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Sample
Games to Develop Sports Skill Development
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(baseball/softball)
1.
ONE-OLD-CAT -
Use
home plate and first base. Only one batter. The batter is out
when:
a. He strikes out. (Swings and misses three pitches. Balls
and strikes are not called.)
b. He hits a ball that is then caught on the fly before it
hits the ground. The player catching the ball becomes the
new batter. The player hitting the ball takes the position
of the player catching the ball.
c. He hits the ball, but can't run to first base and back to
home before one of the fielders tags him out or touches
home plate with the ball. If the batter strikes out or is
tagged out, players move up to the next position in
rotation. The catcher becomes the new batter; pitcher
becomes new catcher; first base becomes pitcher; second base
becomes first base, etc. The batter, when out, take his
position as the last fielder.
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2. TWO-OLD-CAT -
Played
same as above, except that two batters are used. Batter reaching
first base successfully can stay there until the second batter hits
him home.
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3. THREE-OLD-CAT -
Three batters are used, and all the bases.
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4. PITCH -
You can
play this game with just a pitcher and catcher. A third player
could act as umpire. One player starts as the pitcher and tries to
throw strikes to a pretend batter. Three strikes, and he earns an
out. Four balls, and the pretend batter walks. A run is scored for
each walk after the bases are loaded. After three outs, it is the
catcher's turn to be the pitcher. This continues for a certain
number of innings. Pitcher allowing the fewest runs wins. The game
could also be played by drawing a strike zone on a wall. The zone
should be drawn 18 inches wide by 32 inches high. The lower line
should be 16 inches from the ground. Play with the same rules as
before. This version of the game could be played by a single
player.
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5. PERCENTAGE HITS -
Each player has a chance to swing the bat at pitched balls 10
times. His score is the number of hits he gets. Object of the
game is to achieve the highest percentage, on to beat his own
previous highest score.
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6. THREE FLIES UP -
One
player hits the ball, and the other players try to catch it. When
any player catches three fly balls, he gets to be the next batter.
Two grounders count as one fly.
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7. PICKLE -
A
runner pretends to be caught between two bases. The other two
players try to run him down. The runner wins if he gets to one
of the bases successfully. The basemen win if they tag him out.
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8. BAT-AROUND -
Two
teams. Play like regular baseball, but each player on a team is to
have one turn, and only one turn, at bat each inning regardless of
the number of outs. When all players have had a turn at bat, it
becomes the next team's turn.
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9. PLAYING CATCH -
There are a number of catch games for pairs or trios of players
to play. Two players could see how many catches they can make
successfully before missing. They could then try to beat that
score the next time. Distances could be increased as more
challenge is needed. The type of throw could also be changed.
For example, players could throw grounders to each other, or
high pop flies. Several teams could compete to see who could
reach 21 consecutive catches first.
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10. THREE-TEAM BASEBALL -
Play
same as regular baseball, but with three teams instead of two. Each
team is composed of four or five players. One team is at bat, next
team plays the infield, and the third team plays the outfield plus
shortstop. When batting team has three outs, they take the
outfield. The outfield team takes the infield, and the infield team
gets to bat. Team with the most runs after a certain number of
innings wins.
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11. BASE-RUNNING SPEED -
Use
a stop watch to time players as they take turns running to first
base. Players then try to beat their own previous best time.
The same for first to second base, or first to third base, or
even around all the bases.
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12. TWO HITS -
Rotate
positions after batter has had two hits. A batter scores a run each
time he reaches first base successfully. After the batter has hit
the ball twice, he assumes the last fielder's position, and all
players move up. Player scoring the most runs by the end of the
playing time wins.
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13.
PRETEND DRAMATIC-PLAYS -
Set
up pretend situations, then try them out for real. It's fun to
see how they turn out. For example:
The bases are loaded with only one out. The score is tied
in the bottom of the 9th.
A man is on first base with nobody out. He is going to try
to steal second.
A player is on first base with one out. You are going to
try to get two out with a double play to end the
inning.
A runner is on third base, and you are going to try to bunt
him home.
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14. SCORE-A-BASE -
All
players have an equal number of times at bat, and earn points
according to the base they get to on any hit they make. Reaching
first base earns one point; second base earns two points; third base
earns three points; home plate earns five points. First player to
reach 21 points wins the game.
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(Football)
15. TOUCH FOOTBALL -
Two
teams. No tackling allowed. Play is stopped when and where the
player with the ball is tagged by an opposing player. Each team
is given 4 downs, then the other team has a chance on offense.
A team on any down may kick the ball instead of running a
regular play. Six points for a touchdown. Two extra points can
be earned after the touch down if a team can get the ball into
the end zone on one play from the five yard line. No particular
number of players on a team, but sides should be fairly even for
close, exciting games.
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16. FLAG FOOTBALL -
Same as
touch football, except each player wears strips of cloth (flags),
with a knot in each about 4 inches from the end, hanging from his
belt. Each player wears two. One on his right and the other on his
left. Ball carrier is considered downed when a flag is pulled from
his belt.
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17. PASS BACK -
Two
teams face each other on the playing field. One team lines up
about halfway between the midline of the field and their own
goal line. One player throws the football as far as he can
toward the first team's goal line. At the point a player on the
other team catches the ball, he throws the football back toward
the first team's goal line. This continues back and forth until
one team scores by successfully throwing the football across the
opposing team's goal line without it being caught in the air.
If the ball is caught before it hits the ground there is no
score even if it is caught behind the goal line. Six points for
each touchdown. First team to score five times or has
the most points when time is called wins.
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18. PUNT BACK -
Same as
PASS BACK explained above, but players kick the ball instead of
throwing it.
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19. PASS FOR DISTANCE CONTEST -
Players take turns throwing the football for distance from a set
throwing line. Measure the distance in yards (large steps).
Players could compete with each other or players could try to
beat their own distance records. Instead of measuring the
distance in yards you could place a marker (piece of cardboard)
where the ball first touches the ground.
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20. KICK FOR DISTANCE CONTEST -
Players
take turns kicking the football for distance from a set kicking
line. Measure the distance in yards (large steps) or place a marker
where the ball first touches the ground. Players could compete with
each other or players could try to beat their own distance records.
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21. THREE CATCHES UP -
One
player punts the ball to the other
players in the field. First player able to catch the ball three
times becomes the new kicker.
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22. FOOTBALL TARGET SHOOTS -
Place
four boxes on the ground with point values on each. The boxes with
lowest point values should be placed nearest the throwing line.
Boxes with higher point values should be placed further away. Each
player gets to throw the ball four times. He may aim at any box on
each throw. He scores points according to the boxes he hits.
Player scoring the most points after a certain number of rounds
wins.
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23. PAIR FOOTBALL -
Each pair selects one player to be the passer and the other
player to be the receiver. A particular running pattern for all
receivers is decided by all players as a whole. Each pair
performs the passing and receiving pattern five times. Pair
successfully completing the pass the most times out of the five
attempts wins. A variation is to have a simple game of
football. Defenders do not rush the passer, but only defend
against the pass. Running yardage is not counted. Wherever
ball is caught is where the next down starts. Three downs and
then a kick. The other team (pair) gets their turn on offense
wherever they catch the kicked ball.
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24. PRETEND PLAYS -
Players
work up a play and then try it out.
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(Four Square)
25. SIMPLE FOUR SQUARE -
Use
a volleyball or playground ball. Draw a court, 8 feet, divided
into quadrants. You may use ones already lined out at your
local school playground. Four players, one for each quadrant.
Four players take position in the court by standing on the
outside corner of each court. The player in the court numbered
4 is the server. The server begins the game by dropping the
ball into his own court. As the ball rebounds upward, the
server uses an underhand volley to direct the ball into one of
the other three squares. The player in the square where the
ball lands must redirect the ball to another square using an
underhand volley. Play continues by volleying the ball from
square to square until an error is committed. The person
responsible for the error is out. If there are any players
waiting to play, he is out of the game, and one of the waiting
players gets to play. If there are only 4 players, the player
making the mistake goes to court one and any players involved
move up thus filling the vacated space. The game is then
continued with the server repeating the starting procedures.
Players commit an error whenever they:
Are unable to redirect the ball into another
court.
Use an overhand volley (palms down) instead of an underhand
volley.
Volley the ball out of the court.
Volley the ball into his own court instead of into another
player's court.
Volley the ball onto a line.
Touch the ball before it bounces in his court.
Allow the ball to bounce in his court before returning the
ball to another court.
Catch or hold the ball momentarily before returning it to
another court.
The
object of the game is to remain in the game as long as possible
and to earn the right to become server by eliminating players in
squares with higher numbers than your own. VERY YOUNG players
could play the game similar to that above, but allowing them to
catch and throw the ball instead of volleying it.
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(Soccer)
26.
ONE-ON-ONE -
Use a
relatively small playing field. Place goal markers about three feet
wide at each end. Large boxes placed on their sides could also be
used for goals. Two players. Each player tries to kick the ball
into his opponent's goal. Start each play at the center of the
field. First player to score five goals wins the game.
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27. HALF-COURT SOCCER -
When you have a very small playing area, you simply want to
limit the amount of running needed, or only have one goal
available, you might play the game like in half-court
basketball. Both players or teams use the same goal, but as in
basketball if you get possession of the ball close to the goal
you must first clear it by taking it away from the goal and
across a specified line before bringing it back and trying to
score.
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28. STEAL-THE-SOCCER BALL -
Play
like Steal-the-Bacon, but use a soccer ball. Two teams line up an
equal distance from the ball. Every player is given a number. For
each number on one there, there is a player with a corresponding
number on the other team. When the leader of the game calls out a
number, the player from each team with that number runs to the ball
and tries to dribble the ball soccer style back to his line so he
can earn a point. First team to get ten points wins.
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(tetherball)
29. SIMPLE TETHERBALL -
Have your own tetherball and pole or use the one at your local
school playground. Players must stay in their own playing
area. The object of the game is to wind the rope in the desired
direction by hitting the ball with the fist. The opponent tries
to hit the approaching ball in the opposite direction. Both
players try to wind the ball completely around the pole. To
begin the game, the server stands on the playing area and hits
the ball. The ball is not in play until it has passes through
the opponents zone. Fouls include:
Allowing the rope to wrap around the hand.
Touching the pole with the hands.
Stepping out of the playing area into the other player's
playing area.
Catching the ball.
The
penalty for a foul is a free hit for the opponent. The free hit
is taken like the serve with the exception that the rope may not
be unwound more than one-half turn before the hit is taken. A
point is earned by the player in whose direction it is wound
regardless of which player completed the winding. After a point
is scored, the serve goes to the loser. A game can be set to
any number of points or played with in a time limit. VERY YOUNG
players could play the game similar to that above, but allowing
them to catch and throw the ball instead of hitting it with
their fists.
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