutes
WARM UP: CROSS THE RIVER
SUCCESS CRITERIA:
Teaching points for handballing:
1. The ball must be gripped firmly with
the platform hand and hit with a
clenched fist.
2. The punching fist is formed by
placing the thumb outside, not inside
the fingers.
3. The stance is nearly side on to
allow the punching arm to swing
through freely. Knees slightly bent to
maintain balance.
Pair with the ball
15M
Cones x 16
Soft Playballs x 4
Whistle
3OM
LEARNING INTENTION:
Students will learn the correct grip and
technique needed to handball a football
to a partner.
Taggers
Time: 5 - 1O mins
Pairs aim to take the ball from one
riverbank to the other by throwing it to
each other.
Four taggers (to be negotiated)
Taggers can only move in a line across
the grid
INTRODUCTION TO HANDBALLING:
Time: 5 - 1O mins
CLICK HERE: Learn how to Handball
Discuss the success criteria and demonstrate the correct way to handball.
Students get into pairs and handball to each other from 3 metres out, then 5m, then 1Om
out as they get more confident at it.
SKILL DEVELOPMENT: Time: 25 mins
SPARE CONE ACTIVITY
FIGURE 8’s
Cones x 24
Cones x 24
Footballs x 6
Footballs x 6
Whistle
Whistle
3 v 1 KEEPINGS OFF
Extension Activity for students
who demonstrate good technique with
handballing.
1.
Handballing under pressure
Handball the lengths, not the diagonals
Opposition in the middle
One spare cone with no player
Handball to your best option
Use the spare cone.
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Begin at position 1. Handball the footy
and run to the cone you’ve handballed to.
Should make a figure 8 shape by doing
this.
Starts with 1 defender and 3 attackers. The
aim is to get attacking players to move
into space to avoid the defender. Regularly
change who the defender is.
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Activity Plan: Session One
Handballing
Time: 6O - 75 minutes
Team 1
Team 2
GAME SENSE: DEFEND THE CONE
Time: 5 - 1O mins
Cones x 18
Footballs x 3
Whistle
Starts in the middle of the court with attacking team progressing towards their cone.
Students need to take up to 4 steps then handball to another team member.
Aim is to handball and hit the cone.
No player in the zone around the cone.
When defenders gain possession, they become attackers.
FOCUS QUESTIONS:
- Is it better to run and carry the ball or deliver the ball immediately?
- Where can you position yourself to be a benefit to the team?
- Where can you run to assist your team in scoring by hitting the cone?
PLAY A GAME: 5 PASS GAME & SHOOT
Time: 15 mins
Team 2
Section out a ‘grid area’ in front of the goal square, at least 1Om out.
Teams are made of 5 players.
Players must complete a set number of passes inside the zone
before handballing through the goals.
If the ball is intercepted, the team must start back at zero.
Other points of interest - good communication skills and movement
Variations:
Play the 5 pass game and shoot as a 3 v 2 game to give one side
an advantage. Substitute goals for large garbage bins or hoops on
stands.
START
Team 1
Cones x 16
Footballs x 2
Whistle
REFLECTION: WARM DOWN
Time: 5 mins
Ask students what they learnt today and get 2 students to demonstrate the skill. Critique the students on what they did well or
need to improve on or if they met the success criteria.
‘MUSCLE OF THE DAY’ - SHOULDERS
2 - 3 stretches focusing on this area (Two students can lead this)
Pre-game and training stretches involve completing three sets of each stretch and holding each for 1O seconds.
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Activity Plan: Session Two
Kicking
Time: 65 minutes
WARM UP: (2 x ACTIVITIES)
Time: 25 mins
LEARNING INTENTION:
To be able to kick a drop punt.
SUCCESS CRITERIA:
Teaching points for kicking:
1. Line up the ball with your target.
2. H
ave your head bent slightly over
the ball.
3. Hold the ball over the thigh of the
kicking leg.
4. Guide the ball down with one hand.
5. P oint your toes at your target watch the ball hit the foot.
6. Follow through straight towards the
target.
CLICK HERE: Learn how to Kick
Cones x 12
Coach x 1
Footballs x 6
Players x 12
ACTIVITY 1:
Whistle x 1
ACTIVITY 1: K
ICKING WHISTLE DRILL
In pairs players kick the ball to each other
until the helper coach blows the whistle.
Players stop immediately and look at the
coach.
ACTIVITY 2:
ACTIVITY 2: GOALKICKING
In pairs, players face their partner on the
opposite side of the goals. Using their
partner as a target, each player takes a
set shot for goal. Players have an equal
number of shots and move around to the
cones set out at various angles and
distances.
FOCUS QUESTIONS:
- What are the important aspects of kicking for goal?
- Why have we put your partner behind the goals?
- It is important for you to have a routine when kicking for goal.
- What is your routine?
TEACHING POINTS:
- Choose a target behind the goals (partner).
- Run straight towards the target (square shoulders towards the target).
- Follow through with your kicking leg towards the target.
GAME SENSE: POSITIONAL PLAY
Team 1
Team 2
Time: 15 mins
Cones x 8
Bins x 2
Footballs x 2
Coach x 1
Whistle x 1
Players x 18
Form two teams of nine. The aim is to transfer the ball through all
sections of the AFL 9s pitch to the other end. If a team transfers
the ball to the other end without dropping the ball, they may kick
the ball in the direction of the bin, endeavoring to land the ball in
the bin.
There are three players from each team in each section of the
pitch making a total of six players in each section.
At first the players are to remain stationary in their section, and
when the group feels confident, they may move around.
SCORING: Each chest mark = 2pts
Each overhead mark = 5pts
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BACKS
CENTRES
Hit the bin with the ball = 5pts
FORWARDS
Kicking the ball in the bin = 1Opts
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Activity Plan: Session Two
Kicking
Time: 65 minutes
PLAY A GAME: FOOTBALL BASEBALL
2ND
Time: 2O mins
Team 1
Team 2
- Two teams with even numbers.
- Batter kicks the football into the diamond from home plate.
- The fielding team gathers the ball and must either kick or handball
the ball between the fielding team players to either a base (1st, 2nd
and 3rd) or home plate before the batter (kicker) arrives at the base.
- You can play 3 out, all out or bat the entire team, then change over.
1ST
3RD
H.
REFLECTION: WARM DOWN
Time: 5 mins
Revisit the success criteria (teaching points of kicking) and then decide whether the learning intention was accomplished.
‘MUSCLE OF THE DAY’ - HAMSTRINGS
2 - 3 stretches focusing on this area (Two students can lead this)
Pre-game and training stretches involve completing three sets of each stretch and holding each for 1O seconds.
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Activity Plan: Session Three
Marking
Time: 75 minutes
WARM UP: LEADER BALL
LEARNING INTENTION:
To be able to take a chest-mark and an
overhead mark.
SUCCESS CRITERIA:
Teaching points of a Chest Mark:
1. The fingers should be outstretched,
pointing towards the ball.
2. The arms must be extended - ‘long
arms and palms up, elbows tucked in.
3. The ball is taken on hands and arms
and guided to the chest.
Teaching points of an Overhead Mark:
1. Jump off one foot and swing the other
knee up to gain maximum height.
2. Fingers
are outstretched and
thumbs are almost together making
a ‘W’ with your hands.
3. The thumbs are positioned behind
the ball.
4. T he ball is met slightly in front of
the head with arms extended ‘long
arms’. It should be firmly gripped in
the fingers.
CLICK HERE: Learn how to Mark
Time: 5 mins
Cones x 12
Footballs x 6
Whistle Coach x 1 Players x 12
A leader is chosen with a group set up about 1Om behind a marker. Players run towards
the leader and:
1. Grabs the ball out of the leaders hands who is holding the ball up above the players head.
2. Marks
the ball from the leader who throws the ball-up above the players head.
The player takes the ball and handballs it back to the leader before returning to the back
of the line.
Note: This activity may be practised with the player on their back, dropping the ball above
their head, then to the left and right hand side of their head.
A soft ball may be used first as some children are scared that the football may hurt or hit
them in the head.
SKILL DEVELOPMENT:
Team 1
Time: 5O mins
Cones x 8
Bins x 2
Footballs x 2
Coach x 1
Whistle x 1
Players x 18
ACTIVITY 1: POSITIONAL PLAY Time: 2O mins
Form two teams of nine. The aim is to transfer the ball through all
sections of the AFL 9s pitch to the other end. If a team transfers the
ball to the other end without dropping the ball, they may kick the
ball in the direction of the bin, endeavoring to land the ball in the bin.
There are three players from each team in each section of the
pitch making a total of six players in each section.
At first the players are to remain stationary in their section, and
when the group feels confident, they may move around.
SCORING: Each chest mark = 2pts
Each overhead mark = 5pts
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BACKS
CENTRES
Hit the bin with the ball = 5pts
Team 2
FORWARDS
Kicking the ball in the bin = 1Opts
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Activity Plan: Session Three
Marking
Time: 75 minutes
SKILL DEVELOPMENT: (CONTINUED...)
Cones x 12
Footballs x 6
Whistle Coach x 1
ACTIVITY 2: PARTNER KICKING & MARKING Time: 2O mins
(Players x 12)
In pairs, players kick the ball to each other gradually increasing
the intensity and distance of the kick. Players should “track” the
ball by watching the ball from the kicker’s foot in to their hands.
Extension activity: Once players are 2Om apart, the kicker
should attempt to put the ball in the air for their partner to mark
overhead.
ACTIVITY 3: STAND THE MARK Time: 1O mins
(Players x 24)
Player A kicks to a marking contest between players B & C. Players
B & C aim to mark the ball overhead at its highest point. When the
ball is marked , the opposing player stands the mark, while the
player who has taken the mark pushes back off the mark before
kicking back to player A. If the ball is not marked, the player who
gains possession when the ball hits the ground pushes back off the
mark. Players swap roles after each contest.
FOCUS QUESTIONS:
- How can you adjust your kick to make sure the ball goes in the air?
- How do you adjust your marking to mark the ball over your head?
- Where do you aim to take (mark) the ball?
TEACHING POINTS:
- Marking: Refer to lesson teaching points.
- Kicking: Be balanced when kicking (Take at least three to five steps).
- Run in the direction the ball is to be kicked.
- Aim to kick in front of the leading player.
FOCUS QUESTIONS:
- Why is it important to push back off the mark?
TEACHING POINTS: (PUSHING BACK OFF THE MARK)
- Push back quickly.
- Keep facing the play.
- Push back far enough to kick over the mark or to safely play on.
PLAY A GAME:
REFLECTION: WARM DOWN
Time: 15 mins
Time: 5 mins
- Players should stay in position.
- All players to experience playing in different positions through
regular rotations.
- A player in possession of the ball must bounce it at least once
every 10m (maximum of one bounce).
- Tackling: tagging only.
- Bumping is not allowed.
- Before you start the game give players a few minutes to decide
how their team will play the game (eg. Go straight down the
middle, use the space, kick long to the best option, use handball
to run the ball etc).
Revisit the success criteria (teaching points of kicking) and then
decide whether the learning intention was accomplished.
‘MUSCLE OF THE DAY’ – QUADRICEPS
2-3 stretches focusing on this area
(Two students can lead this)
Pre-game and training stretches involve completing three sets of
each stretch and holding each for 1O seconds.
FOCUS QUESTIONS:
- Did we stick to our game plan?
- What do we need to change for the second half / next game?
- What is our team doing well?
- What do we need to improve on?
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Activity Plan: Session Four
Defence Activities
Time: 6O minutes
WARM UP: END ZONE
LEARNING INTENTION:
We are learning to (WALT) apply
defending skills in games
SUCCESS CRITERIA:
1. Gaining possession.
2. K
nowing when to cover space
(zone defence).
3. Knowing when to ‘man-up.’
4. Knowing when to intercept the ball.
Time: 5 mins
Cones
Footballs x 1
Score by handpassing the football to any team-mate in the end zone. Anyone is allowed
to enter the end zone. Students can run with the ball, but if touched, must stop and pass.
Record the number of turnovers.
FOCUS QUESTIONS:
- When should you pass?
- How should you pass?
- Where should you move if not in possession of the ball?
GAME SENSE: (3 x ACTIVITIES)
Time: 35 mins
ACTIVITY 1: TEAM TAG
CLICK HERE: Learn Defence
Cones x 4 per group
Footballs x 1 per group
Bibs
5 v 5 games in approximately 1Ox1O mt
area. One team begins with the ball for
2 mins and attempt to tag opposition
as many times as possible. They can
handpass from one team member to
another. A point for every tag. However,
the team without the ball may choose to
intercept the ball once the ball is in the air.
If intercepted, that team scores a point.
Swap roles after two minutes.
FOCUS QUESTIONS:
- Is the team with the ball trying to create space or deny space? (Deny space - so, this team is acting like the defensive team).
- When should you attempt to intercept? (When you think you can get the ball).
ACTIVITY 2: 2 v 1 KEEPINGS OFF (GROUPS OF THREE)
Cones x 4 per group
Footballs x 1 per group
Using a football, the two attackers try to keep the ball away from the defender in a small square - 1Ox1O. Swap roles every minute.
FOCUS QUESTIONS:
- What is the best way for the defender to create a turnover? (Press up on the ball carrier).
- Where is the defender looking - at the ball carrier or the other player?
- How should the defender position themselves?
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Activity Plan: Session Four
Defence Activities
Time: 6O minutes
ACTIVITY 2: 2 v 1 KEEPINGS OFF (GROUPS OF THREE) (CONTINUED...)
ACTIVITY 3: JAIL BREAK – DEFENCE FOCUS
Cones x 8 per group
Footballs x 1 per group
Bibs x 6 per group (Defenders)
Teams of 6 v 6. Mark out a square (1Ox1O) with another 3 metres outside of it. One team are the defenders, the other the attackers. Swap
after 2 mins. Defenders can move anywhere in the outer square, but not in the inner square. Attacking team must pass the football
around or run with the football until they can run the ball through the outer square, without being tagged by a defender and place on the
ground. After a score, or if a tag is made, return to inner square and begin again.
FOCUS QUESTIONS:
- Why is it important for the defenders to identify space?
- Defenders - how do you work together in order to prevent space for the attacking team (communication).
- What type of defence is this called (Zone) Why? (Guarding an area or space, rather than a direct opponent).
PLAY A GAME: AFL 9s
Note: For Rules & Information please refer to page 3 of this guide.
Time: 15 mins
Cones x 8
Footballs x 1
Whistle
Stopwatch
Bibs for each team
Scoreboard
Divide class into 3 teams - mini round robin. 5 mins per game.
Team that has a bye could take on administrative roles; ie: 2 goal umpires, 2 field umpires, 2 boundary umpies, 2 scorers, timekeeper.
REFLECTION: WARM DOWN
Time: 5 mins
Revisit the success criteria (teaching points of defence) and then
decide whether the learning intention was accomplished.
Useful Resources for Extension:
1. Developing Game Sense Through Tactical Learning Ray Breed & Michael Spittle.
2. Developing Game Sense in AFL Footballers - Shane Pill.
‘MUSCLE OF THE DAY’ – BACK ROTATION STRETCH
Teaching Points
Stand upright with your arms folded across your chest
Rotate your shoulders around to one side
Hold for between 1O and 3O seconds
Variations
Perform seated on a chair and gripping the backrest
www.afl.com.au/schools
www.afl9s.com.au
Activity Plan: Session Five
Offence Activities
Time: 6O minutes
WARM UP: END ZONE
LEARNING INTENTION:
We are learning to (WALT) apply
attacking skills in games
Time: 5 mins
END ZONE
END ZONE
END ZONE
END ZONE
SUCCESS CRITERIA:
1. Keeping possession
2. Knowing when to pass
3. Knowing where to pass
4. Knowing where to run
5. Identifying and using space
Cones x 4
CLICK HERE: Learn Offence
Footballs x 1 per group
Score by handpassing the football to any
team-mate in the end zone. Anyone is
allowed to enter the end zone. Students can
run with the ball, but if touched, must stop
and pass. Record the number of turnovers.
FOCUS QUESTIONS:
- How many turnovers?
- Why so many turnovers?
- Any problems with tactics?
- How could you improve?
GAME SENSE: (3 x ACTIVITIES) Time: 35 mins
ACTIVITY 1: FOUR CORNERS
Cones x 4 per group
Footballs x 1 per group
Groups of four. Three attackers start on a cone each - one corner
is vacant. One defender in the middle. The aim is for the three
attackers to keep the ball off the defender, who attempts to cut
off the pass. The ball cannot be passed diagonally. After each
pass, an attacker should run to the vacant corner, giving the
passer two options. The ball is passed to the cone, not in between.
FOCUS QUESTIONS:
- When should you pass? How should you pass?
- Where should you move if not in possession of the ball?
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ACTIVITY 2: 4 v 2 TAG
Cones x 4 per group
Footballs x 1 per group
Bibs x 2 per group (Defenders)
In groups of six, have four attackers and two defenders in a
1Ox1Om square. The attacking team has 1 minute and may run
or handpass the ball. The aim of the defenders is to tag the ball
carrier to score a point. Rotate roles after 1 minute.
FOCUS QUESTIONS:
- When should you pass the ball? (Draw the defender).
- Do you need to run with the ball?
- What is the best way for attackers without the ball to find space?
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Activity Plan: Session Five
Offence Activities
Time: 6O minutes
ACTIVITY 3: JAIL BREAK – OFFENCE FOCUS
Footballs x 1 per group
Cones x 8 per group
Bibs x 6 per group (Defenders)
THIS SIDE OUT OF PLAY
Teams of 6 v 6. Mark out a square (1Ox1O) with another 3 metres
outside of it. One team are the defenders, the other the attackers.
Swap after 2 mins. Defenders can move anywhere in the outer
square, but not in the inner square. Attacking team must pass the
football around or run with the football until they can run the ball
through the outer square, without being tagged by a defender and
place on the ground. After a score, or if a tag is made, return to
inner square and begin again.
FOCUS QUESTIONS
- How did you decide whether to run with the ball or pass it?
- Was it better to move the ball quickly or slowly? Why?
- How did you create the gap in the defenders square?
PLAY A GAME: AFL 9s
Note: For Rules & Information please refer to page 3 of this guide.
Time: 15 mins
Cones x 8
Footballs x 1
Whistle
Stopwatch
Bibs for each team
Scoreboard
Divide class into 3 teams - mini round robin. 5 mins per game.
Team that has a bye could take on administrative roles; ie: 2 goal umpires, 2 field umpires, 2 scorers, timekeeper.
REFLECTION: WARM DOWN
Time: 5 mins
Revisit the success criteria (teaching points of defence) and then decide whether the learning intention was accomplished.
‘MUSCLE OF THE DAY’ – LOWER BACK STRETCH
Teaching Points
Lay on the floor on your back.
Bring your knees up to your chest and use your arms to pull them in further.
Hold for between 1O and 3O seconds.
Variations
Perform one leg at a time.
Add internal rotation to further stretch gluteus muscles.
Useful Resources for Extension:
1. Developing Game Sense Through Tactical Learning - Ray Breed & Michael Spittle.
2. Developing Game Sense in AFL Footballers - Shane Pill.
www.afl.com.au/schools
www.afl9s.com.au
Activity Plan: Session Six
Playing the Game
Time: 65 minutes
WARM UP: OCTOPUS
Time: 1O mins
LEARNING INTENTION:
For students to play the game of AFL 9s
SUCCESS CRITERIA:
1. Students understand the designated
zones
2. S tudents understand the key
concepts of AFL 9s
3. Students utilise effective teamwork
and team skills during the game
KEY CONCEPTS/UNDERSTANDING
- Players in two teams attempt to
score by kicking a football through
the centre goal posts from within
their scoring zone.
- Between the centre post is worth six,
between the outer posts is worth 1.
- Defenders attempt to tag the player
with the ball. No contact is allowed.
- Play with two teams of nine players,
plus unlimited interchange players.
- Only forwards can score
Cones x 4
Whistle Coach x 1 Players x 18+
Bibs x 1 per player
- Students line up at one end with tags.
- One person is in the middle who is the tagger.
- When called students must run to other end without being touched.
- Students must stay inside the designated area. If the run outside they become a tagger.
- If the tagger gets the students tag, they become a tagger.
- Once all players have made it to the other side all new taggers go to the middle. This
continues till one person is left.
- No contact. Any player who is tackled remains in.
- No contact can be made on the tagger either. Any runner who uses contact to avoid their
tag being removed is out and becomes a tagger.
Note: Can be played without tags. (Simply use touch).
CLICK HERE: Learn the Game
FOCUS QUESTIONS:
- How do we tag the opposition?
- What are some strategies we use to help us tag?
- How do we avoid the tag?(find space)
PLAYING THE GAME (LEARNING THE RULES):
Time: 5 mins
Refer to the AFL 9s rules in the Introduction section
- Explain the rules to the students.
- Divide class into two teams. Nominate three backs, three centres and three forwards per team per zone.
- Show students where designated zones are and rules for each zone.
- Walk through game situations. Start by giving examples of what can and can’t be done.
- Play for a short period 3-5 mins.
- Stop and identify key rules as they happen.
Note: Once players can identify all the rules you are ready to start.
www.afl.com.au/schools
www.afl9s.com.au
Activity Plan: Session Six
Playing the Game
Time: 65 minutes
PLAYING THE GAME (LEARNING THE RULES): (CONTINUED...)
Time: 1O mins
FOCUS QUESTIONS:
- How many in each zone?
- Who can score a goal?
- How do we get the ball off the opposition?
- What are the main rules?
- Where do we stand at the start of the
game or when the ball is turned over?
Cones x 8
Footballs x 1
Whistle
Players x 24
Bibs x 12 per team
Players x 24
Bibs x 12 per team
TEACHING POINTS:
- Forwards wear something to identify
them. Explain that they are the only
player that can score.
- Players must be in their designated zones
(three players per zone) at the start of the
match and when a goal has been scored.
- Players can only tag - no tackle.
- Explain how a turnover occurs.
GAME TIME:
Time: 4 x 6 minute quarters. 6 min half time break
Cones x 8
Footballs x 1
Whistle
Divide class into two teams. Nominate three backs, three centres and three forwards per
team per zone. Have 3 interchange players who can come on after any score.
Important for all players to play in each zone. Playing 4 x 6 minute quarters offers the
opportunity to rotate every player in each position.
Begin play in the centre zone with a ball-up between two centres, who:
- Attempt to tap the ball to a team-mate (no run-up allowed).
- The team in possession of the ball attempts to progress the ball towards the forwards’
zone by either a handball or a kick, or by running and bouncing the ball once only.
- The ball cannot be kicked from the back zone directly into the forward zone.
- If tagged in possession of the ball, the player must hand the ball over to the opposition
player who made the tag.
- If, in the umpire’s opinion, a player has not had an opportunity to dispose of the ball
before being tagged, the umpire can call ‘play on’ and the player may have two steps or
two seconds to dispose of the ball to a team-mate.
- If the ball touches the ground,
Beginner: the umpire can call ‘play on’
Advanced: Turnover
- A player is not permitted to deliberately kick the ball off the ground.
- After a goal, play is restarted in the centre of the field via a ball-up.
www.afl.com.au/schools
FOCUS QUESTIONS:
Get students to identify tactics they could
use for the following:
- Moving the ball.
- Defending.
- Kicking for goal.
- Finding the forward.
- Playing as a team.
Asks students to identify what aspects of
team play they could better utilise
- Communication.
- Encouragement.
- Passing.
-Protecting their team mate using non
contact tactics.
www.afl9s.com.au
Activity Plan: Session Six
Playing the Game
Time: 65 minutes
REFLECTION: WARM DOWN
Time: 1O mins
- Revisit the rules of AFL 9s.
- Ask students to give you 3 tactics they could use next time they play the game.
- What did we do well? How can we improve next time?
‘MUSCLE OF THE DAY’ - QUADRICEPS
2-3 stretches focusing on this area (Two students can lead this)
Pre-game and training stretches involve completing three sets of each stretch and holding each for 1O seconds.
AFL 9s COMPETITION:
Now that your students understand the rules of AFL 9s develop a Team Competition.
Using the fixtures attached create a league of between 4-8 teams that play over a 5 week period
Week 1 - 4 round robins
Week 5 Finals
www.afl.com.au/schools
www.afl9s.com.au
Extension Activity: Session One
AFL 9s Come & Try Day
Time: 65 - 7O minutes
LEARNING INTENTION:
- Pre 5 week program: To introduce the
game of AFL 9s to students through a
come and try day
- Post 5 week program: Students to
practise all the various skills they have
learnt during the AFL 9s program
SUCCESS CRITERIA:
Students are exposed to various skills
of Australian Rules football:
- Kicking
- Handballing
- Marking
- Bouncing
- Evasive Skills (baulk, blind turn)
- Goal Kicking
Note: Make all activities fun and fast
paced. Encourage lots of touches of
the ball and variety
USEFUL WEBLINKS:
AFL Auskick
AFL Community
AFL Schools
Coach AFL
Coach Assist
NO ORGANISED WARM UP.
USE YOUR WARM UP TIME TO ORGANISE STUDENTS:
TIme: 5 - 1O mins
Cones x 6
Organisation
- Split students into even numbers.
- Students line up behind each cone.
- Number each cone. Each number will correspond to an activity. The group behind that
cone will start at that activity.
The session is designed for 6O students (1O per group)
- For smaller numbers remove rotations.
- These will work for up to 16 per group. Optimum number is between 8 and 14.
These activities do not require an oval. Please utilise a space that suits your school such
as basketball courts, soccer or hockey fields or tiger turf.
ACTIVITY ROTATION
Time: 6O mins (Each rotation should run for 8 - 9 mins with 1 - 2 mins for change over)
A teacher or advanced student should manage every station
Variation: These activities are designed for ages 1O-18. To increase the challenge for
advanced students select groups where they are against other advanced kids
Remedial: Simplify activities and utilise activities from any of the other weekly sessions
that promote those skills
Note: This is just an example. Any activities will be suitable as long as they are fun and
fast paced and promote the following skills. Variety of skills is important.
COME & TRY DAY: GROUND SET UP
- STATION 1: Relay Races
2
- STATION 2: Different Kicks
- S
TATION 3: Football Volley Ball
- STATION 4: Find the Queen
3
- STATION 5: Rioli Magic
- STATION 6: Goal Kicking Frenzy
1
6
4
Note: Please modify to suit your space.
www.afl.com.au/schools
5
www.afl9s.com.au
Extension Activity: Session Two
AFL 9s Gala Day
EXTENSION ACTIVITY: GALA DAY
The AFL 9s Gala Day is a fun day that encourages students to test
their skills against teams within their school or against teams from
other schools. The Gala Day can take two forms: an Interschool AFL
9s Round Robin or a fun activity day as presented here. It is up to you.
STATION 1: RELAY RACES
Development focus
- Picking the ball up.
- Bouncing.
- Teamwork.
- Agility.
Rules
Children line up behind first cone. Run in and out of cones. Once out
they complete different skill (as shown) they run straight past the
cones and tag the next person. Once a player has completed their
leg, get them to sit behind the cone. The first team to have all players
finished the course and seated behind the cones is the winner.
Race 1: Pick the ball up, run around the cones, place the ball back on the ground.
Race 2: P ick the ball up, bounce, run around cones, bounce again, place ball
back on ground
Race 3: P ick the ball up, tap along ground around and back, place ball back on
ground
STATION 2: DIFFERENT KICKS
Aim of the Station
To practice all the different kicking skills in our game
Development focus
- Snaps.
- Bananas.
- Drop punts / Torpedos.
Guidelines
- Players have shots for goal using 3 different kicking techniques.
- Start by teaching each kick.
- They can move from station to station and practise their different types.
- Get the players to tally their total goals.
STATION 3: FOOTBALL VOLLEYBALL
Development focus
- Marking.
- Kicking.
- Team-work.
- Hand balling.
Rules
- Each team has even numbers.
- Players can stand anywhere they like inside the boundary on their side.
- No players can stand in the dead zone.
- A player kicks from the serve area. The ball must go past the
dead zone and land in the safe zone.
- Any kick that fails to land in the opposition area results in a point
to the opposition.
- The opposition team must mark the ball to keep it alive.
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SNAPS
DROP PUNTS / TORPEDOS
BANANAS
- If no players successfully mark the ball or it lands untouched in
the safe zone then serving team wins a point.
- If marked the receiving team must handball at least 2 times and
no more than 4 before the ball is kicked.
- If when handballing, the ball is dropped or the player misses the
target leading to the ball hitting the ground, the opposition team
wins a point.
- Once 2 handballs are completed the team in possession must
kick the ball back to their opposition team. The ball must go past
the dead zone and land in the safe zone. Any kick that fails to land
in the opposition area results in a point to the opposition.
- The opposition team must mark the ball to keep it alive. This continues
until the ball goes out of bounds or lands in the safe zone.
- The team that wins the point serves next.
www.afl9s.com.au
Extension Activity: Session Two
AFL 9s Gala Day
STATION 3: FOOTBALL VOLLEYBALL (CONTINUED...)
SAFE ZONE
SAFE ZONE
DEAD ZONE
SERVICE AREA
SERVICE AREA
STATION 4: FIND THE QUEEN
Aim of the Station
To get the ball to your player on the cone
Development focus
- Handball
- Voice-communication
- Team-work
- Running with-out the ball
Rules
- Players move the ball via handball.
- A point is scored when the player in the designated area marks
the ball. The player inside that area can move anywhere in their
designated space but cannot leave that area .
- A turnover results from an opposition player marking the ball or
the ball hitting the ground.
www.afl.com.au/schools
- No tackling or bumping. This is non-contact.
-Players can take 3-7 steps then must get rid of the ball (vary
depending on skill level of players).
- Players have 3-5 seconds to dispose of the ball (vary depending
on skill level of players).
- At no point can the ball or a player with the ball leave the square.
Turnover results if they do.
- No player can go within the circle around the player on the cone.
If an opponent does this results in an uncontested penalty.
- If a team scores the other team starts with the ball in the middle.
Each team must start in their half.
www.afl9s.com.au
Extension Activity: Session Two
AFL 9s Gala Day
STATION 5: RIOLI MAGIC
Aim of the Station
To practise all the unique skills that makes our game great
Development focus
- High marking. - Baulking.
- Blind turn.
- Handball.
- Tackling.
Guidelines
- Players line up behind the cone.
- They will run to each station and complete each skill on the way
around.
- Cone 1: High mark. They can jump into the tackle ruck. The ball can
be thrown to them or held depending on player’s skill level. Once
they have the ball in their possession move on to the next cone.
- Cone 2: Baulk the stationary pole-person.
- Cone 3: Blind turn around stationary pole-person.
- Cone 4: Handball at handball target.
- Cone 5: Ground dribble around markers.
- Once the player has tackled the bag, they collect the ball from
their shot at the handball target and return the ball (around the
outside) to cone 1 and rejoin the line.
BLIND TURN
HANDBALL
AT TARGET
BAULK
SPECKY
DRIBBLE
START
STATION 6: GOAL KICKING FRENZY
Aim of the Station
To kick a goal before your opponent
Development focus
- Goal kicking - Picking up ball
- Acceleration
Rules
- Teams line up between the cones. Each player receives a
number. Players must stay between cones and in designated
position until called.
- Coach’s discretion on how players start. Suggestions include :
lying on stomach, lying on back, on hands and knees, push ups
or sit ups.
- 2 balls are placed between the two lines of players. Balls can be
placed anywhere as long as it is even for both teams.
- Coach will call a number. That number from each team runs and
picks up ball and must kick the goal before opposition.
- If a player misses they must retrieve the ball and return to the kicking
station and shoot from there. This continues until a player scores.
- Player that wins scores a point for their team.
www.afl.com.au/schools
KICKING
STATION
1
1
2
2
3
3
4
4
5
5
www.afl9s.com.au
Extension Activity: Resource Plans
Draw for Match Fixtures
DRAW FOR 3 OR 4 TEAMS
Venue 1
Round 1
1v2
Round 2
3v1
Round 3
1v4
DRAW FOR 5 OR 6 TEAMS
Venue 1
Round 1
1v6
Round 2
3v1
Round 3
1v5
Round 4
2v1
Round 5
1v4
DRAW FOR 7 OR 8 TEAMS
Venue 1
Round 1
8v1
Round 2
1v4
Round 3
7v1
Round 4
1v3
Round 5
6v1
Round 6
1v2
Round 7
5v1
DRAW FOR 9 OR 1O TEAMS
Venue 1
Round 1
1 v 1O
Round 2
5v1
Round 3
1v9
Round 4
4v1
Round 5
1v8
Round 6
3v1
Round 7
1v7
Round 8
2v1
Round 9
1v6
DRAW FOR 11 OR 12 TEAMS
Venue 1
Round 1
12. v 1
Round 2
1v6
Round 3
11 v 1
Round 4
1v5
Round 5
1O v 1
Round 6
1v4
Round 7
9v1
Round 8
1v3
Round 9
8v1
Round 1O
1v2
Round 11
7v1
Venue 2
4v3
4v2
3v2
Venue 2
2v5
4v2
6v4
3v6
5v3
Venue 3
3v4
5v6
2v3
4v5
6v2
Venue 2
2v7
5v3
8v6
4v2
7v5
3v8
6v4
Venue 3
3v6
6v2
2v5
5v8
8v4
4v7
7v3
Venue 4
4v5
7v8
3v4
6v7
2v3
5v6
8v2
Venue 2
2v9
6v4
1O v 8
5v3
9v7
4v2
8v6
3 v 1O
7v5
Venue 3
3v8
7v3
2v7
6v2
1O v 6
5 v 1O
9v5
4v9
89 v 4
Venue 4
4v7
8v2
3v6
7 v 1O
2v5
6v9
1O v 4
5v8
9v3
Venue 5
5v6
9 v 1O
4v5
8v9
3v4
7v8
2v3
6v7
1O v 2
Venue 2
2 v 11
7v5
12 v 1O
6v4
11 v 9
5v3
1O v 8
4v2
9v7
3 v 12
8v6
Venue 3
3 v 1O
8v4
2v9
7v3
12 v 8
6v2
11 v 7
5 v 12
1O v 6
4 v 11
9v5
Venue 4
4v9
9v3
3v8
8v2
2v7
7 v 12
12 v 6
6 v 11
11 v 5
5 v 1O
1O v 4
Venue 5
5v8
1O v 2
4v7
9 v 12
3v6
8 v 11
2v5
7 v 1O
12 v 4
6v9
11 v 3
www.afl.com.au/schools
Venue 6
6v7
11 v 12
5v6
1O v 11
4v5
9 v 1O
3v4
8v9
2v3
7v8
12 v 2
www.afl9s.com.au
Six Activity Plans
AFL 9s
Teacher’s Curriculum Resource Guide
ACKNOWLEDGMENTS
AFL 9s Teacher Working Team: Rebecca Taylor, Michael Smethurst, Jason Kenny, Aaron Bailey, Trevor Robertson - AFL
Victoria Schools Development Manager, Mark Riddiford - AFL Schools and Education Manager.
Technical Support: Rhy Gieschen - AFL Victoria AFL 9s Participation Programs Manager.
Editing: Anthony Stanguts - AFL Victoria Media & Communication Manager, Steve Teakel - AFL Victoria Coaching Development Manager.
Design: Chris Downey - Red Onion Creative, The Adcell Group: www.adcellgroup.com.au. Reference List: Developing Game Sense in AFL Footballers - Shane Pill, Developing Game Sense Through Tactical Learning - Ray
Breed and Michael Spittle, AFL 9s Booklet and Website: afl9s.com.au, AFL Junior Coaching Manual, AFL Community Website:
aflcommunity.com.au, Active After Schools Communities: Playing for Life - AFL 9s, AFL 9s Website: afl9s.com.au, NAB AFL Auskick
Lesson Plans Website: aflauskick.com.au.
www.afl.com.au/schools
www.afl9s.com.au