Session 5.

Warm-Up - Hot Potato Tag

Player A and Player B toss the ball back and forth continuously.

  • When the coach yells "GO!", whoever has the object (or is catching it) must:

  • Quickly perform 3 jumping jacks

  • Then chase their partner and try to tag them before time runs out.

  • If they tag their partner, they hand the ball to that person, who must then:

    • Do 3 jumping jacks

    • Chase them back before the timer ends.

    • This continues back and forth until time is up.

Progression:

  1. Ball Tag: If using a soft foam ball, allow the chaser to throw the ball at their partner.

  2. Locomotor Challenge: Students must use a different movement style (e.g., skipping, galloping, crab walking) during the chase.

  3. Kick Tag: Chasers can try to kick the ball gently at their partner’s legs to tag (ensure distance and safety).

  4. Obstacle Course Option: Add cones or safe zones to increase the challenge and strategy.


Game #1.

Feed The Monster - 15/20 minutes

Set-Up

Use the basketball court/blacktop. Place spots around the court.

Monsters: Some students stand inside the hoops or on spots.
Feeders: The other students have a basketball.

Rotate the Monsters & Feeders

How to Play

The students with a basketball dribble around the area. The monsters CANNOT leave the spots.

The students with the basketballs dribble up to the monsters. They make a bounce or chest pass to the monster (Feeding the Monster).

The monster passes the ball back, and the student dribbles to another monster.

The student gets one point for every monster they feed.

Development: The Instructor shouts ‘MONSTERS GO CRAZY’!!!

When this happens, the monsters in the hoops are allowed to take one foot out of the hoops and try to knock the basketballs out of the student’s hands. The students with the basketballs attempt to dribble around the crazy monsters for 30 seconds or less.

Game #2.

Red Light - Green Light Basketball

Set-up

  • Use the basketball court width.

  • The instructor calls out “Green Light,” meaning the students can run, walk, scurry, speed walk, etc., across the width of the basketball court while dribbling the basketball court.

    TIP: tell students not to run and practice self-control by not running, etc. Speed walking is acceptable.

How to Play

All students stand behind the start line. The instructor is over past the finish line.

  • The instructor yells, “Green Light!” Students begin making their way across the field toward the finish line.

  • The instructor yells, “Red Light!” - all students must freeze in place

  • The instructor yells “Green Light” and “Red Light” in different increments.

  • The first student across the finish line wins!

If students continue to move when the instructor yells “Red Light,” they must return to the starting line.

Introduce New Conditions

  • The instructor can introduce “Yellow Light!” meaning students must move in slow motion! 

  • Squid Games Edition:  In addition, the instructor can assign one student to be the caller, and the instructor MUST  play with the rest of the students. The instructor has to be vigilant at all times.

  • The caller student can have their back turned, yell “green light,” and students begin making their way.

  • The caller yells “red light” and simultaneously turns around. If the caller catches anyone moving after turning around, those students are out.

  • The game continues until everyone is either out and/or across the finish line.

Create new colors that make students do different actions with the basketballs.

  • Blue Light = Throw ball in the air and catch it.

  • Purple Light = Bounce ball x10 times.

  • White Light = Move the ball around the legs or around the waist.

Scrimmages

Set Up

  • Divide the players into two groups and organize balanced teams.

  • Use the bibs to clearly distinguish the teams.

Your Role

  • Facilitate Understanding: Make sure the players understand the basic rules of the game. Clarify any questions they have and ensure everyone is on the same page.

  • Skill Integration: At the beginning of each game, remind the players of the specific skill they practiced during the warm-up and the fun games. Encourage them to actively try and use that skill during the game. Example: If the games focused on dribbling, you might say something like, "Remember those dribbling moves we just practiced? Let's see you use them to get past defenders and create scoring chances!"

Additional Tips

  • Observe and Provide Feedback: Watch the games closely and offer positive feedback and constructive suggestions to individual players and teams.

  • Keep it Fun: Maintain a positive and encouraging atmosphere. The main goal is for the kids to enjoy playing and learning.

  • Be Flexible: Adjust the game format or rules if necessary to ensure everyone is engaged and having a good time.

Remember, your enthusiasm and guidance will go a long way in helping the players develop their skills and love for the game!

End Chat

Bring the group in at the end of the session and ask questions about the what they just worked on. Examples:

Q. What did you do in the session?

Q. What did you learn?

Give stickers out to kids who did well.

Choose a child who did a great job and they choose the end cheer for the group.