Post by hawke on Jun 27, 2005 16:22:06 GMT -6
Off Season Conditioning
Thought some people would like to see some ways that boredom can be taken out of conditioning drills. These are some of the "fun" things we do. The kids have a good time and make them competitive. Hawke
GAMES FOR SPEED DEVELOPMENT
Sprint Relay
Line up the participants, one behind the other, in parallel groups. Have the first participant in each group sprint 30 yds, go around a cone or flag, return to original spot, and touch the next runner on his team, who should repeat the procedure. Everyone gets his turn and the team finishing first is declared the winner.
Medicine Ball Relay
Set up as in Sprint Relay, with each player running 30 yds. With a 2-4 lb. ball in hand. At the 30 yd. mark, he puts the ball down, picks up another ball, then sprints back to the start, where he hands off the ball to the next runner, who then repeats the exercise. Play ends after everyone has had his turn.
Get-Away Drill
Line two teams opposite each other, 30 to 40 yds. apart. Have the players from one team move slowly toward their opposite counterparts until you blow the whistle. Players must then turn around and sprint back to their original spot.
At the same time, the opposing players must sprint forward and attempt to touch the others before they make it safely back. If a player is touched, he must stop at that point. Each touched player counts as a point for the other team. Then the other team takes its turn. The team making the most touches wins. Can be repeated several times.
Day and Night
Set up two teams (one called “Day” and the other “Night”) back to back, about five feet apart – each team facing its destination. At your call of “Day” or “Night” the corresponding team sprints toward its destination, while the opposing team sprints to catch them. As coach, you have to give each team an equal number of calls. The team having the least number of caught players wins.
Number Call
Line players up in teams, front to back at a starting line. Number each team 1 to 8 (or 9 or 10, whatever the case may be) and then give each team captain time to match his players with those of comparable ability on the other side. Now, call a number – signaling the two players with that number to sprint to a cone 20-30 yds. Away and then return to their place. The winner of each match-up scores a point for his team. The team with the most points at the end wins.
Last Man Out
Set up teams of 4 or 5 at the starting line, then give the signal for the first player in each line to sprint to and around a cone and return to the start. The runner finishing last in each race must drop out, while the others go to the end of their team line. The process is repeated until only one player remains.
GAMES FOR STRENGTH DEVELOPMENT
Man In Middle, Ball Pass
Set up 3 or 4 teams of several players around drawn circles, with one player in the middle and the others about 4 feet apart on the perimeter. The middleman carries a medicine ball in his hands.
At your signal, have the middleman pass the ball to a teammate on the circle, who must then pass it back. Repeat the drill clockwise until everyone has caught a pass and returned it. As soon as the middleman receives the last pass, he holds the ball aloft. The first middleman to raise the ball has his team declared the winner.
Deer In The Garden
Align 12 players (“DEER”) in a circle (“GARDEN”) with 3 other players (“GUARDS”) positioned inside. At your signal, all the “Deer” must hop or jump toward the “Garden” in an attempt to get into it. The “Guards” try to catch them by simply touching them. If the “Guards” fail, the “Deer” scores a point for his team. If the “Guards” catch the “Deer,” he must move to the sideline until the other “Deer” are caught.
To make play continuous, you can wait until 5 “Deer” are caught and then allow them to go back into play. Coach keeps score. After a stipulated interval, some of the “Deer” can change places with the “Guards.”
Rooster Fighting
Form a circle with a radius of 5-6 yds. And have 2 teams line up on opposite sides. Appoint a captain for each team and have him keep choosing a player to enter the circle and compete against an opponent of similar ability.
Have the players stand on 1 leg, with the other bent and their arms behind their backs. The objective is either to push the opponent on to both legs or outside the circle. The winner scores a point for his team and then returns to the outside until everyone has had a chance.
Fighting For The Ball
Two teams face off on a basketball court, with the team captains and the coach standing in the middle of the court and the other team members at their goal at each end. The coach tosses up the ball, and the captain captures it and passes it to a teammate.
The ball is then worked up court, with each ball-handler being allowed no more than 3 steps before passing it.
At the same time, one or two (no more) opponents may attempt to wrestle the ball away from the ball-handler, grabbing (not punching) at the ball. The offensive team tries to put the ball into the goal at the end of the floor. After a team scores, the ball is brought back to the middle for another toss-up.
The game is simpler than basketball. It consists of simply running, passing, and physically wrestling the ball away from the holder.
HAVE FUN!!!
Thought some people would like to see some ways that boredom can be taken out of conditioning drills. These are some of the "fun" things we do. The kids have a good time and make them competitive. Hawke
GAMES FOR SPEED DEVELOPMENT
Sprint Relay
Line up the participants, one behind the other, in parallel groups. Have the first participant in each group sprint 30 yds, go around a cone or flag, return to original spot, and touch the next runner on his team, who should repeat the procedure. Everyone gets his turn and the team finishing first is declared the winner.
Medicine Ball Relay
Set up as in Sprint Relay, with each player running 30 yds. With a 2-4 lb. ball in hand. At the 30 yd. mark, he puts the ball down, picks up another ball, then sprints back to the start, where he hands off the ball to the next runner, who then repeats the exercise. Play ends after everyone has had his turn.
Get-Away Drill
Line two teams opposite each other, 30 to 40 yds. apart. Have the players from one team move slowly toward their opposite counterparts until you blow the whistle. Players must then turn around and sprint back to their original spot.
At the same time, the opposing players must sprint forward and attempt to touch the others before they make it safely back. If a player is touched, he must stop at that point. Each touched player counts as a point for the other team. Then the other team takes its turn. The team making the most touches wins. Can be repeated several times.
Day and Night
Set up two teams (one called “Day” and the other “Night”) back to back, about five feet apart – each team facing its destination. At your call of “Day” or “Night” the corresponding team sprints toward its destination, while the opposing team sprints to catch them. As coach, you have to give each team an equal number of calls. The team having the least number of caught players wins.
Number Call
Line players up in teams, front to back at a starting line. Number each team 1 to 8 (or 9 or 10, whatever the case may be) and then give each team captain time to match his players with those of comparable ability on the other side. Now, call a number – signaling the two players with that number to sprint to a cone 20-30 yds. Away and then return to their place. The winner of each match-up scores a point for his team. The team with the most points at the end wins.
Last Man Out
Set up teams of 4 or 5 at the starting line, then give the signal for the first player in each line to sprint to and around a cone and return to the start. The runner finishing last in each race must drop out, while the others go to the end of their team line. The process is repeated until only one player remains.
GAMES FOR STRENGTH DEVELOPMENT
Man In Middle, Ball Pass
Set up 3 or 4 teams of several players around drawn circles, with one player in the middle and the others about 4 feet apart on the perimeter. The middleman carries a medicine ball in his hands.
At your signal, have the middleman pass the ball to a teammate on the circle, who must then pass it back. Repeat the drill clockwise until everyone has caught a pass and returned it. As soon as the middleman receives the last pass, he holds the ball aloft. The first middleman to raise the ball has his team declared the winner.
Deer In The Garden
Align 12 players (“DEER”) in a circle (“GARDEN”) with 3 other players (“GUARDS”) positioned inside. At your signal, all the “Deer” must hop or jump toward the “Garden” in an attempt to get into it. The “Guards” try to catch them by simply touching them. If the “Guards” fail, the “Deer” scores a point for his team. If the “Guards” catch the “Deer,” he must move to the sideline until the other “Deer” are caught.
To make play continuous, you can wait until 5 “Deer” are caught and then allow them to go back into play. Coach keeps score. After a stipulated interval, some of the “Deer” can change places with the “Guards.”
Rooster Fighting
Form a circle with a radius of 5-6 yds. And have 2 teams line up on opposite sides. Appoint a captain for each team and have him keep choosing a player to enter the circle and compete against an opponent of similar ability.
Have the players stand on 1 leg, with the other bent and their arms behind their backs. The objective is either to push the opponent on to both legs or outside the circle. The winner scores a point for his team and then returns to the outside until everyone has had a chance.
Fighting For The Ball
Two teams face off on a basketball court, with the team captains and the coach standing in the middle of the court and the other team members at their goal at each end. The coach tosses up the ball, and the captain captures it and passes it to a teammate.
The ball is then worked up court, with each ball-handler being allowed no more than 3 steps before passing it.
At the same time, one or two (no more) opponents may attempt to wrestle the ball away from the ball-handler, grabbing (not punching) at the ball. The offensive team tries to put the ball into the goal at the end of the floor. After a team scores, the ball is brought back to the middle for another toss-up.
The game is simpler than basketball. It consists of simply running, passing, and physically wrestling the ball away from the holder.
HAVE FUN!!!