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The authors divide warm-up or cool-down games into three categories. The criteria for classification are based on the objectives of the different forms:
First category: Specific running lane
Second category: Forms of teamwork
Third category: Skillfully negotiated obstacles
The original form in this category is the game of catch during school recess. This game has many variations and group-specific, problem-solving approaches. The following forms work well on the soccer field or in the gym.
EXERCISE 1: CATCH ME!
One or two catchers are positioned on the centerline of a marked field (9 x 8 m). The catching game begins with a signal from a child or the coach or instructor. Players can start from both sides of the field. Beware of possible collisions. Anyone who is caught (i.e., touched) can return "catch." See who can achieve the most touches during a specified amount of time. The focus of this form is spatial orientation.
Fig. 5: Two players play catch on the centerline.
EXERCISE 2: TEAMWORK
Create a game of catch with one pair of players and one hunted player in the center. Work with your partner. When the hunted player is touched, the pairs change. See which player receives the fewest touches. Specify a time period.
EXERCISE 3: VARIATIONS OF CATCHING GAMES
Fig. 6: Game of catch on the lines of a volleyball court.
Fig. 7: Single-leg game of catch between the centerlines of a volleyball court.
EXERCISE 4: THE GREAT WALL OF CHINA
Several players attempt to get from one side of a volleyball court (see fig. 7) to the other. One catcher is positioned on the centerline and tries to touch the players. If he succeeds, the player he touches forms a sort of wall with the catcher, and now both of them try to stop and touch the other players. Every player who is touched must become a part of the wall. The players who try to change sides can also "flee" through the wall (but without being touched). Determine number of players and apply the following rules:
Catching for a specified period of time or until all have been caught.
Change sides after a specified period of time (count number of changes).
EXERCISE 5: DEAL!
Photo 22: Deal! Who reacts quickest?
Two players face each other, separated by a line. The right player extends his hand. The left player slaps the open palm and sprints toward a marked line behind his back. Immediately after the hand slap, the second player tries to touch the back of the bolting player. The sprinting duel ends when one playerreaches the marked line or is touched on the back. Change tasks. Possible scoring methods:
Each touch is worth a bonus point. See who is the first to score three bonus points.
Each sprint across the line is worth a bonus point. See who is the first to score three bonus points.
Each touch is awarded a penalty point and each won sprint duel is awarded a bonus point. See who is the first to score three bonus points.
Specify sprinting distances according to training and teaching goals.
Variation
Start: Play in a seated or kneelingposition.
EXERCISE 6: MESSI VS. LAHM
Like exercise 5, several pairs can participate here. The players in one group are the Messies, and the others are the Lahms. When the coach or instructor calls out Messi, all of the Messies sprint toward the line marked behind them. The Lahms must now touch the Messies during the sprint before the Messies cross the line. The sprint can also start from a
squat,
long seat-facing each other,
long seat-back to back,
cross-legged position,
backward-facingplank,
forward-facing plank,
prone position, or
supine position.
Scoring is the same as exercise 5. Specify sprint distances according to the training and teaching goal.
EXERCISE 7: SPEED CATCHER
One catcher must touch as many players as possible within a specified time period and within a marked playing field. Players who have been touched continue to play.
See how many players you can touch. Create a ranking list.
Variations:
Players can only be touched in a certain order, such as 4-3-2-1-0.
The touch is replaced by a tug on the jersey or bib, like in flag football.
EXERCISE 8: THE CHANGER
Photo 23: The catcher is easily recognizable.
Field size is approximately 15 x 15 meters, depending on the number of players.
Compare to exercise 7: The player who has been touched becomes the new catcher. The catcher wears a clearly visible hat or marking hood or carries a wooden or plastic staff or a ball. The equipment is constantly passed off and received. Tasks change as soon as a player leaves the field. Playing time, field size, and number of teammates and catchers are determined based on the training and teaching goal.
See how often you are the catcher.
EXERCISE 9: THE HOOP
Photo 24: It's all about dexterity and anticipation.
Compare to exercise 8: On a playing field that is 15x 15 meters, the catcher tries to place a hoop over another player's head with one or both hands. If he succeeds, they switch tasks.
See which player scores the fewest goals.
EXERCISE 10: BATTLEFIELD
Constantly alternate a game of catch, whereby the tagged player must always keep one of his hands on the place where he was touched. If he touches another player as the catcher, he is able to move freelyagain. Depending on the chosen group size, multiple players can be designated catchers. Field size should be determined based on the training and teaching goal.
See how often you were touched within a specific period of time.
EXERCISE 11: TORTURE
Photo 25: Game of catch is made more difficult with a medicine ball.
Constantly alternate a game of catch, whereby the catcher must also carry a medicine ball. He can only touch a player with his free hand. Depending on the chosen group size, multiple players can be designated catchers. Field size should be determined based on the training and teaching goal (e.g., 15 x 15 m).
See how often you were touched within a specified time period.
EXERCISE 12: CAUTION, CONSTRUCTION ZONE!
Constantly alternate a game of catch, whereby benches (medicine balls, hurdles or mini hurdles, or agility ladders) that the catcher is not allowed to run or jump over are placed on the marked playing field.
Depending on the chosen group size, multiple players can be designated catchers. Field size should be determined based on the training and teaching goal.
EXERCISE 13: DIVERSION
Constantly alternate a game of catch, whereby a third player is allowed to sprint between the catcher and the hunted without getting touched. If he succeeds, the catcher must try to catch this player.
See who helps the hunted with a diversion maneuver. It requires teamwork.
EXERCISE 14: TEAMWORK
Four catchers each have a baton or wooden staff. Together the four catchers try to continuously touch two players. If they succeed, the second of the two tagged players receives a baton or wooden staff. The catchers continue until they have given away all of the batons or staffs.
What is the total time for all four players?
Who was touched during a specified time period or not at all?
Field size should be determined based on the training and teaching goal.
By now there is lots of empirical evidence from sports science research, unequivocally documenting that implicit and explicit processes of appropriation in games function autonomously and simultaneously in cooperating or competing interaction. Collective action structures that are a part of the complex game of soccer also develop in the form of unconscious but (highly) intelligent cognitive processes so that, for instance, requirements considered difficult (e.g., enormous competitive stress and new and difficult tasks) can be met by the player with precision, speed, versatility, as well as situationally in forms of play.
The authors are, therefore, of the opinion that the important aspect of teamwork should already be stressed during introductory games of catch. It should be understood and practiced from the perspective of the catchers as well as the hunted.
EXERCISE 1: SIAMESE...
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