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FOR AGES 7 TO 8LEVELLEVEL
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Milk is delicious, nutritious and helps young bodies and minds grow strong... a vital
component in developing skill, fun and fair play.
Learn to
play!
CoverLEVEL2.pmd 4/29/2005, 10:49 AM2
1
section 1
PARMALAT LEARN TO PLAY
1
WHY PARMALAT LEARN TO PLAY (PLTP)?
The PARMALAT LEARN TO PLAY PROGRAM is a revolutionary way of introducing the sport
of Softball to children. Activities are included which foster the involvement of ALL players, including
players with high and low skill levels. The child will experience excitement, enjoyment and success.
Activities and lead-up games are patterned after informal playground games that promise an hour of
FUN and LOTS OF ACTION. Participants will go home at the end of the night happy and tired,
while improving their fitness level.
Research has shown that out of a possible 20 reasons for youth participation in sport, the top four are:
To have FUN
To stay in shape
To get exercise
To improve skills
Children ranked “challenge of competition” as #10 and “to win” as #12 clearly indicating that
competition should not be the focus of programs for young children.
The PARMALAT LEARN TO PLAY PROGRAM replaces the old game of T-Ball and promises an
hour of FUN, games and activity....set up to develop the players’ individual softball skills and build self-
confidence. The following chart compares the characteristics of the game of T-Ball (which is currently used
to introduce children to softball) and the PARMALAT LEARN TO PLAY PROGRAM:
T-Ball Characteristics: Vs. Parmalat Learn to Play
Characteristics:
Competition is the emphasis FUN is the emphasis
Low number of repetitions of skills High number of repetitions of skills
Less skilled players receive little Progressions to suit the skill level
opportunity to improve of the player
More aggressive/skilled players Drills that offer a high success rate
dominate game for every child
Players are standing in the field leading Action packed lesson plans leading to
to boredom and low activity high activity for players
Volunteer coaches are given no direction Volunteer coaches are given prepared
or resources lesson plans with easy to follow instructions
and progressions for teaching basic skills
2
3
4
1
4
3
2
5
6
Level 2 Section 1.pmd 4/29/2005, 10:54 AM1
1
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introduction to Parmalat Learn to Play
PARMALAT LEARN TO PLAY
The PARMALAT LEARN TO PLAY PROGRAM provides 5–10 year olds with maximum
opportunity to practice the progressions necessary to successfully take part in the (adult) game of
Softball with a reasonable amount of skill.
Traditionally, at the 5–10 year old level, coaches are Moms and Dads with little or no coaching experience.
This program is designed to make it easy to implement for the volunteer coach. It includes prepared
lesson plans, easy to follow instructions, a letter to give to parents about the program, progressions for
teaching basic skills, and lead up games designed to simulate the real game of Softball.
The PARMALAT LEARN TO PLAY PROGRAM is designed to be a young person’s introduction
to the sport of Softball. The emphasis is on FUN, ACTION, and a POSITIVE ATMOSPHERE,
with a gradual introduction to non-stressful competition. The kids will have FUN, and they will want to come
back for more!
WHAT’S IN THIS MANUAL
The following is a review of the content of this manual and what the purpose is for each section of
the manual:
INTRODUCTION
Why Parmalat Learn to Play? (p. 1)
◗ explains the philosophy of the PARMALAT LEARN TO PLAY PROGRAM
◗ outlines the differences between T-Ball and the PARMALAT LEARN TO PLAY
PROGRAM
What’s in the Manual (p. 2)
◗ outlines the content of the manual and how it’s organized
CHILD DEVELOPMENT (p. 5)
Introduction (p. 5)
◗ explains how children learn and develop
Characteristics of Children (p. 6)
◗ outlines the characteristics of children and suggests ways to incorporate these characteristics
into the planning of children’s activities
Age Appropriate Skills by Age (p. 9)
◗ outlines what skills should be emphasized at each age group
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section 1
PARMALAT LEARN TO PLAY
NOTES TO COACHES
Introduction (p. 11)
◗ explains how the PARMALAT LEARN TO PLAY PROGRAM is organized
Program Design (p. 11)
◗ explains how the program is designed (length of season, length of a session, number of players,
number of helpers, facilities, the lesson plans and how to end the season)
◗ this will be different in each level
Tips for Coaches (p. 13)
◗ provides tips to the coach on how to have a successful season
Ideas for Establishing Positive Behavoir (p. 14)
◗ describes ideas for behaviour expectations that a Coach may wish to employ throughout
the season
Group Selection (p. 14)
◗ provides ideas for forming groups of players
Organizational Signals (p. 15)
◗ provides hand signals that will assist the Coach in quickly organizing their players
during a session
Equipment List (p. 16)
◗ provides a list of all required equipment needed to run the PARMALAT LEARN TO
PLAY PROGRAM
◗ much of the equipment can be hand made (i.e. batting T’s; carpet bases; sticks with a hanging
ball; cut off broom handles for bats, tennis balls cut in half for markers, etc.)
◗ using a softer type ball (i.e. safety balls) is extremely important to give the players confidence
when performing the skills in the lesson plans (i.e. catching fly balls)
◗ whiffle balls are the only other equipment that might have to be purchased that wouldn’t
normally be part of a team’s equipment
Letter to Parents (p. 17)
◗ provides an overview of the PARMALAT LEARN TO PLAY PROGRAM for parents
that can be handed out to parents at a Parent Meeting or at the first session
Level 2 Section 1.pmd 4/29/2005, 10:54 AM3
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introduction to Parmalat Learn to Play
PARMALAT LEARN TO PLAY
LESSON PLANS (p. 19)
◗ an index of all the activities that are included in the manual is provided before Lesson 1
◗ provides 18 lesson plans to take a Coach through a Softball Season
EXTRA LEAD UP GAMES (p. 67)
◗ provides additional games to be used as Lead Up Games in the Lesson Plans
BASIC SKILLS CHECKLISTS (p. 77)
◗ provides a checklist of the key teaching points for all the Softball skills taught in the
PARMALAT LEARN TO PLAY PROGRAM
◗ can be used as quick reference to ensure coaches are covering the key points of each skill or a
report card for the player
SOFTBALL SKILLS (p. 85)
◗ provides the Coach with key teaching cues for all Softball skills and progressions to
aid instruction
END OF SEASON (p. 105)
◗ provides ideas for ways to wrap up the Softball season
Level 2 Section 1.pmd 4/29/2005, 10:54 AM4
PARMALAT LEARN TO PLAY5
section 2
CHILD DEVELOPMENT
INTRODUCTION
It is very important for coaches to be aware of the developmental characteristics of children of different
ages. Young children do not have the same capabilities as older children, consequently practices have to be
modified for different age groups. Methods that work with older children may not be the best for younger
children. Young children need to participate in activities and progressions where they experience success,
not frustration. They enjoy learning new skills and playing lead-up games. Hundreds of repetitions are
necessary to develop the skills to play a full game of Softball and these will be obtained through the games
approach of the PARMALAT LEARN TO PLAY PROGRAM.
Program goals at younger age levels should include learning the basic skills of Softball and developing
positive feelings towards the game, including the desire to improve skills and continue playing. The game
of Softball involves many of the basic movement skills that are found in other sports – throwing,
catching, running, striking. These are the building blocks that children will need to participate in many
physical activities, hopefully for a lifetime. Thus, it is valuable for all children to develop proficiency in
these basic skills no matter what sport they eventually specialize in.
Level 2 Section 2.pmd 4/29/2005, 10:55 AM5
PARMALAT LEARN TO PLAY
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child development
CHARACTERISTICS OF YOUNG CHILDREN
Short attention span:
·
short practices
·
variety of activities
·
short explanations
Like a lot of action:
·
maximum activity in small groups
·
maximum use of equipment
·
ACTION more important than perfection
Mature at different rates:
·
practice at own skill level
·
checklist to assess readiness so skills can be introduced at the appropriate time
Low ability to work in complex situations:
·
introduce complex activities gradually
·
keep competition simple with a low number of players
Low level of fine motor co-ordination:
·
use of modified equipment (softer balls)
·
parent helpers allow for individual work
·
skill learning takes place in practice situations
·
recognize proper skills are only used in competition once it is fully assimilated
Low ability to track objects, especially if moving in an arc:
·
provide maximum repetitions for practice
·
simple games in smaller areas
·
use of softer, lighter balls which travel more slowly
·
yellow balls if possible – they are easier to track
Egocentric:
·
priority is FUN – playing simple drills/games
·
need everybody wins, nobody loses situations
·
simple games which require low level of teamwork
High desire to please coaches/parents:
·
criticism or praise results in them being crushed or elated
Level 2 Section 2.pmd 4/29/2005, 10:55 AM6
PARMALAT LEARN TO PLAY7
section 2
Low ability to assess competence. Like chameleons, attitudes of
coach/parents have tremendous effect on how player feels:
·
if coach emphasizes or rewards effort, player will be satisfied
Low ability to think abstractly, think ahead, anticipate, cope with stress:
·
play games with simple rules, low level competition
Limited ability to make decisions (even to protect self from injury):
·
simple activities, requiring limited skills using modified equipment
READINESS MODEL
Every child who enters the sport of Softball has the right to choose to eventually strive for excellence
or to participate recreationally. To ensure that players can make the best choice for them later in life,
the Coach must provide the opportunities and experiences to form a solid base of the fundamental
skills of the game of Softball. The comprehensive hierarchy of skills listed here should help coaches
and administrators appreciate the complexity of the sport and the number of skills required to play it
well. It should be clear that it is necessary to introduce the skills of Softball and competition with a
gradual progression.
PREREQUISITE SKILLS
The following list of skills should be developed in Level 2 as well as through the childrens’ school and
home activities:
·
basic body movement skills·
spacial awareness (high-medium-low)
·
hand-eye co-ordination·
group interaction
·
time awareness·
listening skills
·
quickness·
quick response to directions
·
body awareness·
aerobic fitness through play
·
ability to mimic skills
Level 2 Section 2.pmd 4/29/2005, 10:55 AM7
PARMALAT LEARN TO PLAY
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8
child development
SPECIFIC SPORT SKILLS
HIERARCHY OF SKILLS
The skills included here are intended to be taught over a period of time from entry into Softball until
Midget. Suggestions for the age level to be taught are included, but coaches will have to be flexible
depending on the ability level of the players involved.
LTP Parmalat Learn to Play (under 10)
M Mite (under 10)
S Squirt (under 12)
PW Pee Wee (under 14)
B Bantam (under 16)
Mi Midget (under 19)
Level 2 Section 2.pmd 4/29/2005, 10:55 AM8
section 3
11PARMALAT LEARN TO PLAY
1
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NOTES TO COACHES
INTRODUCTION
This section contains many useful resources/suggestions for the Coach of the PARMALAT LEARN TO
PLAY PROGRAM to utilize during the course of a Softball season. The PARMALAT LEARN TO
PLAY PROGRAM design is outlined for a typical Softball season. Tips for Coaches are provided for
the Coach to keep in mind for the entire season. Sample behaviour expectations are described that a Coach
may wish to implement for their team. Suggestions on how to organize players into groups is provided.
As well, organizational signals are included to assist in communicating what the Coach wishes the players
to do. A list is provided that outlines all the required equipment for the PARMALAT LEARN TO
PLAY PROGRAM for the entire season. And finally, a sample letter is provided that the Coach may
wish to give to the parents of the players describing the program and what it involves. Armed with these
resources, the Coach is sure to have a successful Softball season!!
PROGRAM DESIGN – LEVEL 2 (7-8 YEAR OLDS)
Note: The following points are guidelines only. Please feel free to modify these guidelines or to develop
your own as dictated by the needs of your Association.
LENGTH OF A SEASON
◗ Typically the Softball season for 7-8 year olds is two months (May and June) with 2 sessions a week.
LENGTH OF A SESSION
◗ 1 and 1/2 Hour (maximum) per session (45 minutes using the lesson plans and 45 minutes of a
scrimmage)
NUMBER OF PLAYERS
◗ No more than 12 players on each team. It is recommended to have 10 players or less.
NUMER OF ADULT HELPERS
◗ 6 adult helpers (parents or family members) are required for each session.
◗ Should have one adult for every two players.
FACILITIES
◗ While the use of a Softball diamond is suggested, an open field can also be used.
◗ The number of diamonds used will depend on the resources of the Association and the number of
participants registered.
Level 2 Section 3.pmd 4/29/2005, 10:57 AM11
3 notes to coaches
12 PARMALAT LEARN TO PLAY
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9
LESSON PLANS
◗ The coach is provided with 18 lesson plans to take them through a typical Softball season (i.e.
a nine week season with 2 sessions per week).
◗ Each lesson plan involves activities that will teach the players the basic skills of Softball.
◗ Coaches are offered suggestions on how to modify an activity to suit the players’ ability level.
◗ The coach has great flexibility in following or changing the lesson plans to ensure the most
FUN and ACTIVITY for their players.
◗ The Lesson Plans are designed so that both teams do the Warm Up at the same time (one group
in the infield and one group in the outfield).
◗ The next portion of the session has 20 minutes of activities, which is performed in the outfield
and the infield.
◗ The groups then switch places after 20 minutes so that each has had a chance to practice in the
outfield and infield. The session is designed this way because some of the activities require either
the backstop or grounders in the infield to be done effectively.
◗ The total time (including Warm Up is 45 minutes) for this portion of the session.
◗ The teams would then scrimmage against each other for the next 45 minutes.
SOFTBALLS
◗ Softball Canada strongly recommends the use of the Worth Reduced Injury Factor (RIF) softballs
for the PARMALAT LEARN TO PLAY PROGRAM.
◗ Fear of being hit by a hard ball is a deterrent for children learning softball skills so a softer ball
will increase the child's confidence when engaging in the activities of the program. The Worth RIF
softballs come in a variety of hardness as well as sizes to meet the needs of your association.
◗ As the child's skills improve, a harder softball can be introduced.
SCRIMMAGE MODIFICATIONS
◗ An adult will pitch to their own team.
◗ 7 pitches are thrown to each batter to allow them to hit a fair ball. If the player does not hit
a fair ball, they go to first base if a swing was taken on at least four pitches.
◗ All players will play defence but there will be a maximum of 7 players in the infield.
◗ All players will bat each inning.
◗ There will be no advances on overthrows.
END OF SEASON
◗ It is strongly recommended that the Association organize a “FUN Day” at the end of the
season for the participants of the PARMALAT LEARN TO PLAY PROGRAM. (Note:
Some Associations will also start the season off with a “FUN Day”.)
Level 2 Section 3.pmd 4/29/2005, 10:57 AM12
section 3
13PARMALAT LEARN TO PLAY
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TIPS FOR COACHES
If you are using the program for the first time, ask for assistance from your Minor
Softball Association or Provincial/Territorial Softball Association. They may be able to
provide you with a trained person to review the lesson plans and skill progressions,
should you require it.
Explain to the players what is appropriate and inappropriate behaviour and the consequences
of such. This will set the tone for the season.
Be sure to review the skills section and the specific skills you will be covering in your
lesson plan prior to leaving for the diamond.
Coaches should arrive early to set up the diamond and be ready to start on time. This
sets a good example for the players.
Players should be instructed to arrive early to the session. This will help develop a habit
for the players to arrive early in future years to practices and games to allow for a proper
Warm Up to be ready to go at the stated time. Perhaps show them some Warm up
activities and stretches they can do on their own. Then have them throw to each other
before the session begins.
Attempt to stay within the prescribed times for the activities in the Lesson Plans.
Because of the players’ short attention spans, there is a need for change and variety, even
if they have not mastered the particular skill. Expectations for correct techniques should
be low with this age group.
Be flexible in implementing the Lesson Plans by adding or subtracting any activities
listed in this manual. Use the players’ favorite activities more often to ensure they are
having FUN but don’t over use them.
Ensure you stay on time by keeping instructions brief. Players must be kept ACTIVE.
Be flexible with the time spent on pitching. Pitching is a very complicated skill that may
take a while for the players to understand. However, you may be surprised at how quickly
your players will learn this skill. Be creative with the pitching activities (i.e. use targets
on the backstop, stepping (striding) on a marked line, etc). If the players are confused
switching back and forth from underhand (pitching) to overhand throwing, wait until
later in the season to introduce pitching. This way overhand throwing will be well
established. Remember the emphasis of the PARMALAT LEARN TO PLAY program
is the players having FUN!
Many of the activities can include some kind of competition (i.e. see who can make the
most consecutive catches). You decide when the players are ready and responsive to be
introduced to a competitive situation.
If your team is given additional practice times, the Lesson Plans and Lead Up Games in
this manual are a good resource to help you plan your practice session.
Promote the “philosophy” of PARMALAT LEARN TO PLAY to the parents as
some may be skeptical at first. It will help to refer to the activities as legitimately
playing Softball and to avoid the phrase “we just practice”.
Maintain a FUN atmosphere. The activities provide the opportunity for FUN to occur.
Be enthusiastic, encouraging, and organized and the season will be successful.
Level 2 Section 3.pmd 4/29/2005, 10:57 AM13
3 notes to coaches
14 PARMALAT LEARN TO PLAY
IDEAS FOR ESTABLISHING POSITIVE BEHAVIOUR
The Coach should develop a list of behaviour expectations for the players. These behaviour expectations
must be established at the start of the season and communicated clearly to the players and parents. The
coach must monitor the players’ behaviours and follow through on any consequences decided upon at the
beginning of the season.
Possible behaviour expectations that a Coach may wish to establish are:
◗ After the coach’s explanation, wait for the “GO” signal from the coach before starting any
activity. An idea to encourage children to listen more carefully is to vary the word that means
“GO” (i.e. don’t start until the coach says “DYNAMITE”, “BARNEY”, “AWESOME”).
◗ Use the word “FREEZE” for stop. Expect players to stop immediately. If you get in the habit
of repeating the stop signal 3 or 4 times, the players will also accept that as standard.
◗ Establish rules for setting up and putting away the equipment. This can teach children
responsibility. Insist that the players PLACE equipment and not throw it when putting it away.
◗ To avoid players playing with the ball while the coach is talking establish a routing for when the
coach is talking (i.e. place the ball on the ground between feet or in hand behind back, etc.)
◗ Never swing a bat without checking behind to see if someone is there.
◗ Never walk up behind someone holding a bat without letting them know you are there.
GROUP SELECTION
◗ Always avoid assigning captians to pick a team, as was often done in the past and which could
do irreparable damage to the self-esteem of the child chosen last.
◗ Children can not be allowed to hurt the feelings of others in the group selection process. This can
be emphasized by letting the players know it is NOT acceptable to say no to a teammate who
wants them to be a partner.
◗ Number players 1-12 at the beginning of the year. This will make it easy to assign groups by
calling out their number when the coach wants to assign groups.
◗ To get even numbered groups start by selecting a partner, then each pair joins with another pair
to get 4, or with 2 other pairs to get 6.
◗ To select 2 teams, have the players choose a partner (without telling them you are choosing
teams). Have one partner stand on 1 line and the other partner on another line. You automatically
have 2 teams selected.
Level 2 Section 3.pmd 4/29/2005, 10:57 AM14
section 3
15PARMALAT LEARN TO PLAY
ORGANIZATIONAL SIGNALS
The use of hand signals can be used to make your practices run more smoothly and efficiently. If used
consistently, the players will learn to react quickly, with less confusion and it will be easier for the coach
to maintain control. Start by using both verbal and hand signals. Eventually only hand signals will be
required once the players’ attention is gained.
Form a Line: Run quickly to form a
line in front of the Coach. Stand evenly
spaced shoulder to shoulder.
Listening Circle: Run quickly to
stand in a group in front of the Coach to
listen to the coach’s instructions.
Groups: Quickly form a group with
the number of people indicated by the Coach.
Files: Quickly form a single file line
with one player behind the other.
Quiet/Listening: Immediately stop
what you are doing, hold a hand in the air
and listen to the Coach.
Level 2 Section 3.pmd 4/29/2005, 10:57 AM15
3 notes to coaches
16 PARMALAT LEARN TO PLAY
EQUIPMENT REQUIRED
Keep the following equipment in a common storage place so each team has access to it on arrival at the diamond.
If all teams use the same equipment, the Association may be able to save money in implementing the PARMALAT
LEARN TO PLAY program. It would save tremendously in the cost of implementing the program.
It is advised that the coach review each lesson plan prior to arrival at the diamond to see what equipment
is required. All equipment is not needed for every lesson (i.e. Hitting is not included in every Lesson Plan).
3 Whiffle balls
1 Dozen safety balls (i.e. indoor softballs)
4 Batting T’s (home made T’s work well. Traffic pylons may also
be used.)
6 Carpet Home plates
2 Sets of bases (carpet bases will do for 1 set)
12 Bats (preferred for maximum repetitions. Minimum requirement for
each team is 1 bat for every 2 players on the team.)
1 Set of catcher’s equipment
6 Markers (i.e. pylons, pucks, old tennis balls cut in half)
6 Sticks with hanging attachment on the end (whiffle ball, shoelace,
rope, rubber tubing). Old cut off hockey sticks or broomsticks
work well.
2 Targets (approximately 3' x 3')
4 Helmets
Level 2 Section 3.pmd 4/29/2005, 10:57 AM16
section 3
17PARMALAT LEARN TO PLAY
LETTER TO PARENTS
Welcome to the PARMALAT LEARN TO PLAY – Level 2 softball program. It is a FUN,
ACTION PACKED introduction to the game of Softball. We will be playing a version close to the
adult game of Softball. However, there will be modifications in order to address the needs and characteristics
of young players. The most notable modification will be the use of an adult to pitch to the batters.
Level 2 consists of 45 minutes of games and activities to enhance the skills of the players followed by a
45 minute game. The first part of the evening allows maximum opportunity for repetitions and
improvement. The second part of the evening introduces the concept of competition.
The PARMALAT LEARN TO PLAY program is designed to address the common characteristics of
children. These include:
Love of FUN
Love of Action
Need for approval & praise
Short attention span
Different maturing rates
Low ability to think abstractly
Low ability to anticipate
Low ability to do complex tasks
Low ability to cope with stress
Low level of fine motor skills
Low ability to make decisions quickly
The success of the PARMALAT LEARN TO PLAY program will depend on your help and support. In
each session we will require at least 6 parents or adults to help run activities and provide feedback to
ensure a 1:2 adult to child ratio. You are welcome to help every session, but we will be SCHEDULING every
family at least once. If you can’t make your scheduled time, please arrange a replacement. It is NOT
necessary to be knowledgeable about Softball. All you need is a SMILE and ENTHUSIASM.
Softball is an ACTIVE game, played in the dirt, where players are likely to get dirty. Please ensure your
child is wearing OLD pants and T-Shirts to each session. Players should also bring their own WATER
BOTTLE with them.
Here’s to a FUN and POSITIVE season!
Level 2 Section 3.pmd 4/29/2005, 10:57 AM17
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section 4
INTRODUCTION
This section contains lesson plans that are designed to make it easy for coaches who have little or no
experience coaching children to run an exciting and effective Softball program for young children. Even
experienced coaches will appreciate these well thought out lesson plans and incorporate many of the
drills into their practice plans.
A set of 18 lesson plans has been designed to assist you in running a bi-weekly 9 week program. The plans
have been designed as a resource. You can use the plans verbatim or as a rough guide. They are adaptable
to your skills as a coach and the abilities of your athletes. The extent to which you choose to use the plans
will depend on your softball coaching experience and your level of comfort in teaching children.
You have been given 18 lesson plans, but you will realize that some activities may work better than
others. We encourage you to be creative – combine some of the plans, create your own name for
activities or create your own plan based on the activities that you feel are most effective. Even have the
players choose the activity as it’s all about their enjoyment.
All lesson plans do require some advance preparation. The following check list will prepare you to run a
successful session:
·
Review the upcoming Lesson Plan prior to the session.
·
Become comfortable with how to set up and run each activity (visualize).
·
Review the skills of the session.
·
Consult the Softball Skills section to review how to teach the skill.
·
Review the Notes to Coaches section of the manual.
·
Practice the skill at home (in front of a mirror) to be sure you are comfortable teaching it.
·
Check to ensure that you have all the necessary equipment for the activities in the upcoming
lesson plan.
·
Arrive at the diamond 15 minutes early to ensure the field is safe and discuss the role each
coach or adult helper will play during the session. You may also want to use this time to
orientate adult helpers (parents/older siblings).
DURING THE SEASON
There will be two (2) teams on the diamond at once (evenly divide your total number of players by two).
One team is placed in the outfield and the other team is placed in the infield. Each team will perform the
warm-up activity separately for 5 minutes. Then each team will perform the listed activities for 15
minutes in their designated areas. The two (2) teams will then switch positions (infield group moves to
outfield and vice versa) and performs the activities listed for that area. The teams will then play a
scrimmage game for 45 minutes.
LESSON PLANS
Level 2 SECTION 4.pmd 4/29/2005, 10:59 AM19
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lesson plans4
WARM UP GAMES LESSON PAGE
Behind Enemy Lines 17 63
Blob Tag 1, 11 21, 48
Bunnies and Bullfrogs 3 27
Defend 15 58
Frozen Tag 16 61
Grab the Bacon 5 32
Hook on Tag 14 56
Kermit and Miss Piggy 12 50
Leap Frog Tag 10 45
Partner Shuttle 8 40
Partner Tag 2 24
Pip, Squeak and Wilbur 4 29
Shadows 9 43
Shark in the Tank 6 34
Take it Back 7 37
Up-N-At-Em 13 53
THROWING/CATCHING GAMES LESSON PAGE
Ball of Fire 9 43
Ball Red Rover 16 61
Big Foot 3 27
Boom-A-Rang 11 48
Bull’s Eye 7 37
Champ 1 23
Getting to Know You 1 21
Goal Ball 13 53
Home Run 4 29
Hot Potato 10 47
Lead Me 10 46
Leonardo 8 41
Partner Throws 5, 12 32, 51
Pert Gert/Pert Bert 1 22
Reach the Coach 2, 3 24, 27
Sky Ball 3 28
Spaceshuttle 12 51
Spell Your Name 6 35
Super Scooper 17 63
LIST OF ACTIVITIES
HITTING GAMES LESSON PAGE
Grand Slam 9, 11, 44, 49,
17 64
Hit and Run 4 30
Hitting Stations 6, 8, 34, 40,
10, 18 45, 65
Monster Bash 2 25
Over the Line 15 58
Pepper 16 62
Slugger 7 38
Smoke ‘Em 5 33
BASERUNNING GAMES LESSON PAGE
Beep Beep 8, 10 41, 46
Gimme 5 1 22
Gotcha 12 51
Jam 7, 11, 38, 49
15, 17 59, 64
Kill the Mosquito 2, 4 25, 30
Slip-N-Slide 9, 16 43, 61
Super Shoes 6, 13, 35, 54,
14 57
LEAD UP GAMES LESSON PAGE
Berserk extra 68
BlastBall extra 71
Bucket Ball extra 72
Crazy Ball extra 69
Dizzy Izzy extra 69
Far Base extra 72
Field 3 15 59
500 18 66
Freeze the Runner 5, 14 32, 57
Help extra 70
Minnie Ball extra 73
Roadrunner extra 74
Scrub extra 74
Semi-Circle Softball extra 75
Skip Ball extra 68
Ten Minute Softball extra 75
Twenty One extra 70
Whack-O extra 67
Level 2 SECTION 4.pmd 4/29/2005, 10:59 AM20
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section 4
LESSON 1 1WARM UP
BLOB TAG (5 min)
SKILLS running, dodging, agility, co-operation
ORGANIZATION mark out boundaries of playing area desired. One player is chosen to be the
chaser (beginning Blob) and the rest scatter.
ACTIVITY ◗ on “Go” the Blob chases, trying to tag others
◗ tagged players join hands with Blob
◗ when Blob becomes 3 only the outside players can tag
◗ when Blob becomes 4 split to make 2 Mini-Blobs
TEAM IN THE OUTFIELD
GETTING TO KNOW YOU (5 min)
SKILLS catching, throwing, getting to know teammates
EQUIPMENT 1 ball for every 4 players
ORGANIZATION 3 groups of 4, with each group positioned in a square formation. Distance
apart will be according to ability.
ACTIVITY ◗ as players throw the ball to a teammate in their square, they call out
their own name
◗ on second or third round, they call their own name and the name of the
player who is to receive the ball
◗ change 2 people in groups at a time, so they get to know players in
other groups as well
THROWING PROGRESSIONS (10 min)
SKILLS throwing, catching, co-operation
EQUIPMENT 1 ball for every 2 players
ORGANIZATION Players line up across from a partner an appropriate distance apart with
one adult assigned to every pair.
ACTIVITY ◗ coach teaches progressions for learning proper throwing mechanics
(keep it short) as outlined in skills section (p. 86)
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lesson plans4
◗ players start with no ball then progress to throwing a ball to partner
◗ this activity can be made FUN by seeing how many throws they can
catch consecutively or out of 10
GIMME 5 (5 min)
SKILLS running through 1B, speed development
EQUIPMENT 4 bases
ORGANIZATION put bases down 30'- 40' from players. Form 4 groups of 3
ACTIVITY ◗ players, in turn, take a swing at an imaginary ball, drop bat, run as fast as
possible past their base, give coach “high 5”, return to base as if running
to 2B, touch base and shout “GREEN LIGHT” to next player to leave
◗ make sure players are running full speed across the bag, slowing down
only after touching it
TEAM IN OUTFIELD
PERT GERT OR PERT BERT (5 min)
SKILLS proper use of glove for catching, how to wear it, how to use it
EQUIPMENT 1 ball and glove for each player
ORGANIZATION each player has a ball and space to work in where they won’t bump into
others. Objective is to see which “Pert Gert” (girl) or “Bert Pert” (boy) can
get under the ball and catch it.
ACTIVITY ◗ each player tosses the ball in the air for a self-catch
◗ coaches emphasize proper use of glove
1) See if they can throw it higher each time.
2) How many consecutive catches can they make?
3) Throw a little away from you and run to get under.
◗ a progression would be to have 1 adult toss it to every 2 players
◗ if skill level is high enough, players can throw to each other
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section 4
CHAMP (5 min)
SKILLS catching, throwing
EQUIPMENT 1 ball for every 2 players
ORGANIZATION 1 adult for every 2 players or players in partners if they are capable of
throwing and catching the ball back and forth.
ACTIVITY ◗ every time a ball is caught by one of the pair they get a letter of “CHAMP”
◗ partners can compete against other partners to see which pair can spell
CHAMP first. Letters can be awarded for good throws back to the adult
as well
◗ for variation have players select other words (i.e. Barney,
elephant etc.)
PITCHING CO-ORDINATION DRILL (5 min)
SKILLS arm/hip action of windmill pitch
ACTIVITY ◗ coach teaches arm/hip action (from skills section p. 97) with players
practicing without a ball
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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lesson plans4
LESSON 2 2WARM UP
PARTNER TAG (5 min)
SKILLS running, chasing
ACTIVITY ◗ partners face each other from opposite ends of designated playing area
◗ on “GO”, one partner tries to tag the other. When the partner is
tagged, the roles are reversed
◗ after being tagged, the player performs a task (i.e. 3 jumping jacks) to
give the other player time to get away
TEAM IN INFIELD
REACH THE COACH (5 min)
SKILLS proper use of glove and positioning for fielding grounders
EQUIPMENT 1 ball for every 2 players
ORGANIZATION 1 adult for every 2 players. Each group draws a series of parallel lines
5’ - 10’ apart.
ACTIVITY ◗ coach will demonstrate progressions as in skills section p. 89 (keep it short)
◗ each pair will start at the line farthest from the coach
◗ objective is to get to the coach in the least number of throws
◗ a grounder is thrown to each player in turn
◗ if caught, the player advances to the next line. 1st player to the
coach wins
VARIATION throw fly balls
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section 4
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KILL THE MOSQUITO (10 min)
SKILLS rounding 1B
EQUIPMENT 4 bases
ORGANIZATION put bases down in proper locations on diamond, with 3 players at each one.
Pretend there is a mosquito on the INSIDE corner of each base.
ACTIVITY ◗ one player at each base takes a swing at an imaginary ball, drops the
bat, runs as fast as possible to the next base, stepping on the
“Mosquito” as they round it
◗ they then wait their turn at the base they just rounded
◗ remind players it will be easier to step on the “Mosquito” if they run a
little to the outside of the base line as they approach the base. It would
be helpful to put some markers down for them to go around as shown
in the diagram
HITTING
HITTING PROGRESSIONS -
STRIDE AND HIP ACTION (5 min)
SKILLS stride and hip action of a good compact swing
EQUIPMENT 1 bat per player
ACTIVITY ◗ teach stride and hip action as in skills section (p. 91)
◗ focus only on these 2 actions, as they are critical to a good swing. They
will be unable to handle too much information at once
MONSTER BASH - HITTING (10 min)
SKILLS emphasis on stride and hip rotation
EQUIPMENT 6 “shoelace sticks”, 6 bases, 1 bat for every player (minimum 1 bat for
every 2 players)
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lesson plans4
ORGANIZATION 1 adult for every 2 players. Each group will find a safe area to place their
base and swing.
ACTIVITY ◗ the adult will hold the end of the shoelace (pretend it is a monster or
something else appropriate) IN FRONT of the base at various heights
◗ alternate players every 5-10 swings. Other player can be taking
practice swings
ARM CIRCLES AND HIP THRUSTS (10 min)
SKILLS arm/hip action of windmill pitch
ACTIVITY ◗ co-ordination drill from skill section (p. 97)
◗ teach windmill arm action and hip action – no ball (p. 99)
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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section 4
3 3LESSON
WARM UP
BUNNIES AND BULLFROGS (5 min)
SKILLS hopping, body awareness
ORGANIZATION make a center line between 2 end lines. 2 teams of 6: 1 team of Bunnies
and 1 team of Bullfrogs. Teams lie down head to head, opposite each other
on center line.
ACTIVITY ◗ if the coach calls “Bullfrogs”, frogs get up and hop back to their swamp
(end line) while Bunnies get up and bunnyhop after them
◗ if a Bunny tags a Bullfrog before the frog reaches the swamp, the
Bullfrog becomes a Bunny
◗ if coach calls “Bunnies”, they turn and hop while the Bullfrogs hop
in pursuit
◗ coach could surprise players by calling “Bears” or “Birds”. If they rise
on a false name, they change sides
TEAM IN INFIELD
BIG FOOT (10 min)
SKILLS throwing, catching
EQUIPMENT 1 ball for every 2 players
ORGANIZATION partners start on lines, facing each other, approximately 10' apart. One
adult per pair.
ACTIVITY ◗ players throw to each other (or adult throws if skill level is too low for
accurate throws)
◗ every time they make a catch, they move back one giant step
◗ the pair that gets the farthest apart, still able to catch the ball, gets the
BIG FOOT award
REACH THE COACH (10 min)
SKILLS proper use of glove and positioning for fielding grounders
EQUIPMENT 1 ball for every 2 players
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lesson plans4
ORGANIZATION 1 adult for every 2 players. Each group draws a series of parallel lines
5’ - 10’ apart.
ACTIVITY ◗ coach will demonstrate progressions as in skills section p. 89
(keep it short)
◗ each pair will start at the line farthest from the coach
◗ objective is to get to the coach in the least number of throws
◗ a grounder is thrown to each player in turn
◗ if caught, the player advances to the next line.
1st player to the coach wins
VARIATION throw fly balls
TEAM IN OUTFIELD
SKY BALL (10 min)
SKILLS proper use of glove and positioning when catching fly balls
EQUIPMENT 1 ball and glove for each player
ORGANIZATION 1 adult for every 2 players
ACTIVITY ◗ coach will demonstrate progressions as in skills section (p. 87)
◗ players will then practice catching high tosses from an adult
Self-competition can be included by:
1) Seeing if they can catch a higher one each time.
2) How many consecutive catches can they make?
3) Throw a little away from the player so they have to move to
get underneath.
GRIP AND STATIC PITCHING (10 min)
SKILLS proper grip on the ball, release point on side of leg
ACTIVITY ◗ review arm circle and hip thrust from previous lesson (p. 99)
◗ teach and practice static pitching drill with ball (skills section p. 100)
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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section 4
LESSON 4 4WARM UP
PIP, SQUEAK AND WILBUR (5 min)
SKILLS baserunning
EQUIPMENT 4 balls, 4 bases
ORGANIZATION 4 groups of 3, one group at each base. Bases are set up in diamond
formation. Players in each group are named PIP, SQEAK or WILBUR.
4 balls placed at pitchers plate.
ACTIVITY ◗ when the coach calls out name (PIP, SQUEAK, or WILBUR), the player
with that name runs around the bases. When (s)he touches the base
they started at, (s)he runs to the center to pick up a ball and brings it
back to the group
◗ balls are returned to the center for the next person
◗ score a point for the 1st person back to their starting base
TEAM IN INFIELD
HOME RUN (10 min).
SKILLS throwing accuracy
EQUIPMENT 2 targets, 4 balls
ORGANIZATION 4 groups of 3, with 2 groups of 3 at each target, which is hung on the
backstop. Mark out 4 lines at various distances from the target. Distances
can be according to ability of the group. A high success rate is wanted.
ACTIVITY ◗ players choose which distance they throw from in order to hit the target
◗ points are awarded as follows: single – 1 pt.; double – 2 pts.;
triple – 3 pts.; homerun – 4 pts.
◗ objective can be to see if each player can get more points on each
consecutive throw or it can be made competitive with other groups
by totaling each group’s points
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lesson plans4
KILL THE MOSQUITO (10 min)
SKILLS rounding 1B
EQUIPMENT 4 bases
ORGANIZATION put bases down in proper locations on diamond, with 3 players at each one.
Pretend there is a mosquito on the INSIDE corner of each base.
ACTIVITY ◗ one player at each base takes a swing at an imaginary ball, drops the
bat, runs as fast as possible to the next base, stepping on the
“Mosquito” as they round it
◗ they then wait their turn at the base they just rounded
◗ remind players it will be easier to step on the “Mosquito” if they run a
little to the outside of the base line as they approach the base. It would
be helpful to put some markers down for them to go around as shown
in the diagram
HIT AND RUN (10 min)
SKILLS hitting and dropping bat rather than throwing it
EQUIPMENT 3 batting T’s, at least 2 balls per T, 3 bases
ORGANIZATION 3 groups of 4 ( 1 batter, 1 on deck, 2 fielders) and at least 1 adult per
group. Set up 3 T’s in front of a carpet Home plate. Draw a circle on the
ground where bat should be dropped before running. Place a 1B 30'-40'
from where T is set up.
ACTIVITY ◗ 1st player hits off a T, drops the bat in marked circle, runs to base. Then
returns to be an on deck batter
◗ 2 fielders retrieve the ball and throw it to the adult, who is in charge of
replacing the ball on the T
◗ while ball is being retrieved, the on deck batter prepares to hit
◗ divide the total amount of time you have left after set up by 2, then
give each pair that amount of time to hit – they will be the fielders
while the other pair hit
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Level 2 SECTION 4.pmd 4/29/2005, 10:59 AM30
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section 4
STATIC PITCHING (10 min)
SKILLS wrist snap off side of leg
ACTIVITY ◗ review arm circle and hip thrust from previous lesson (p. 99)
◗ teach and practice static pitching drill with ball (skills section p. 100)
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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lesson plans4
5 5LESSON
WARM UP
GRAB THE BACON (5 min)
SKILLS running, dodging, body awareness, quickness, agility
EQUIPMENT 1 ball for every 2 players
ORGANIZATION partners each start at their own baseline. A ball is placed at the mid-point
between partners.
ACTIVITY ◗ on “GO” from the coach each partner runs out, tries to grab the ball
(bacon) and get back to their baseline without being tagged by their
partner who didn’t get the bacon
◗ change partners frequently
TEAM IN INFIELD
PARTNER THROWS (5 min)
SKILLS throwing, catching
EQUIPMENT 1 ball for every 2 players
ORGANIZATION partners stand opposite each other at a distance commensurate with ability
ACTIVITY ◗ partners throw ball back and forth
◗ various goals can be set (i.e. how many consecutive throws and catches
without a miss; how many throws in specified time (30 sec.); throw
high balls; grounders; side to side; etc).
FREEZE THE RUNNER - THROWING (15 min)
SKILLS throwing, catching, baserunning, co-operation, teamwork
EQUIPMENT 1 ball, 4 bases, 4 helmets, 2 bats
ORGANIZATION 2 teams of 6: 1 team on offence and 1 team on defence.
ACTIVITY ◗ offensive “batter” THROWS the ball into the playing area and runs
around the bases until “FREEZE” is shouted. “FREEZE” may have to be
shouted more than once at this age
◗ ball is fielded, then thrown so EVERY fielder catches the ball. The last
fielder to catch the ball shouts “FREEZE”
Level 2 SECTION 4.pmd 4/29/2005, 10:59 AM32
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section 4
◗ score points by counting the number of bases touched. If caught
between bases, the last base touched counts
◗ after everyone has had a turn, switch defence and offence
◗ keep total bases touched for each team
◗ emphasize proper rounding of bases by using markers as in “Kill the
Mosquito” drill
Note: Players on defence will likely need help from adults to keep them from all running after
the ball at once and in knowing where to throw it next. Lack of catching ability will likely
mean there is little actual catching going on but at least each player will get to touch and
throw the ball.
VARIATION ◗ instead of throwing, offensive team could hit off a T or soft toss
TEAM IN OUTFIELD
SMOKE ‘EM (15 min)
SKILLS hitting, fielding
EQUIPMENT 4 bats, 2-3 balls per group, 4 T’s if hitting off a T
ORGANIZATION 4 groups of 3 with at least one adult per group
ACTIVITY ◗ in each group an adult will pitch to one batter while the other
2 players field
◗ fielding players get 2 points for catching a fly and 1 for a ground ball
◗ offensive players get 3 points for a line drive, 2 points for a long fly
ball or hard grounder, 1 point for pop fly or easy grounder
◗ see who can get 10 points first
◗ rotate batters every 2 min., so that they all get a turn to bat
HIP PITCHING (5 min)
SKILLS wrist snap of ball off side of leg from stride position
ACTIVITY ◗ review static pitching drill (p. 100)
◗ teach and practice hip pitching drill will a ball (in skills section p. 101)
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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lesson plans4
6 6LESSON
WARM UP
SHARK IN THE TANK (5 min)
SKILLS running, dodging, body awareness, co-operation, agility
ORGANIZATION 2 or 3 players are the “Sharks”, the rest are the “Fish”. Mark off a
playing area to be the “tank”.
ACTIVITY ◗ fish must stay in the tank
◗ 3 “Sharks” are timed to see how long it takes them to catch all the
fish. When they do, choose 3 new “Sharks”
TEAM IN INFIELD
HITTING STATIONS (15 min)
SKILLS proper grip on bat, stride and hip rotation
EQUIPMENT 1 bat per player, 3 T’s, 3 whiffle balls on a rope, 6 carpet Home plates
ORGANIZATION 1 adult in charge of every 2 players. 3 T stations and 3 whiffle ball
stations, with 2 players at each station. Set T’s up IN FRONT of
Home plates.
ACTIVITY ◗ 6 players will practice hitting off a T
◗ 6 players practice hitting off a hanging whiffle ball which an adult can
hold in FRONT of a Home plate
◗ the partner awaiting their turn can be taking practice swings
◗ groups switch stations after 5 min. That will give each player
approximately 2 min. of hitting at each activity
NOTE: Make sure players are shown proper bat grip, and that stride and hip rotation is
emphasized. Watch for heel to sky on swing. Make sure batters swing right through
and finish with the bat in the middle of their back. Make sure ball is placed IN FRONT
of plate.
Level 2 SECTION 4.pmd 4/29/2005, 10:59 AM34
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section 4
SUPER SHOES (5 min)
SKILLS baserunning, speed development
EQUIPMENT bases set up on diamond, 2 stopwatches
ORGANIZATION 2 groups of 6, 1 group between H and 1B and the other between 2B and 3B.
Each of the groups is broken into 2 groups of 3.
ACTIVITY ◗ each player takes a swing with a bat at an imaginary ball and runs to
the next base as fast as possible
◗ total the times of each team of 3
◗ keep a record of the lowest scores for future trials
TEAM IN OUTFIELD
SPELL YOUR NAME (10 min)
SKILLS throwing, catching
EQUIPMENT 1 ball for every 2 players
ORGANIZATION partners should be selected by ability and spaced accordingly.
ACTIVITY ◗ partners throw the ball back and forth overhand
◗ they get a letter in their name every time they make a catch
◗ when they complete their name, they move back 2 giant steps
◗ continue the process to time limit or success rate gets low
Note: Adult may have to be the thrower if skill level is not advanced enough.
VARIATION ◗ this drill can be modified to give the points to the thrower for
throwing accuracy
◗ it can be made increasingly more challenging by making the target
more difficult (i.e. only get a letter if the partner can catch it only
moving 1 foot or not moving at all).
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lesson plans4
HIP PITCHING (5 min)
SKILLS wrist snap ball off side of leg from stride position
ACTIVITY ◗ review static pitching drill (p. 100)
◗ teach and practice hip pitching drill with a ball
(in skills section p. 101)
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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section 4
7 7LESSON
WARM UP
TAKE IT BACK (5 min)
SKILLS agility, quickness, teamwork
EQUIPMENT 20-25 balls and/or other small objects, 4 markers
ORGANIZATION 4 teams of 3. One team at each of the 4 markers, which are placed in a
diamond formation (bases could be used instead of markers). Objects are
placed in center where pitcher’s location would be.
ACTIVITY ◗ on “GO”, one player at a time from each team runs out and picks up 1
of the objects and returns
◗ after tagging the returning player’s hand, the next player leaves
◗ play continues until all objects are gone
◗ the team with the most objects wins
TEAM IN INFIELD
BULL’S EYE (10 min)
SKILLS throwing accuracy, fielding
EQUIPMENT 2 targets, 12 balls
ORGANIZATION 2 groups of 6, each group in a file in front of their target, which is placed
on the backstop.
ACTIVITY ◗ an adult will throw either a fly or a grounder to the 1st person in line,
who fields it and throws at the target
◗ after the throw, the player moves to the back of the line and the next
player takes a turn
◗ score 1 point for fielding cleanly and 1 point for hitting the target
◗ competition can be to see which team reaches 10-15 first OR which
team scores the most points in a given time limit
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lesson plans4
JAM (10 MIN)
SKILLS rounding base and jamming to stop
EQUIPMENT 4 bases
ORGANIZATION 4 groups of 3 with 3 at each base. Bases set up in diamond formation.
ACTIVITY ◗ each player takes a full swing at an imaginary ball, runs to the next
base. Use proper rounding technique taught earlier in “Kill the
Mosquito”. After rounding the base, player “jams” (see skills section p. 94)
TEAM IN OUTFIELD
SLUGGER (15 min)
SKILLS hitting, fielding
EQUIPMENT 4 bats, 4 balls, 4 carpet Home plates
ORGANIZATION 4 groups of 3, with an adult with each group.
ACTIVITY ◗ adult pitches to the 3 players in their group
◗ batters hit the ball out to 2 fielders
◗ fielders get 2 points for a fly ball and 1 point for a grounder
◗ emphasize stride and hip action in the batter’s swing
adult adult adult adult
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section 4
HIP PITCHING (5 min)
SKILLS wrist snap ball off side of leg from stride position
ACTIVITY ◗ review static pitching drill (p. 100)
◗ teach and practice hip pitching drill with a ball (in skills section p. 101)
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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lesson plans4
8 8LESSON
WARM UP
PARTNER SHUTTLE (5 min)
SKILLS agility, quickness, teamwork
ORGANIZATION players form partners and make 2 end lines with partners starting
at one end.
ACTIVITY ◗ partners, joined, move back and forth to end lines using various
combinations of body parts touching the ground (i.e. 3 legs; 2 legs; 4
legs + 2 hands; 2 hands + 2 legs; 1 hand + 3 feet etc)
◗ can also be done as singles, using various movements (i.e. skip; shuffle
step; carioka; frog hop; duck walk)
TEAM IN INFIELD
HITTING STATIONS (15 min)
SKILLS hitting off T, hitting off soft toss, emphasis on stride and hip rotation
EQUIPMENT 12 bats, 5 whiffle balls on a rope, 4 T’s
ORGANIZATION there will be 3 different stations set up for 4 players to perform the same
drill at the same time
◗ Station 1 - 4 Soft Toss
◗ Station 2 - 4 Batting T’s
◗ Station 3 - 4 Whiffle Balls on a Rope
1 adult at each of the soft toss stations, and 1 supervising all 4 T stations;
and 1 at each of the whiffle ball on a rope stations.
ACTIVITY ◗ players will hit at one station for approximately 4 min. then all 4
players will rotate to the next station. (Time will depend on how much
time you have left after set up. Just divide the time you have into 3.)
◗ players will do all three hitting stations in the allotted time
◗ emphasize stride and hip action
◗ make sure ball is placed IN FRONT of plate. Carpet Home plates should
be used to indicate where players should stand and where ball should be
placed to hit
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section 4
BEEP BEEP (5 min)
SKILLS rounding the bases, speed development, conditioning
EQUIPMENT 4 bases
ORGANIZATION put bases down in proper diamond location, with 3 players at each. One
player starts in front of base and extra players stand behind.
ACTIVITY ◗ on “GO”, the first player in each group runs around all the bases and
returns to tag the next player in line
◗ first team to finish gets the “BEEP BEEP” award
◗ emphasize proper rounding techniques including stepping on the
inside corner
TEAM IN OUTFIELD
LEONARDO (10 min)
SKILLS grounders, throwing
EQUIPMENT 1 ball for every 2 players
ORGANIZATION adult helper for every 2 players, standing an appropriate distance
from players.
ACTIVITY ◗ coach throws grounders to each player (one at a time)
◗ every time a ball is picked up cleanly and thrown back accurately the
pair gets a letter in “LEONARDO” (or any word they wish to spell)
◗ partners can compete against each other OR other teams
HIP - STRIDE ACTION - NO BALL (10 min)
SKILLS wrist snap off side of leg from stride position, taking stride
ACTIVITY ◗ practice static pitching drill (p. 100)
◗ practice hip pitching with ball (from skills section p. 101)
◗ teach stride action with NO BALL (from skills section p. 102)
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lesson plans4
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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section 4
9 9LESSON
WARM UP
SHADOWS (5 min)
Note: A sunny day is necessary for this activity.
SKILLS chasing, dodging, co-operation
ORGANIZATION 2 players designated as chasers, others scatter.
ACTIVITY ◗ on “GO” players scatter, while chasers try to step on their shadows
◗ count how many shadows are stepped on
◗ change chasers often
TEAM IN INFIELD
BALL OF FIRE (10 min)
SKILLS catching, touching base, throwing
EQUIPMENT 4 bases
ORGANIZATION 2 groups of 6. Place bases a distance apart according to ability (30' -
60'). Players line up in columns behind a base - 3 behind each base.
ACTIVITY ◗ player receiving the ball steps in front of the base to receive the ball,
catches it, tags the base with one foot, then throws the ball to the
opposite base, then goes to end of line
◗ process is repeated until each player has desired repetitions
SLIP-N-SLIDE (10 min)
SKILLS bent leg slide
ORGANIZATION players on a line to start. Then 3 groups of 4 with 2 adults per group.
ACTIVITY ◗ teach progressions for sliding as in skills section (p. 95)
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lesson plans4
TEAM IN OUTFIELD
GRAND SLAM (15 min)
SKILLS hitting, fielding
EQUIPMENT 3 T’s, 3 balls, ball gloves, 3 bats
ORGANIZATION groups of 4 - each group has a batting T and 1 whiffle ball or another type
of ball depending on ability.
ACTIVITY ◗ one batter hits to 3 fielders
◗ when a fielder catches 2 fly balls OR 4 grounders, they become
new batter
◗ players can’t bat a 2nd time until everybody has batted
NOTE: Number of catchers may have to be adjusted to accomodate time available and ability
of players.
HIP - STRIDE ACTION - NO BALL (5 min)
SKILLS wrist snap off side of leg from stride position, taking stride
ACTIVITY ◗ practice static pitching drill (p. 100)
◗ practice hip pitching with ball (from skills section p. 101)
◗ teach stride action with NO BALL (from skills section p. 102)
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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section 4
10 10LESSON
WARM UP
LEAP FROG TAG (5 min)
SKILLS running, dodging, body awareness
ORGANIZATION designate 2 or 3 Frog Catchers. The rest are frogs who try to avoid
being caught.
ACTIVITY ◗ when tagged, the frog is frozen into a frog position
◗ frozen frogs can be released by another frog leap-frogging over
top of them
◗ change the Frog Catchers often
TEAM IN INFIELD
HITTING STATIONS (15 min)
SKILLS learning to hit off self toss (fungo hit), hitting technique, hand-eye
coordination
EQUIPMENT 4T’s, 12 balls, 12 bats, carpet home plates or bases
ORGANIZATION there will be 3 different stations set up for 4 players to perform the same
drill at the same time
◗ Station 1 – 4 fungo stations
◗ Station 2 – 4 batting T stations
◗ Station 3 – 4 Soft Toss stations
1 adult at each of the soft toss stations (4), 1 adult at the T stations, and
1 adult at the fungo stations.
ACTIVITY ◗ divide time you have left after set up into three so that players get an
equal amount of time at all 3 stations
◗ all four players rotate to a different station when the time is up
◗ emphasize stride and hip rotation
◗ make sure ball is placed IN FRONT of plate. Home plate or bases should
be used for each player so they get the proper feeling of a standing at a
plate to hit.
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BEEP BEEP (5 min)
SKILLS rounding the bases, speed development, conditioning
EQUIPMENT 4 bases
ORGANIZATION put bases down in proper diamond location, with 3 players at each. One
player starts in front of base and extra players stand behind.
ACTIVITY ◗ on “GO”, the first player in each group runs around all the bases and
returns to tag the next player in line
◗ first team to finish gets the “BEEP BEEP” award
◗ emphasize proper rounding techniques including stepping on the
inside corner
TEAM IN OUTFIELD
LEAD ME (5 min)
SKILLS catching and throwing while moving
EQUIPMENT 1 ball for every 2 players
ORGANIZATION partners stand, parallel, facing same direction approximately 20’ apart.
Next set of partners is ready to go as soon as 1st set is out of the way. 2
lines can be going at once.
ACTIVITY ◗ partners lead each other with a throw so they both have to be moving
while throwing and catching
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section 4
HOT POTATO (5 min)
SKILLS relaying ball from one player to another, catching, throwing
EQUIPMENT 1 ball for every 3 players
ORGANIZATION 4 teams of 3 lined up as shown.
ACTIVITY ◗ in groups of 3, the ball is relayed from 1 to 2 to 3 and back.
◗ go slowly at first to concentrate on proper turn in center
◗ rotate players in all 3 positions, so each gets experience as a relay
player in the center.
◗ in relay position, emphasize making a quick turn (in skills section p. 96)
◗ it can be made into a relay competition if skill level is high enough
COMPLETE PITCH ACTION (10 min)
SKILLS windmill pitching
ACTIVITY ◗ practice hip pitching drill with ball (in skills section p. 101)
◗ teach and practice complete pitch action without ball
(in skills section p. 103)
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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11 11LESSONWARM UP
BLOB TAG (5 min)
SKILLS running, dodging, agility, co-operation
ORGANIZATION mark out boundaries of playing area desired. One player is chosen to be the
chaser (beginning Blob) and the rest scatter.
ACTIVITY ◗ on “Go” the Blob chases, trying to tag others
◗ tagged players join hands with Blob
◗ when Blob becomes 3 only the outside players can tag
◗ when Blob becomes 4 split to make 2 Mini-Blobs
TEAM IN INFIELD
BOOM-A-RANG (5 min)
SKILLS throwing from positions in the infield
EQUIPMENT 2 balls, 8 bases
ORGANIZATION 2 groups of 6. Set up bases to make 2 diamonds with 6 players at each. 5
players in infield position including pitching and catching position
ACTIVITY ◗ catcher throws a grounder to each player in succession
◗ they field it, throw to 1st base, who throws it back to C
◗ rotate positions after each sequence so all players get a chance to throw
from each position
◗ score 1 point for each successful throw and catch
◗ see how many points can be scored per sequence (max. 11)
VARIATION throw flies instead of grounders
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section 4
JAM AND DIVE (10 min)
SKILLS rounding base and jamming to stop, diving back to base
EQUIPMENT 4 bases
ORGANIZATION 4 groups of 3 with 3 at each base. Bases set up in diamond formation.
ACTIVITY ◗ each player takes a full swing at an imaginary ball, runs to the next
base. Use proper rounding technique taught earlier. After rounding the
base, player “jams and dives” back to their base using correct
technique. (see skills section P. 94)
TEAM IN OUTFIELD
GRAND SLAM (15 min)
SKILLS hitting, fielding
EQUIPMENT 3 T’s, 3 balls, ball gloves, 3 bats
ORGANIZATION groups of 4 - each group has a batting T and 1 whiffle ball or another type
of ball depending on ability.
ACTIVITY ◗ one batter hits to 3 fielders
◗ when a fielder catches 2 fly balls OR 4 grounders, they become new batter
◗ players can’t bat a 2nd time until everybody has batted
NOTE: Number of catches may be adjusted to accomodate time available and ability of players.
COMPLETE PITCH ACTION (10 min)
SKILLS windmill pitching
ACTIVITY ◗ practice hip pitching drill with ball (in skills section p. 101)
◗ teach and practice complete pitch action without a ball
(in skills section p. 103)
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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12 12
LESSONWARM UP
KERMIT AND MISS PIGGY (5 min)
SKILLS hopping, body awareness, co-operation, catching, throwing
EQUIPMENT ball
ORGANIZATION 2 teams of 6: a throwing team (Kermits) and a fielding team (Miss
Piggies). Kermits stand along 1 end line, while Miss Piggies scatter about
the playing area.
ACTIVITY ◗ one of the Kermits throws the ball high into the air
◗ as soon as it leaves the thrower’s hand, all the Kermits HOP quickly to
the opposite side of the playing area
◗ once the Miss Piggies have caught the ball, the leader Miss Piggy
yells “Catch Kermit” and they all try to tag the Kermits before they
reach safety
◗ tagged Kermits must sit down immediately to avoid confusion
◗ switch Kermits and Miss Piggies so each get a chance to hop
TEAM IN INFIELD
BULL’S EYE (10 min)
SKILLS throwing accuracy, fielding
EQUIPMENT 2 targets, 12 balls
ORGANIZATION 2 groups of 6, each group in a file in front of their target, which is placed
on the backstop.
ACTIVITY ◗ an adult will throw either a fly or a grounder to the 1st person in line,
who fields it and throws at the target
◗ after the throw, the player moves to the back of the line and the next
player takes a turn
◗ score 1 point for fielding cleanly and 1 point for hitting the target
◗ competition can be to see which team reaches 10-15 first OR which
team scores the most points in a given time limit
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section 4
GOTCHA (10 min)
SKILLS baserunning, determination, conditioning
EQUIPMENT 4 bases
ORGANIZATION 4 groups of 3 with 3 players at each base. Set up bases in diamond
formation 20' - 30' apart.
ACTIVITY ◗ on “GO”, one player from each group starts running around the bases
◗ objective is to run past the person ahead of you
◗ score 1 point for your team for every player passed
◗ run for a set period of time (15-30 seconds)
TEAM IN OUTFIELD
PARTNER THROWS (5 min)
SKILLS throwing, catching
EQUIPMENT 1 ball for every 2 players
ORGANIZATION partners stand opposite each other at a distance commensurate with ability
ACTIVITY ◗ partners throw ball back and forth
◗ various goals can be set (i.e. how many consecutive throws and catches
without a miss; how many throws in specified time (30 sec.); throw
high balls; grounders; side to side ; etc).
SPACESHUTTLE (5 min)
SKILLS throwing for distance, low level competition against each other
EQUIPMENT 1 ball for every 2 players
ORGANIZATION 1 adult and 1 ball (spaceshuttle) for every 2 players. 1 marker for each
player. Try to assign partners as close in ability as possible.
ACTIVITY ◗ partners stand behind a line and see how far they can throw (send the
ball into space)
◗ their adult leader can be in the area of the throw to mark the spot
◗ competition can be introduced by seeing if they can throw farther each
time and by competing against each other
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lesson plans4
COMPLETE PITCH ACTION (10 min)
SKILLS windmill pitching
ACTIVITY ◗ practice hip pitching drill with ball (in skills section p. 101)
◗ teach and practice complete pitch action without ball
(in skills section p. 103)
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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section 4
13 13
LESSON
WARM UP
UP’N AT ’EM (5 min)
SKILLS quickness, running
ORGANIZATION partners
ACTIVITY ◗ one partner (chaser) stands on the end line with hand out
◗ the other partner (runner) slaps (softly) the outreached hand and runs
in the opposite direction to get safely across the other end line without
being tagged
◗ the partner, whose hand was slapped, tries to catch the runner before
(s)he gets to the safe line
TEAM IN INFIELD
GOAL BALL (10 min)
SKILLS fielding grounders
EQUIPMENT 1 ball for every 2 players.
ORGANIZATION mark off a “goal” area for each player opposite a partner. The distance
depends on skill level (up to 10' wide).
ACTIVITY ◗ each player tries to score a goal by throwing a grounder by their
partner through the marked goal posts
◗ score a point for each goal
◗ switch partners occasionally
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lesson plans4
SUPER SHOES (10 min)
SKILLS baserunning, speed development
EQUIPMENT bases set up on diamond, 2 stopwatches
ORGANIZATION 2 groups of 6, 1 group between H and 1B and the other between 2B and 3B.
Each of the groups is broken into 2 groups of 3.
ACTIVITY ◗ each player takes a swing with a bat at an imaginary ball and runs to
the next base as fast as possible
◗ total the times of each team of 3
◗ keep a record of the lowest scores for future trials
TEAM IN OUTFIELD
SLUGGER (15 min)
SKILLS hitting, fielding
EQUIPMENT 4 bats, 4 balls, 4 carpet Home plates
ORGANIZATION 4 groups of 3, with an adult with each group.
ACTIVITY ◗ adult pitches to the 3 players in their group
◗ batters hit the ball out to 2 fielders
◗ fielders get 2 points for a fly ball and 1 point for a grounder
◗ emphasize stride and hip action in the batter’s swing
adult adult adult adult
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section 4
COMPLETE PITCH ACTION (5 min)
SKILLS windmill pitching
ACTIVITY ◗ practice hip pitching and stride drill with ball (in skills section p. 101)
◗ teach and practice complete pitch action with a ball
(in skills section p. 103)
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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14 14LESSON
WARM UP
HOOK ON TAG (5 min)
SKILLS quickness, running, dodging, fair play
ORGANIZATION mark out playing area. 1 player selected to be the runner. 1 player selected
to be the chaser. All others find a partner, link elbows and find a space.
ACTIVITY ◗ on “GO”everyone runs, with the chaser trying to tag the runner
◗ if the runner links elbows with a pair, then the outside member of that
pair becomes the runner
◗ if the chaser tags the runner they exchange roles
TEAM IN INFIELD
HITTING STATIONS (15 min)
SKILLS learning to hit off self toss (fungo hit), hitting technique,
hand-eye coordination
EQUIPMENT 4T’s, 12 balls, 12 bats, carpet home plates or bases
ORGANIZATION there will be 3 different stations set up for 4 players to perform the same
drill at the same time
◗ Station 1 – 4 fungo stations
◗ Station 2 – 4 batting T stations
◗ Station 3 – 4 Soft Toss stations
1 adult at each of the soft toss stations (4), 1 adult at the T stations, and
1 adult at the fungo stations.
ACTIVITY ◗ divide time you have left after set up into three so that players get an
equal amount of time at all 3 stations
◗ all four players rotate to a different station when the time is up
◗ emphasize stride and hip rotation
◗ make sure ball is placed IN FRONT of plate. Home plate or bases should
be used for each plaers so they get the proper feeling of a standing at a
plate to hit.
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section 4
SUPER SHOES - 2B (5 min)
SKILLS rounding 1B, speed development
EQUIPMENT 2 or 3 stopwatches, 6 bases
ORGANIZATION 3 groups of 4. Set up 1B and 2B for each group
ACTIVITY ◗ time each player as they run from Home to 2B. Encourage proper
rounding of 1B
◗ keep track of times so players can try to beat their own time
TEAM IN OUTFIELD
FREEZE THE RUNNER (20 min)
SKILLS throwing, catching, baserunning, co-operation, teamwork
EQUIPMENT 1 ball, 4 bases, 4 helmets, 2 bats
ORGANIZATION 2 teams of 6: 1 team on offence and 1 team on defence.
ACTIVITY ◗ offensive “batter” THROWS the ball into the playing area and runs
around the bases until “FREEZE” is shouted. “FREEZE” may have to be
shouted more than once at this age
◗ ball is fielded, then thrown so EVERY fielder catches the ball. The last
fielder to catch the ball shouts “FREEZE”
◗ score points by counting the number of bases touched. If caught
between bases, the last base touched counts
◗ after everyone has had a turn, switch defence and offence
◗ keep total bases touched for each team
◗ emphasize proper rounding of bases by using markers as in “Kill the
Mosquito” drill
VARIATION ◗ instead of throwing the ball, have the batter either hit off a batting T,
off a soft toss, or off an adult pitcher.
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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lesson plans4
15 15
LESSON
WARM UP
DEFEND (5 min)
SKILLS agility, quickness, running, teamwork
EQUIPMENT balls
ORGANIZATION mark out a “safe” area at both ends of the playing area and an area to be
defended in between them. Place balls in the area to be defended (wall).
Select 3-4 players to defend the “wall”. Rest of the players are scattered in
the playing area.
ACTIVITY ◗ “defenders” try to keep the others from grabbing a ball and getting it
back to a “safe” area without being tagged
◗ if caught, they become a defender
◗ game ends when all balls are in safe area OR all players are caught and
are defenders
TEAM IN INFIELD
OVER THE LINE (15 min)
SKILLS hitting, fielding
EQUIPMENT 2 balls, 2 bats, helmets, 2 Home plates, 2 marked off playing areas
ORGANIZATION 4 teams of 3. Set up 2 separate playing areas. 2 teams of 3 play in one
playing area. One team on defense and one team on offense.
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section 4
ACTIVITY ◗ batters hit off T, fungo hit, soft toss, or adult pitcher (depending on
what the coach wants to practice) trying to get it in the air over line
1. If hit between line 1 and 2, it is worth 1 pt; between 2 and 3 - 2 pts;
over line 3 - 3 pts.
◗ fielders locate in fair territory. No point is awarded if a fielder catches
it before it hits the ground
VARIATION Count 1 pt. if ball is a grounder past line 2 and 2 pts. if a grounder
past line 3. If keeping score is too complicated, simply set up the lines
with markers and challenge the players to hit the ball past them.
JAM (5 min)
SKILLS rounding base and jamming to stop
EQUIPMENT 4 bases
ORGANIZATION 4 groups of 3 with 3 at each base. Bases set up in diamond formation.
ACTIVITY ◗ each player takes a full swing at an imaginary ball, runs to the next
base. Use proper rounding technique taught earlier. After rounding the
base, player “jams” (see skills section p. 94)
TEAM IN OUTFIELD
FIELD 3 (10 min)
SKILLS hitting, fielding, catching, throwing
EQUIPMENT 2 bats, 2 balls, 2 sets of catcher’s equipment, 2 helmets, 2 sets of bases
ORGANIZATION 2 teams of 6: 1 batter, 1 catcher, the rest fielders. 2 separate activity
areas set up a safe distance apart. 1 adult pitcher in each area for each
group of 6. Set up bases on diamond.
ACTIVITY ◗ one batter at a time bats off an adult pitcher, with a catcher in
catching equipment
◗ when a fielder has successfully fielded 3 grounders or caught 1 fly ball,
they become the batter
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lesson plans4
◗ players rotate positions
◗ make sure all players get an opportunity to bat and catch
COMPLETE PITCH ACTION (10 min)
SKILLS windmill pitching
ACTIVITY ◗ practice hip pitching and stride drill with ball (in skills section p. 101)
◗ teach and practice complete pitch action with a ball
(in skills section p. 103)
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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section 4
LESSON 16 16WARM UP
FROZEN TAG (5 min)
SKILLS chasing, running, co-operation
ORGANIZATION select 1 or 2 chasers, while the others scatter
ACTIVITY ◗ when players are tagged they have to stand with their legs “spread
eagle” until a teammate crawls or slides underneath to free them
◗ change chasers often
TEAM IN INFIELD
BALL RED ROVER (10 min)
SKILLS fielding grounders
EQUIPMENT 2 balls, ball gloves
ORGANIZATION 2 groups of 6, each playing a separate Red Rover game. 3 players on each
team line up facing the other 3. 10'-20' feet apart. Place markers or draw
lines to show goal area.
ACTIVITY ◗ a player on one line throws the ball along the ground to try to get it
past the players on the other line
◗ if successful, a player from the side who let the ball get by is picked to
join the other line
◗ adjust the width of the goal line based on the number of players on
the line
SLIP-N-SLIDE (10 min)
SKILLS bent leg slide
ORGANIZATION players on a line to start. Then 3 groups of 4 with 2 adults per group.
ACTIVITY ◗ teach progressions for sliding as in skills section (p. 95)
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TEAM IN OUTFIELD
PEPPER (10 min)
SKILLS eye/hand co-ordination, teamwork, co-operation
EQUIPMENT 1 bat, 1 whiffle ball and Home plate for every 4 players
ORGANIZATION 3 groups of 4 – 1 batter and 3 fielders in each group
ACTIVITY ◗ the ball is tossed to the batter by whoever has the ball
◗ batter tries to chop it back on the ground
◗ this NOT a complete swing, but a eye/hand co-ordination drill. Batters
should start in a very open stance, with feet in pivot bunt position.
Hands start back at shoulder and bat is gripped in extreme choke
position or with split hands to make it easier to chop the ball down
with bat control (start position as shown)
◗ batter stays at base as long as she hits the ball back on the ground,
within reach of fielders
◗ batter is out if ball is swung at and missed, or hits it over the fielders head
◗ when batter is out fielders rotate
NOTE: This may have to be adjusted to the skill level of the players. eg. Batter gets 3-6 tries
to hit the ball instead of being out if the ball is missed.
COMPLETE PITCH ACTION (10 min)
SKILLS windmill pitching
ACTIVITY ◗ practice hip pitching and stride drill with ball (in skills section p. 101)
◗ teach and practice complete pitch action with a ball
(in skills section p. 103)
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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section 4
17 17LESSON
WARM UP
BEHIND ENEMY LINES (5 min)
SKILLS agility, quickness, running, co-operation
EQUIPMENT all available balls and other appropriate objects
ORGANIZATION mark out 2 lines 50’ - 60’ apart. 2 teams of 6 line up behind their own
line. Place balls and other objects in “No Man’s Land” centre area.
ACTIVITY ◗ on “Go” objective is to place as many objects as possible over the
OTHER TEAM’S line
◗ only one object at a time can be taken
◗ objects must be placed, not thrown, across the line
◗ if all the objects are gone from “No Man’s Land” they may be taken
from own end and placed in opposite end
◗ when time is called the team with the LEAST NUMBER of objects in
their end wins
TEAM IN INFIELD
SUPER SCOOPER (10 min)
SKILLS fielding ground balls, throwing
EQUIPMENT 3 balls
ORGANIZATION 3 teams of 4 in shuttle relay formation
ACTIVITY ◗ 1st player in each line throws a grounder to teammate on other side
then goes to the end of the opposite line
◗ player receiving it throws a grounder to the next player and follows throw
to end of that line and so on until they get back to their original positions
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lesson plans4
JAM AND DIVE (10 min)
SKILLS rounding base and jamming to stop, diving back to base
EQUIPMENT 4 bases
ORGANIZATION 4 groups of 3 with 3 at each base. Bases set up in diamond formation.
ACTIVITY ◗ each player takes a full swing at an imaginary ball, runs to the next
base. Use proper rounding technique taught earlier. After rounding the
base, player “jams and dives” back to their base using correct
technique. (see skills section P. 94)
TEAM IN OUTFIELD
GRAND SLAM (15 min)
SKILLS hitting, fielding
EQUIPMENT 3 T’s, 3 balls, ball gloves, 3 bats
ORGANIZATION groups of 4 - each group has a batting T and 1 whiffle ball or another type
of ball depending on ability.
ACTIVITY ◗ one batter hits to 3 fielders
◗ when a fielder catches 2 fly balls OR 4 grounders, they become
new batter
◗ players can’t bat a 2nd time until everybody has batted
COMPLETE PITCH ACTION (5 min)
SKILLS windmill pitching
ACTIVITY ◗ practice hip pitching and stride drill with ball (in skills section p. 101)
◗ teach and practice complete pitch action with a ball
(in skills section p. 103)
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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section 4
18 18
LESSONWARM UP
(5 min)
Allow the players to choose their favorite warm-up game.
TEAM IN INFIELD
HITTING STATIONS (15 min)
SKILLS learning to hit off self toss (fungo hit), hitting technique,
hand-eye coordination
EQUIPMENT 4T’s, 12 balls, 12 bats, carpet home plates or bases
ORGANIZATION there will be 3 different stations set up for 4 players to perform the same
drill at the same time
◗ Station 1 – 4 fungo stations
◗ Station 2 – 4 batting T stations
◗ Station 3 – 4 Soft Toss stations
1 adult at each of the soft toss stations (4), 1 adult at the T stations, and
1 adult at the fungo stations.
ACTIVITY ◗ divide time you have left after set up into three so that players get an
equal amount of time at all 3 stations
◗ all four players rotate to a different station when the time is up
◗ emphasize stride and hip rotation
◗ make sure ball is placed IN FRONT of plate. Home plate or bases should
be used for each plaers so they get the proper feeling of a standing at a
plate to hit.
(5 min)
Allow the players to choose their favorite baserunning game.
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TEAM IN OUTFIELD
500 (20 min)
SKILLS hitting, fielding, catching, throwing
EQUIPMENT 2 bats, 4 balls
ORGANIZATION 2 groups of 6 each with their own activity area. 1 bats, while the other 5
field. The other group does the same.
ACTIVITY ◗ batter will bat off a T or adult pitcher
◗ each batter gets 10 swings or hits
◗ fielder can get points by fielding the ball
● 100 for caught fly
● 50 for one bouncer
● 25 for a grounder
◗ objective is to reach 500 then that player gets to bat. At this level, the
batter will likely have to be changed prior to anyone getting 500 so
that they all get to bat
SCRIMMAGE
MODIFIED SOFTBALL GAME (45 min)
◗ see scrimmage modifications (p. 12)
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section 5
67PARMALAT LEARN TO PLAY
INTRODUCTION
The Lead-Up games in this section were created to give the children an opportunity to use the skills they
have learned in the lesson plans in a FUN environment. The Lead-Up games allow young children to
experience success in low competitive situations. The skills needed to be successful in a game of Softball
are very complex and take time to learn. The Lead-Up games simulate the real game and allow the
children the opportunity to develop a base of skills necessary to successfully play the game. It will take
time for the children to develop enough of a skill base to play the game of Softball successfully.
WHACK - O
SKILLS hitting, fielding, running, catching
EQUIPMENT 1 bat, 1 whiffle ball or safety ball, 1 Home plate, markers
ORGANIZATION 2 teams of 6: 1 on offence and 1 on defence. Mark off playing area as
shown in diagram. Each defensive team has a catcher and the rest of the
players are fielders.
x x x
ACTIVITY ◗ batter can hit off a T or adult pitch
◗ batter hits and runs to safety area. If possible, the player returns
Home before a fielder retrieves the ball and tags them or hits them
with the ball
◗ if tagged, the batter is out. If they reach Home without being tagged
or hit, the batting team gets a run. If it is not safe to return Home,
they can remain in the safety area
◗ the batter may hit the ball in ANY direction. If the ball is missed 3
times or a hit fly ball is caught, the batter is out. They are also out if
the bat is thrown
◗ as soon as there are 3 in the safety area, the 1st runner there MUST run
Home. Others may run or stay. Runners can run only after the ball is
hit, but not on a caught fly
◗ switch offence and defence after every player has a bat
EXTRA LEAD-UP GAMES
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68PARMALAT LEARN TO PLAY
BERSERK
SKILLS hitting, fielding, catching, throwing, baserunning
EQUIPMENT 1 bat, 1 ball, 1 Home plate, 1 base, helmet, catcher gear
ORGANIZATION 2 teams of 6. A base is placed a distance from Home plate according to
ability (30' - 55'). Players not batting stand safely in dugout area or
outside corner of backstop.
ACTIVITY ◗ one batter at a time bats off a T, or adult pitcher
◗ there is NO out of bounds so the batter will run to 1B as soon as the
bat touches the ball. It is fair no matter where it is hit, even behind
the batter
◗ the batter can stay at 1B until the next batter hits if (s)he can’t make
it Home
◗ batters get only 1 swing (remember there are no foul balls)
◗ fielding team plays wherever they think the ball might be hit, except
for the 1st Baseman and Catcher
*Outs can be made: ● by missed swing
● caught fly ball
● force at Home
● being tagged by fielder
◗ all players bat before switching to defence
◗ score points by counting runs at Home
SKIP BALL
SKILLS hitting, fielding, catching, throwing, skipping for quick feet development
EQUIPMENT 1 bat, 1 ball, 1 Home plate, 1 base, helmet, catcher’s equipment
ORGANIZATION 2 teams of 6: one on defence and one on offence. 1st
base placed a distance
from Home according to ability 30' - 55'.
ACTIVITY ◗ one batter at a time bats off a T or adult pitch
◗ after hitting the ball, the batter runs to 1B and SKIPS around it 5
times, then runs Home
◗ the fielding team retrieves the ball and makes 8 throws before either
running or throwing the ball Home
◗ fielding team MUST throw to all 6 players and can’t make consecutive
throws to the same player
◗ runs score if the batter touches Home before the ball gets there
◗ all 6 players bat before switching to defence
Note: The number of throws and skips can be adjusted to make the competition close.
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DIZZY IZZY
SKILLS hitting, fielding, catching, throwing
EQUIPMENT 1 bat, 1 ball
ORGANIZATION 2 teams of 6: one on defence and one on offence
ACTIVITY ◗ one batter at a time bats off a T or adult pitch
◗ after hitting the ball, they run around and around their OWN TEAM,
which is lined up a short, but safe distance away
◗ every lap they do around their own team, before the ball gets
back Home, scores 1 run. The count should be loud as the batter
circles teammates
◗ fielding team MUST throw to all 6 players before the ball goes Home,
either by running it or throwing it
◗ when the ball gets Home, “STOP” is yelled. The number of laps around
the team at this point will be the number of runs scored
◗ switch offence and defence when all 6 players have had a turn at bat
CRAZY BALL
SKILLS hitting, fielding, catching, throwing, running
EQUIPMENT 3 bats, 3 balls, 3 bases, 3 Home plates, 3 helmets
ORGANIZATION 3 teams of 4: 1 batter and 3 fielders. There will be 3 separate groups
doing this drill at the same time so they should be spaced a safe distance
from each other. Set up a base 30' - 55' from where the batter is standing.
ACTIVITY ◗ one batter at a time bats off a T or adult pitch
◗ after hitting, the batter tries to run to the base and back before the
fielders can get the ball to Home
◗ fielders can either retrieve the ball and run and touch Home themselves
or one can retrieve the ball while another runs to Home to receive the throw
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HELP
SKILLS hitting, fielding, catching, throwing, baserunning, co-operation
EQUIPMENT 1 bat, 1 ball, 4 bases, helmet
ORGANIZATION 3 teams of 4. 2 teams are on defence and 1 team is on offence. Set up
bases in diamond formation. Defensive players take positions in a location
most likely to catch a hit ball.
ACTIVITY ◗ objective is for the fielding team to HELP the batting team collect 8
runs (which is the equivalent to each batter batting twice). If this
takes too long, then reduce to 4 runs
◗ each batter hits the ball off a T or adult pitcher. If after 3 pitches they
fail to hit, move to another batter. That player rotates to the back and
will receive another turn
◗ fielding teams make every effort to catch the ball because that will
mean they get to bat sooner. Catching the ball HELPS the runners
move.
◗ Runners move around the bases as follows:
● Catch an OUTFIELD FLY - batter gets 3 extra bases
● Catch an INFIELD FLY - batter gets 2 extra bases
● Catch a GROUNDER - batter gets 1 extra base
● BASE HIT - batter gets 1 base
◗ Runs score when a runner reaches Home
TWENTY-ONE
SKILLS hitting, fielding, catching, throwing
EQUIPMENT 1 bat, 1 ball, 4 bases
ORGANIZATION 2 groups of 6: 1 on defence and 1 on offence. Set up bases in diamond
formation. Defensive team is set up with a player close to each base and
extras at appropriate positions.
ACTIVITY ◗ batters can bat off T or adult pitcher
◗ when the ball is hit, the batter runs around the bases until put out
◗ after fielding the ball, it is thrown to a base IN FRONT of the runner
◗ ball must arrive ahead of the runner for an out
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◗ sides change after every player has batted
◗ score 1 point for each base touched
◗ first team to score 21 points wins (or has most points when
time is up)
BLASTBALL
Note: BlastBall is a game with equipment that can be purchased from a retail sporting goods
store. The BlastBase is audible, emitting a loud “HONK” whenever the runner stomps on the
base. The kids love it! Additional BlastBall equipment is also available for purchase.
For more information contact Home Run Sports at 204.255.7687 (local),
800.565.2025 (toll free), or visit www.homerunsports.com (see their
ad on the back inside cover of this manual).
SKILLS hitting, fielding, catching, throwing
EQUIPMENT BlastBase, Blast Tee, BlastBall (2-Pac), BlastBat, Cone, Line Marker
ORGANIZATION 2 teams of 6: one team on defence and one team on offence. However, a lower
number of players per team is also acceptable. Like a regular Softball
diamond, place a BlastBase 30-40 feet to the right of the batting T. This
establishes your fair/foul line to the right. To the left of the batting T and
perpendicular to your BlastBase, place a cone also 30-40 feet from the
batting T. This establishes your fair/foul line to the left. Now place a line
marker 10 feet directly in front of the batting T running between the imaginary
first and third base foul lines. This becomes the fair/foul line for play.
ACTIVITY ◗ The defensive players take an infield or outfield position.
◗ The Offensive team hits off the batting T. If a ball is hit inside of that line,
it is foul and should be re-teed for another try. If it goes beyond the line,
either in the air or on a roll it is considered in play and the batter runs to
the BlastBase.
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◗ If the batter reaches the BlastBase (the only base used) before the defensive
team either catches the BlastBall in the air (an automatic out) or fields
it and yells “BLAST”, a run is scored. If the ball is caught or fielded
and “BLAST” is yelled before the runner gets to the BlastBase, then the
runner does not score a run.
◗ Everyone on the Offensive teams bats every inning. After every player on
the Offensive team bats, the teams switch (Offensive team becomes
Defensive team and vice versa).
◗ When the ball is fielded by the Defensive team, the player can throw the
ball back to an Adult or another player (depending on skill level) who is
positioned near Home plate (but safely away from the batting T).
VARIATION Add a 2nd
and/or a 3rd
base.
BUCKET BALL
SKILLS throwing, fielding, baserunning, co-operation, teamwork
EQUIPMENT 2 balls, 4 bases, helmet, pail or bag
ORGANIZATION 2 teams of 6: one on offence and one on defence. Defensive team has a
catcher at Home plate with the other players at appropriate locations.
Offensive team has 1 player to THROW from Home plate and others
waiting their turn from a safe distance.
ACTIVITY ◗ offensive “batter” throws out 2 balls in quick succession and runs
around the bases trying to make it Home before the fielding team gets
both balls in pail
◗ if the ball is caught the “batter” is out
◗ fielders may NOT run with the ball. It must be thrown Home. Relay
the ball if necessary
◗ remind players to make sure Catcher is looking. Adult may have to
help at Home
FAR BASE
SKILLS all Softball skills except baserunning
EQUIPMENT 1 bat, 1 ball, 1 base, catcher’s equipment, helmets, Home plate, 1 batting T
ORGANIZATION place a base at least 60 feet straight out from Home plate (i.e. where 2B
would be or further). 2 teams: one team on defence with a catcher and the
other team on offence.
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ACTIVITY ◗ the members of the team at bat take turns hitting. A fair ball is any
ball hit in front of Home plate. On a fair hit, the batter runs to the far
base. He may either stay there or return Home immediately. When the
next batter hits, the first runner is not required to leave the far base.
As many players as desired may occupy the far base and may return
Home in any order, or all at once
◗ a runner may be put out only by being tagged with the ball. He need
not go in a straight line, but it is permissible to dodge or run
anywhere in the field to avoid being tagged. A batter is out on 2
strikes, or if a ball is caught. Three balls (if pitched) or 3 misses off
the batting T permit the batter to advance to the far base
◗ each side bats until all players have had a turn at bat, then the other
team bats. Play may go on for as many innings as the Coach wishes
PROGRESSIONS ◗ hit off a batting T
◗ Coach soft toss (Coach to the side of the hitter but infront of them)
◗ Coach pitch
MINNIE BALL
Note: Similar to “10 Minute Softball”
SKILLS all softball skills
EQUIPMENT bats, balls, catcher’s equipment, 4 bases
ORGANIZATION divide players into 3 teams of 4.
ACTIVITY ◗ 1 team at a time will be on offence, while the other 2 are on defence
◗ each team will bat for 7 min. regardless of whether they have 3 outs
(time saver)
◗ can use adult pitch or off a T. If T is used make sure it is set up IN
FRONT of the plate
◗ Team 1 on offence – Teams 2 and 3 on defence
◗ Team 2 on offence – Teams 1 and 3 on defence
◗ Team 3 on offence – Teams 1 and 2 on defence
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ROADRUNNER
SKILLS hitting off a T, throwing, catching, baserunning, co-operation, teamwork
EQUIPMENT 1 ball, 4 bases, helmet, batting T
ORGANIZATION 2 teams of 6: 1 on offence (Roadrunners) and 1 on defence (Coyotes).
Coyotes have a catcher at Home plate and the others at appropriate
locations. Roadrunners have 1 player to hit the ball off a T from Home
plate and others waiting their turn from a safe distance.
ACTIVITY ◗ the Roadrunner hits the ball off the T at Home plate and runs around
the bases trying to make it Home before the Coyotes get the ball back
to the catcher at Home plate
◗ if the ball is caught, the “batter” is out
◗ fielders may NOT run with the ball – it must be thrown home
◗ the adult may have to help at Home
◗ count how many bases each Coyote touches before the ball gets Hom
SCRUB
SKILLS all softball skills
EQUIPMENT bats, balls, catcher’s equipment, 4 bases
ORGANIZATION 12 players –9 on the field –3 batting. Each position is numbered as
shown:
ACTIVITY ◗ one batter at a time bats off an adult pitcher, with a catcher in
catching equipment
◗ use regular softball rules with the following modifications:
● when a batter is put out, all players rotate one position with B
(#1) going to RF (#12), RF to CF (#11), CF to LF (#10), LF to
SS (#9), SS to 3B (#8), 3B to 2B (#7), 2B to 1B (#6), 1B to
P (#5), P to C (#4), C to on deck (#3), on deck (#3) to on
deck (#2), on deck (#2) to B
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● if after the 3rd batter hits, the other 2 players are still on base,
then the lead runner comes home but no run scores.
● NO WALKS are given (3 - 6 strikes depending on skill level)
● if hitting skill level is very low, allow a maximum of 6 balls
pitched, then have player go to 1B anyway (as long as 3 balls were
swung at)
● if a fielder catches a fly ball, they exchange with the batter
● maximum 2 times at bat, if not put out, then rotate anyway
SEMI-CIRCLE SOFTBALL
SKILLS throwing, catching, co-operation, teamwork
EQUIPMENT 1 ball, 4 bases, markers
ORGANIZATION 2 teams of 6: 1 team on defence and 1 team on offence.
ACTIVITY ◗ place a semi-circle of markers approximately at the edge of the infield
◗ defensive team has 1 player at Home and the rest position themselves
around the infield at approximately same distance. Both markers and
players can be adjusted according to skill level
◗ offensive team tries to throw the ball over or through the markers and
then runs through 1B
◗ player gets 1 point if ball goes through markers or 2 points if ball goes
over markers
◗ no point is awarded if the ball is caught or stopped at the markers
◗ defence throws the ball Home as quickly as possible
◗ change sides after each offensive player throws
TEN MINUTE SOFTBALL
SKILLS hitting, fielding, catching, throwing, running, hustle
EQUIPMENT 1 bat, 1 ball, 4 bases, helmets, catcher equipment
ORGANIZATION 2 teams of 6 - one on defence and 1 on offence. Defensive team has a
catcher, 1B, and players in positions where offence are likely to hit. Set up
bases on the diamond as for a regular game.
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ACTIVITY ◗ one batter at a time bats off a T (or adult pitch)
◗ each team will get 10 min. each to score as many runs as possible
◗ players must hustle in order to get in the maximum number of bats
◗ score 1 point for each base touched
◗ fielding team gets an out for caught fly balls or if they put out a
runner on base as in a regular softball game
◗ after 3 outs, bases are cleared, but the team remains at bat till time
is up
Note: Adults should be stationed in the field to help direct the play. Players should be
moved around to give them a chance to play a variety of positions.
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INTRODUCTION
This section was created to give a list of key points for all the Softball skills taught to the children in the
PARMALAT LEARN TO PLAY program. Every skill is broken down into components. Each
component is a teaching point that the coach can use to ensure that the children are learning to do the
skills technically correct. The Coach should review these teaching cues prior to each session or as a quick
reference during the session to ensure they are providing proper instruction to the players. But remember
to keep any instruction brief so the children aren’t standing around. Another tool this checklist could be
used for is a report card for the children. Use it at the beginning and at the end of the season to show
the children how much they have improved.
The Coach may wish to shrink, photocopy and laminate the following checklists for easy reference of the
teaching points for all skills during a lesson.
BASIC SKILLS CHECKLISTS
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NOTES:
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SOFTBALL SKILLS
INTRODUCTION
This section was created to show coaches how to teach each skill correctly. The skills are broken down
into small components, so that it is easier to teach and correct skills. All skills are taught in
progressions so that the coach & children do not get overwhelmed in a lot of detail. The skills should be
taught in progressions with emphasis on correct technique, not outcome.
CATCHING
GLOVE ORIENTATION DRILLS
The teaching cues should be emphasized throughout the lessons in all catching drills so that the
proper catching techniques become automatic.
TEACHING CUES
◗ ball above the waist – fingers up or thumbs together
◗ ball below the waist – fingers down or thumbs apart
◗ like moving glove around a CLOCK FACE to catch ball up, down, to sides, always with the
palm facing the thrower
◗ keep glove hand BEHIND the ball
◗ have throwing hand ready to help out and be close by so player is ready to throw
◗ reach toward the ball and let glove give on contact with the ball (soft hands)
◗ give a target with glove to thrower
TEACHING PROGRESSION
1. Start with NO ball to practice moving glove around the clock face.
2. Each player has their own ball to do a self-toss into the air to develop a comfortable feeling
for the glove and hand-eye co-ordination.
3. Coach or adult throws ball softly and directly at player so they only have to move their
glove to catch.
4. Coach or adult throws the ball a bit to the left or right so player has to move feet
slightly to catch.
5. When players throwing and catching skills have developed, they can play catch with each
other. Until that point, they will spend a lot of time chasing the ball after they miss it.
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1
2
3
THROWING
THROWING PROGRESSION
Feedback on mechanics should be given at every opportunity as long as it doesn’t interfere too
much with the FUN the players are having.
TEACHING CUES
◗ grip ball across the seams with fingers (however many fingers to give best control).
◗ elbow as high as shoulder and at 90-degree angle on take back
◗ stride foot and glove point at target (left for right handers)
◗ hips open (to right for right handers) when arm is back and up and close to target as the arm
comes over top
◗ glove hand comes down and back (like a piston) in opposition to the throwing arm as the
throwing arm moves forward
◗ weight moves from back foot to stride foot as throwing action starts
◗ wrist should be underneath the ball as the arm comes forward to release the ball to produce
a reverse spin on the ball
◗ on follow through, the body should continue rotating until the throwing shoulder is pointing
at the target – throwing hand continues down to or past the opposite hip, palm down
TEACHING PROGRESSION
NO BALL
Put stride foot (glove side) into stride position
with other foot angled slightly open to make
it easier to open up the hips.
Have players stand in “scarecrow” position.
Point glove hand at target and open hips up
to throwing side.
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1
5
4
6
2
3
Practice arm and hip action (open and close the door with hips) with NO step (the stride
foot is already in place).
Arm action is down, around, back and up and over. This is similar to a swimming action
except the throwing arm leads with the elbow in order to get under the ball and throw
directly over the top to produce an accurate over the top throw.
hips open; arm moves hips close-throwing arm
down and up over top-glove arm down
Complete the throwing action with no ball. Practice taking step as hips open, glove
hand points to target and throwing arm moves down, around, back and up into
throwing position.
WITH BALL
Practice proper grip on the ball.
Still with stride foot forward (no moving step), practice hip and arm action by tossing a ball
back and forth to a partner (or coach if skill level is very low).
Start with feet parallel, about shoulder width apart, and take a step at the target as hips are
opening and arm is going back into throwing position. Throw the ball back and forth trying
to produce correct mechanics.
FIELDING FLY BALLS
FLY BALL PROGRESSION
The teaching cues should be emphasized throughout the lessons in all catching drills so that the
proper fielding of fly balls becomes automatic.
TEACHING CUES
◗ ready position: feet shoulder width apart, weight evenly distributed, knees slightly bent,
hands slightly above waist
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◗ get under the ball quickly, then wait for it if there is time rather than moving at the
last second
◗ try to catch ball above the head and out in front with fingers up, if possible, rather than down
by the waist or knees with fingers down
◗ run with arms bent, not extended
◗ have throwing hand ready to help out and be close by so player is ready to throw
◗ reach toward the ball and let the glove give on contact with ball (soft hands). Pretend the
ball is an uncooked egg you don’t want to break when it hits your hands. Always use a
crossover step when moving back to catch a ball. NEVER backpedal!
TEACHING PROGRESSION
1. Start with NO ball to practice moving feet quickly to get underneath the ball. The coach
can point in the direction the ball is going and players can pretend the ball is thrown. Move
to get underneath and use proper “soft hand” motion to make pretend catch.
Formation:
x x x x
x x x
x x x x
C
2. Each player has their own ball to do a self toss into the air to practice fielding the ball above
the head with soft hands and moving feet to get underneath. Start with NO GLOVE to get
them using 2 hands comfortably and progress to using a glove.
3. Coach or adult throws ball up into the air with slight arc but directly to the player.
Formation: x x x x x x
C C C
4. Coach or adult throws ball with increasingly higher arc, but still directly to player.
5. Coach or adult throws the ball a bit to left or right so player has to move feet to get
underneath.
6. Coach or adult throws the ball high in air but a bit behind to the left or right of the player
so they have to drop back with crossover step to get underneath.
7. When players throwing and catching skills have developed, they can throw the ball high in
the air to each other. Until that point, they will spend a lot of time chasing the ball.
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FIELDING GROUND BALLS
GROUND BALL PROGRESSION
The teaching cues should be emphasized throughout the lessons in all fielding drills so that the
proper fielding of grounders becomes automatic.
TEACHING CUES
READY POSITION:
◗ butt low, weight on balls of feet, hands low and open, feet spread, elbows between but
in front of knee (not locked in). Cue word: MONKEY
FIELDING THE BALL:
◗ get body in front of ball so there is no reach to either side of the body to get the glove
on the ball
◗ stay low with knees bent to get glove on ball rather than just bending at the waist
◗ glove side foot is slightly ahead when picking up the ball to help keep body balanced
as the glove and throwing hand reach in front of the body to field the ball
◗ hands are well out in front of body (NOT back between the legs), and just touching the ground
◗ make sure the glove is open with fingers down
◗ reach toward the ball and let the glove give on contact with the ball (soft hands). As you
absorb the ball back into the body, you should bring it up into the throwing position.
◗ trap the ball in the glove with the throwing hand
◗ watch the ball all the way into the glove
◗ step toward the target with the stride foot to throw
TEACHING PROGRESSION
1. Demonstrate proper technique.
2. STATIONARY BALL – place a number of balls on the ground in various locations so
that players have to move around the area practicing getting the ball in FRONT of the
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center of their body. The ball is not picked up. Glove side foot should be
slightly ahead in order to get the body low, balanced, with glove in front of body,
not between the legs.
3. NO BALL
◗ The coach leads and talks the group through the proper movement and has the group mimic
the proper technique.
“Ready” - check positioning
“Suck it up” - check footwork and soft hands, etc.
“Step and Throw” - check bringing arm back up into throwing position, stepping
and throwing.
◗ Next practice shuffle step from side to side to get center of body in front of ball.
Formation: x x x x
x x x
C
4. NO GLOVE – partners – ROLL (not bounce) the ball back and forth to practice getting
in front of the ball and using proper foot and hand movement to pick it up.
Formation: x x x x
x x x x
5. GLOVE – partners – ROLL (not bounce) the ball back and forth to practice using the glove
to field the ball correctly.
6. Field and throw: In order to combine fielding and throwing in one smooth continuous
motion, it will be necessary for one partner to roll 5 consecutive grounders while the other
fields and throws it back in the air (as if throwing to 1B). Alternate after every 5 throws.
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HITTING
HITTING PROGRESSION
The teaching cues should be emphasized throughout the lessons in all hitting station drills so that
proper stride and hip action becomes automatic.
TEACHING CUES
Although there are many aspects to being a successful hitter, at this age, it is important to
develop only the key components.
◗ Grip: Hold the bat with the MIDDLE knuckles lined up to give maximum flexibility in the
wrists. This grip puts the wrist of the top hand facing up and wrist of the bottom hand facing
down on contact with the ball.
◗ Stance: Relaxed, with FRONT ARM BENT at approx. 90 degree angle with hands by back
shoulder but slightly away from the body. Front shoulder slightly DOWN.
◗ Stride: SHORT (2 - 3 inches), foot CLOSED (front toe remains pointing at 1B for right-
handed batter, does NOT open up toward the pitcher).
◗ Hip Rotation: Hips start facing the plate and FINISH FACING THE PITCHER. If belly
button was a flashlight, the flashlight would move from shining on 1B (right handed batters)
to shining on the pitcher as the swing was completed. A key observation for coach to make is
to see if the BACK HEEL IS FACING THE SKY on the completion of the swing. Hip rotation
should also be on a vertical axis with the shoulders staying back over the center of gravity, not
lunging forward over the front foot.
This Not This Not This
HIP ROTATION IS A KEY COMPONENT TO THE SWING AND COACHES SHOULD MAKE EVERY
EFFORT TO MAKE SURE PLAYERS ARE USING THEIR HIPS AND NOT JUST THEIR ARMS WHEN
THEY SWING.
◗ Arm Action: Hands are taken to the ball first with the bat head following to make contact
IN FRONT OF THE PLATE. Wrists snap on contact with the back wrist facing up as if
hammering a nail into the wall facing sideways. Contact in front of the plate is of vital
importance to a correct swing and can be assured and practiced without much teaching if the
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coach makes sure that the batting T is ALWAYS SET UP IN FRONT OF THE PLATE and not
sitting on top of the plate. When practicing off a coach soft toss, it is also crucial that the
ball be tossed IN FRONT OF THE PLATE and not back toward the stomach of the player
trying to hit it.
◗ Follow Through: The wrists roll AFTER making contact with the ball. This can be
assured by just telling the batter to finish with the bat IN THE CENTER OF THEIR BACK on
the completion of the swing. This will also ensure that they are swinging THROUGH the ball
and not getting in the habit of stopping their bat on contact.
TEACHING PROGRESSION
1. Every player has a bat, standing a safe distance from one another.
Remind players of 2 things they MUST ALWAYS REMEMBER FOR SAFETY:
I. NEVER SWING A BAT WITHOUT CHECKING BEHIND TO SEE IF
SOMEONE IS THERE.
II. NEVER WALK UP BEHIND SOMEONE HOLDING A BAT WITHOUT
LETTING THEM KNOW YOU ARE THERE.
2. Demonstrate correct swing with emphasis on short closed stride and hip rotation. Point to
the players to watch for these 2 key elements so they get a correct picture of what they are
to do.
3. NO BAT – (bat is set on ground beside them for this part) Practice taking short, closed
stride and immediately “Slamming the door” with the hips as soon as the stride foot
touches the ground.
4. Show and practice proper grip with MIDDLE knuckles lined up.
5. Complete swing: Practice taking complete swing by imagining there is a ball out in front
of the plate. Have the players keep their eyes on the plate THROUGHOUT THE SWING. This
will help them keep their head and eyes on the ball.
Emphasize: Proper stride and hip rotation and finishing with
the bat in middle of their back.
IF YOU CAN GET YOUR PLAYERS TO MASTER THESE 3 COMPONENTS OF THE SWING BY THE END OF
THE YEAR, YOU WILL HAVE MADE A MAJOR CONTRIBUTION TO THEIR SUCCESS LATER ON.
REMINDER: ALWAYS PLACE THE HITTING T IN FRONT OF THE PLATE WHEN PRACTICING.
ALWAYS SOFT TOSS IN FRONT OF THE PLATE. TRY TO GET PLAYERS TO SELF TOSS IN FRONT
OF THE PLATE WHEN LEARNING TO FUNGO HIT. This process can be helped by ALWAYS USING
A PLATE when practicing hitting.
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BASERUNNING
RUNNING THROUGH 1B
The teaching cues should be emphasized throughout the lessons in all baserunning drills so that
proper techniques become automatic.
TEACHING CUES
Proper running techniques to develop speed:
◗ high knees in front
◗ foot to bum on back kick
◗ drive with arms in straight line (not swinging arms across body)
◗ arms are kept at 90-degree angle when they swing to the front
◗ lean forward when getting out of box to help drive body forward
◗ run full speed through 1B, turn right and return directly to 1B, with NO motion to
go to 2B
TEACHING PROGRESSION
1. Start with no bat. Take a full swing at a pretend ball without a bat. Then run as fast as
possible through 1B.
2. Use a bat, but NO BALL. Take a swing, drop the bat, then run. This will help players learn
not to throw the bat after the swing.
ROUNDING THE BASE
TEACHING CUES
◗ loop slightly outside the baseline on approach to base
◗ step on the INSIDE CORNER of the bag with whatever foot is in sequence at that point
◗ lean and turn as the base is touched to help get a sharper turn on the corner
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TEACHING PROGRESSION
1. Walk the players through the proper rounding of the base first, so they learn to make the
little loop outside the baseline.
2. Place marker just outside the baseline so players learn to go to the outside before approaching
the base.
3. Remove the markers but place a coach just outside the baseline on the other side of the base
so that players are forced to cut in front to emphasize cutting a sharp corner. This will also
force them to loop first because they won’t be able to cut the corner sharp enough unless
they do.
ROUND AND JAM
Round and jam should be used on hits which go through the infield. If the player can proceed to
2nd, they do so. If not, they must “jam” and get ready to get back to 1st when the throw comes
into the infield or continue to 2nd if ball is missed when thrown back into the infield.
TEACHING CUES
◗ jam a body length away from the base
◗ keep body low and feet wide
◗ hands out, ready to go either direction
ROUND – JAM – DIVE BACK
Situation is the same as in a “Round and Jam”. They have to know how to dive back to the base
they just rounded in case the throw goes to that base to pick them off.
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TEACHING CUES
All teaching cues from round and jam plus:
◗ dive back with body facing away from incoming throw usually from the infield
◗ reach with one hand (right hand if ball is coming from the infield) for the base to turn the
body away from the ball
◗ turn face away from the direction of the incoming throw
◗ keep hips low and slide on front of thighs
LEAVING THE BASE
TEACHING CUES
◗ start in front of the base with one foot on the base and the other out in front as in a
racing start
◗ push AGAINST the base
◗ keep body low to start and gradually rise to proper running position
◗ EXPLODE from the base
SLIDING
TEACHING CUES
◗ arms up over head
◗ chin tucked
◗ bent leg has side of foot on the ground and in crook of knee
◗ toe of extended leg pointed to the sky
◗ slide taken on buttocks, not side of hip and leg
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TEACHING PROGRESSION
1. Get someone to demonstrate proper technique or at least get someone to lay down and show
the final position.
2. Players start on ground in the following
position:
3. Next, they lift their hands and tuck leg (either
leg is OK but left is preferred, for future
advanced sliding, if they are comfortable that
way). Do this a few times so they get the
feeling of tucking their leg under and raising
their hands.
4. Stand in a line: each player takes a walking
step, and practices throwing hands in the air,
throwing hip outward, tucking leg, and TUCKING
CHIN (look at your toes). Remain in upright
position. This is important to give them the
feeling of tucking their chin so they don’t snap
their head back onto the ground when they start
doing the slide on the ground.
5. Put player in between 2 adults who will be holding their hands. Walk forward. On “hit it”,
the player goes into a bent leg slide with the adults help. Progress to a slow jog doing the
same thing.
6. When players are confident, let them go “solo”.
RELAY TURN
TEACHING CUES
◗ reminder of all proper throwing cues
◗ make the quickest turn when rotating which is to turn to the GLOVE side
◗ always give a glove target at shoulder height when receiving a throw
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TEACHING PROGRESSION
1. Demonstrate proper technique.
2. Practice movement with NO BALL, with players in a line pretending to receive a ball
thrown by the Coach then turning to make throw behind them.
3. Make groups of 3 positioned as shown. A pretends to throw to B, who mimics a catch and
makes a proper relay turn, then pretends to throw to C.
4. Rotate all 3 players through center position.
5. Use a ball in the drill. Start slowly at first, making sure center player is turning in correct
direction for a quick throw.
6. If time permits and players are able, this can progress into a relay competition between
teams of 3.
PITCHING PROGRESSION
CO-ORDINATION DRILL
TEACHING CUES
◗ relaxed arm, slight bend in elbow
◗ palm faces backward and snaps forward as arm passes leg
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◗ pretend to let go of ball as arm brushes past leg
◗ co-ordinate opening and closing of hips with dropping of arm
◗ front leg straightens as arm reaches contact point
◗ shoulders stay BACK over top of the hips
TEACHING PROGRESSION
1. Demonstrate proper technique.
2. Start with glove side foot in stride position (a long walking step directly ahead of the other
foot). Pivot foot is directly behind stride foot but toed slightly outward. Put pitching arm
back into pendulum position with palm facing backwards, in relaxed position (elbow NOT locked).
3. Let arm fall in relaxed manner palm facing back
so that the arm brushes past
the side of the leg on the way past.
4. Once a relaxed drop of the arm is consistent, concentrate on opening up the hips (belly button
faces to right for right-handers) when the arm is up and back, and closing the hips (bellybutton
faces catcher)when the arm passes the side of leg.
5. Once the co-ordination is consistent, make sure the front leg (stride leg) straightens as the
arm falls downward. Also make sure shoulders are kept back over the hips so the young
pitcher doesn’t get in the habit of bending at the waist on the release.
hips open hips close
◗ both arms drop
◗ may come up on back toe to help push
hips closed
◗ shoulders over hips
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ARM CIRCLES AND HIP THRUSTS
TEACHING CUES
◗ arm starts straightforward and moves past the ear on its way around
◗ arm circles go straight out in front and straight down behind
◗ glove hand moves forward with throwing arm until throwing arm starts the move backward
◗ glove hand moves downward at the same time as the throwing arm starts to move downward
(they move in coordination with each other)
◗ arm circles are fast and large as possible, but RELAXED
◗ arm circles are co-ordinated with the opening and closing of the hips. Hips open when arm
is at top of circle and close as it comes downward past the leg
◗ arm (somewhere between elbow and wrist) MUST brush past the side of the leg
◗ arm follows past the release point (at side of leg) in RELAXED action toward the target
TEACHING PROGRESSION
1. Stand with glove side leg in stride position as in CO-ORDINATION DRILL from Lesson 1.
2. Make large-relaxed arm circles straight out in front and down behind, making
sure to watch for elbow being loose (but not bent over head) and for arm staying close to
the ear.
this not this or not this
3. Once arm circles are correct, focus on using the glove hand in co-ordination with the arm
circle. Both move out together and down together.
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4. Once the arm circle and glove hand are co-ordinated, focus on opening and closing the hips
in co-ordination with the arm circle. Open hips at top of arm circle and close at bottom as
arm passes the hip.
hips open hips close
GRIP
TEACHING CUES
◗ grip with 3 fingers across seams (same as for the overhand throw)
◗ grip as loosely as possible but still maintain control of the ball
◗ grip in fingers (not palm) if hand is large enough
TEACHING PROGRESSION
1. Demonstrate grip.
2. Make sure all players get the proper grip on the ball.
3. Practice getting grip on the ball in glove without looking.
STATIC PITCHING
TEACHING CUES
◗ complete large RELAXED arm circles. Make sure arm is close to ear
◗ release ball at side of leg
1
2
3
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◗ arm brushes past side of leg on release. Should work toward hearing a “whooshing” sound
◗ use glove hand in co-ordination with throwing arm
◗ follow through to target with the throwing arm after the release
◗ KEEP SHOULDERS BACK OVER TOP HIPS ON RELEASE
◗ hips should face target on release. Correct immediately any tendency to throw the throwing
side hip backward on release
◗ legs are straight on release (FINISH TALL)
◗ WHIP or FLING the ball - do not aim the ball
TEACHING PROGRESSION
1. Stand with feet PARALLEL, shoulder width apart. Feet REMAIN STILL throughout this drill.
Isolate the whipping action of the arm to find the release spot at the side of the leg. Learn
to keep shoulder back on the release.
2. Practice the arm and whipping action with NO BALL.
3. Practice whipping the ball to coach a short distance away. Make sure to give feedback on
the coaching cues listed above.
feet remain parallel throughout action arm follows ball after release
HIP PITCHING
TEACHING CUES
◗ feet must be in stride position (same as in co-ordination drill). Feet MUST be directly in front
of one another. Toes angled slightly to pitching arm side
◗ complete large RELAXED arm circles. Make sure arm is close to ear
◗ release ball at side of leg
◗ arm brushes past side of leg on release. Should work toward hearing a “whooshing” sound
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1 2 3
◗ use glove hand in co-ordination with throwing arm
◗ follow through to target with the throwing arm after the release
◗ KEEP SHOULDERS BACK OVER TOP HIPS ON RELEASE
◗ hips open when arm is at top of circle and close as it comes down to brush past the side of the leg
◗ hips should face target on release. Correct immediately any tendency to throw the throwing
side hip backward on release
◗ come up on back toe as hips come forward and ball is released. This will allow the hips to close
all the way
◗ front leg is straight on release (FINISH TALL)
◗ WHIP or FLING the ball. Do not aim the ball
TEACHING CUES
1. Stand with feet in STRIDE POSITION. Front foot REMAINS STILL throughout this drill. It
is to isolate the whipping action of the arm, to find the release spot at the side of the leg,
and to learn to keep shoulders back on the release. The back foot will come up on the toe as
the hips move forward to allow the ball to be released at the side of the leg.
2. Practice the arm whipping action and hips opening and closing with NO BALL.
3. Practice whipping the ball to a coach a short distance away. Make sure to give feedback on
the coaching cues listed above.
STRIDE ACTION
TEACHING CUES
◗ stand on pitcher’s plate with pivot foot (right for right handers) slightly ahead of the left
(left toe is across from right heel) and about shoulder width apart
4
feet in Stride Position
throughout action
hips open hips close, arm follows
ball after release
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catcher catcher
◗ turn pivot toe slightly outward just prior to push off to enable hips to open easier
◗ push forward off pivot foot
◗ stride STRAIGHT at catcher with left foot in an extended walking step
◗ stride should be EXPLOSIVE
◗ springing off pivot foot will help explosion
◗ back foot (right for righties) should drag on the outside of the big toe
TEACHING PROGRESSION
1. Draw a pitching plate for each player in the dirt.
2. Draw a line in the dirt perpendicular to the pitching plate toward the catcher.
catcher
3. Teach proper footwork on pitching plate and have player practice getting on plate with feet
in correct position.
catcher
4. Practice stepping out EXPLOSIVELY and dragging back foot.
COMPLETE PITCH ACTION – NO BALL
TEACHING CUES
◗ stand on pitching plate WITH HANDS APART. PRETEND THERE’S A BALL IN YOUR GLOVE
◗ stand on pitcher’s plate with pivot foot (right for right handers) slightly ahead of the left
(left toe is across from right heel) and about shoulder width apart
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◗ turn pivot toe slightly outward just prior to push off to enable hips to open easier
◗ push forward off pivot foot
◗ stride STRAIGHT at catcher with left foot in an extended walking step
◗ stride should be EXPLOSIVE
◗ springing off pivot foot will help explosion
◗ back foot (right for righties) should drag on the outside of the big toe
◗ as push starts with pivot foot and stride foot starts forward, BOTH hands move forward so
that glove hand can be used in co-ordination with pitching side
◗ all cues from hip pitching apply here as well
◗ follow through with leg is to get the pivot foot, after dragging, to finish up beside (slightly
farther than shoulder width apart) the stride foot
TEACHING PROGRESSION
1. Review stride with no arm action as in stride from previous lesson using pitching plate and
line drawn in the dirt.
2. Incorporate arm action with stride action (NO BALL).
3. Do a “Mechanics Check” on each of the key components as players are practicing this
complete pitching action. Players can only concentrate on ONE thing at a time so ask them
to FOCUS on one key point at a time and provide FEEDBACK on only one thing at a time.
Checkpoints: ◗ arm circles - relaxed, large, close to head
◗ use of glove arm
◗ stride straight at target
◗ front leg straight on release
◗ shoulders back over top hips, not bent at waist.
◗ release point off side of leg
◗ hips closed to catcher on release
◗ follow through with arm following ball after release
◗ follow through with pivot foot up beside stride foot
COMPLETE PITCH ACTION – WITH BALL
All cues and teaching progression are the same as with no ball, except that now, a ball is used.
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END OF SEASON
INTRODUCTION
Tournaments which declare “winners” are not recommended for children under 10 years old.
Team achievement tests, where players are tested as a “team”, can be used in conjunction with
an end of the year round robin tournament or as an “Achievement Day”, which includes a
variety of activities and treats.
Team achievement tests and awards are a positive alternative for the following reasons:
◗ Emphasis is put on the importance of developing skills rather than “winning” games.
◗ More players experience success, which develops self-esteem.
◗ Team concept and development is encouraged.
◗ Equal opportunity for contribution so each player feels a valued part of the team.
◗ Encourages coaches to develop skills of all players because awards depend on abilities
of every player - not selected players.
◗ Achievement tests can also be used by individual teams for motivation and to
measure improvements.
ORGANIZATION OF ACHIEVEMENT TESTS
◗ Stations could be set up so teams can participate between games at round robin
tournaments.
◗ If the “Achievement Day” approach is used, the number of stations will have to equal the
number of teams, so they can rotate through the stations. Some stations may include
activities from the Lesson Plans (ie: Shark in the Tank; Hot Potato).
◗ Awards are always based on team totals. Each player on each team must
be given an equal number of repetitions. Since teams may not have the
same number of players team average is used for awards.
◗ Number of repetitions depends on the total time allotted for the achievement tests.
If rotating stations are set up, consideration should be given to try to equalize time at
each station.
◗ Second and third place awards can also be considered, with participation awards to the
other teams.
◗ Team scores should be given to teams so players/coaches see improvements if they are
done more than once.
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SUGGESTED ACHIEVEMENT TESTS
TIMED HOME TO FIRST (equipment – stopwatch, Home plate, 1st base)
Each player is timed as they run H to 1B using a track start with front foot starting at edge of
Home plate on the 1B side. Total the times, divide by number of players to get an average. Team
with the lowest average wins this award.
ROUNDING BASES – TIMED (equipment – stopwatch, home plate, 1st and 2nd bases)
Same as timed Home to First test, except now the players round 1B and run to 2B. A bonus point
is given for each player who steps on the inside corner when rounding 1B. Consideration
could be given to awarding bonus points for a slide at 2B.
THROWING ACCURACY (equipment – target, balls)
Put a large target up with 3 target areas. Designate a line which players have to stay behind
when throwing. Distance doesn’t matter as long as it is equal for all players on each team.
(probably 20'-40') Total points, divide by number on team to get average. The team with the
highest average gets award.
THROWING VELOCITY (equipment – radar gun (if available), balls, target)
Each player’s throwing speed is recorded. Total speeds, divide by number of players for average.
Team with highest average gets throwing velocity award.
THROWING DISTANCE (equipment – markers, balls)
Mark 3 lines at progressively further distances from a throwing line which players have to stay
behind when throwing. Distances will depend on level of participants. All players should be able
to throw over the 1st line to experience success. The 3rd line should be challenging enough so
only the players with the strongest throws can make it over.
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Each player, standing behind the throwing line, throws as far as they can over the lines. Points
are awarded as follows: throw over 1st line - 1 point; throw over 2nd line - 2 points; throw over
3rd line - 3 points. Total points, divide by number of players for average. Team with highest
score wins award.
DISTANCE HITTING (equipment - batting T, balls, bat)
Mark 3 lines, at progressively further distances from a start line, where a batting T is placed.
Score the same as in the throwing distance test.
BALL OF FIRE (equipment – stopwatch, balls, gloves)
Mark lines 20'-50' apart (depending on ability level), with 1/2 of team lined up in a file behind
each line. Ball starts with first player in one line. On “Go”, the ball is thrown back and forth
until all players have thrown. Players go to end of their own line after completing throw.
Start watch on “Go” and stop when catch is made on last throw. Team with lowest time wins
Ball of Fire award.
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REFERENCES
Capher Basic Skills Series, Fastball Type Games, Calgary Board of Education. Curriculum Action
Project. 1976-1983
Capher Basic Skills Series, K-3 Games.
Gleeson, Geof, The Growing Child in Competitive Sport, Hodder and Stoughton, London
Graham, George, et al. Children Moving- A Teachers Guide to Developing a Successful Physical
Education Program, Mayfield Publishing Co., Mountain View, Cal., 1987.
Hobart Division of Recreation, Education Department and Tasmania State Schools Sports Council
(1983). A Child Is Not a Little Adult - Modified Approaches to Sport for Australian Children,
Published and printed by Education Department, Tasmania, Australia.
Landy, Maxwell and Joanne, Ready to Use Physical Education Activities, Parker Publishing Co.,
West Nyack, NY.
Margeneau, Eric A., Ph. D., Sports Without Pressure. Gardner Press. Inc., New York.
Malina, Robert, Young Athletes - Biological, Psychological and Educational Perspectives, Human
Kinetics Books, Champaign, Illinois.
Martens, Rainer, et al, Coaching Young Athletes, Human Kinetics Publishers Inc., Champaign, Illinois.
Moore, Annette C., The Game Finder - A Leader’s Guide to Great Activities, Venture Publishing,
Inc., State College, PA., 1992.
Morris, G.S.Don;Stiehl, Jim, Changing Kids’ Games, Human Kinetics Books, Champaign, Illinois. 1989.
Ontario Softball Council, Softball- A Manual for Coaches, Ministry of Culture and Recreation.
Rice, Wayne;Yaconelli, Mike. Play It, Zondervan Publishing House, Grand Rapids, Mich. 1986.
Snellenberg, Joseph, Adapt, Adopt, and Improve - Theme Games for K-6, BC Intramural Recreation
Assoc., Simon Fraser University, Burnaby. B.C.
Spink, Kevin S., Ph. D., Give Your Kids a Sporting Chance, A Parents Guide, Summerhill Press, Toronto.
Turner, Lowell F. and Susan, Physical Education Teachers Activities Program, Parker Publishing
Co., West Nyack, NY, 1989.
Weiss, Maureen R. and Gould, Daniel - editors, Sport For Children And Youth, The 1984 Olympic
Congress Proceedings. Vol. 10, Human Kinetics Publishers, Inc. Champaign, Illinois.
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PROVINCIAL/TERRITORIAL OFFICES
BRITISH COLUMBIA
Softball B.C.
P.O. Box 45570
Sunnyside Mall
Surrey, BC V4A 9N3
(B) (604) 531-0044
(F) (604) 531-8831
www.softball.bc.ca
ALBERTA
Softball Alberta
9860 – 33 Avenue
Edmonton, AB T6N 1C6
(B) (780) 461-7735
(F) (780) 461-7757
www.softball.ab.ca
SASKATCHEWAN
Softball Saskatchewan
2205 Victoria Avenue
Regina, SK S4P 0S4
(B) (306) 780-9235
(F) (306) 780-9483
www.softball.sk.ca
MANITOBA
Softball Manitoba
306 - 200 Main Street
Winnipeg, MB R3C 4M2
(B) (204) 925-5673
(F) (204) 925-5703
www.softball.mb.ca
YUKON
Softball Yukon
28 Evergreen Crescent
Whitehorse, YK Y1A 4X1
(B) (867) 667-4487
(F) (867) 667-4237
www.softballyukon.com
NORTHWEST TERRITORIES
Softball NWT
Box 11089
Yellowknife, NT X1A 3X7
(B) (867) 669-8333
(F) (867) 669-8327
www.nwtsoftball.com
ONTARIO
Softball Ontario
1185 Eglinton Ave. East
North York, ON M3C 3C6
(B) (416) 426-7150
(F) (416) 426-7368
www.softballontario.ca
Slo-Pitch Ontario
184 Scott Street, Unit 7B
P.O. Box 20057
Grantham Postal Outlet
St. Catharines, ON L2M 7W7
(B) (905) 646-7773
(F) (905) 646-8431
www.slopitch.org
Provincial Women’s
Softball Association
(PWSA)
www.ontariopwsa.com
Ontario Amateur Softball
Association (OASA)
www.oasa.ca
Ontario Rural Softball
Association (ORSA)
see Softball Ontario
www.softballontario.ca
QUÉBEC
Softball Québec
4545, avenue Pierre de Coubertin
C.P. 1000, Succ. M
Montréal, QC H1V 3R2
(B) (514) 252-3061
(F) (514) 252-3134
www.softballquebec.com
NEW BRUNSWICK
Softball New Brunswick
4242 Water Street
Miramichi, NB E1N 4L2
(R) (506) 773-5343
(Summer) (506) 773-3507
(F) (506) 773-5630
www.sport.nb.ca/softball
NOVA SCOTIA
Softball Nova Scotia
4th
Floor
5516 Spring Garden Road
Halifax, NS B3J 1G6
(B) (902) 425-5454, ext. 313
(F) (902) 425-5606
PRINCE EDWARD ISLAND
Softball PEI
P.O. Box 6406
Cornwall, PE C0A 1H0
(B) (902) 569-4747
(R) (902) 566-2684
(F) (902) 569-3366
NEWFOUNDLAND &
LABRADOR
Softball Newfoundland
& Labrador
P.O. Box 21165
St. John’s, NL A1A 5B2
(B) (709) 576-7231/7049 (B)
(F) (709) 576-7081 (F)
www.softball.nf.ca
NUNAVUT
Sport Nunavut
P.O. Box 440
Baker Lake, NU X0C 0A0
(B) (867) 793-3306
(F) (867) 793-3321
(Toll Free) 1-888-765-5506
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