Tuesday, August 9, 2016

Warm-up Game: Shoe Relay

Everyone puts their shoes in a pile.  Players from each team need to run to find shoe, come back to the group and so one until every player has both shoes and properly tied.

Monday, August 8, 2016

Serving Game: Candy & Hula Hoops

Place hula hoops around the court with a number in each hoop.  Have players aim for the hula hoops.  You could have them keep track of points or have candy according to each number.  If you hit a 2 you get a tootsie roll.  If you hit a 3 you get ...

3 person serve receive warm-up

Always have serve receive / passing happen over the night.  This helps players actually read the ball coming from the other side of the net.  

Server tosses to passer on the other side of the net who passes to the setter (3 person drill)

Serving Reminder: 2 minutes

Only have players serve for about 2 minutes at random times throughout the practice.  During the game, players typically serve 3 balls and will not serve again until all players on Both teams serve.  Serving for 15 minutes repetitively is not game like.

Ideas:

  • How many in 2 minutes?
  • 2 minutes of serve & run into position on the court
  • After each drink break
  • After a game or drill?
  • Losing team can get back in the game if each person on the team gets a serve in (this would need to be a double or nothing)

warm-up game: Ship's Captain

One player is chosen as the captain. S/he calls out orders to the rest of the players who are the crew. If a player does not follow an order correctly, s/he is out. (This decision is made by the captain who is always right.)
Orders:
To the ship: run to the captain's right
To the island: run to the captain's left
Hit the deck: lay down on your stomach (or if players don't want to get dirty, they can crouch down)
Attention on deck: salute and yell, "Aye, aye captain!" -- players may not move now until the captain gives the order of, "At ease!" (ie even if the captain gives a different order such as "to the ship" the crew must continue to remain at attention until told "at ease")
Three men in a boat: the crew must form groups of three and sing "Row, row, row your boat" Anybody who is not in a group of three is out.
The love boat: crew members grab a partner and dance. Anybody without a partner is out.
Flopping Fish: everyone lays on the floor flopping like a fish
Scrub the deck: everyone on their knees scrubbing
Captain's Quarters: everyone ran towards the captain.
Man-over-board: Players must find a partner as quickly as possible.  One partner must lay on their stomach while the other places their foot on their partner's back.  Children without a partner or pairs that are too slow are eliminated.
A Periscope: Every player falls on their back and sticks one leg in the air.  The last ones are eliminated.
SHARK!!!!: Everyone must run to a designated base (multiple bases can be used).  The last player to the base is eliminated.
Crow's nest: All players must find a partner.  The lightest player rides on their partner's back.  Those without partners or who assemble the crow's nest too slowly are eliminated.
Three maids in a row: Children form groups of three and sit in a vertical row.  The players who are the odd-man-out are eliminated.
Sick turtle: Everyone falls onto their backs and waves hands and feet in the air.
Bow: Run to the front of the boat
Stern: Run to the back
Port: Run to the left side of the boat
Starboard: Run to the right side of the boat.
Row the Boat: Each player finds a partner, sits face to face, holds hands, and pretends to row a boat.  Players who can't find partners or who are too slow are eliminated.

Alternative rules: If playing in a pool, all of the orders stay the same except for "hit the deck" which becomes "walk the plank." This means that crew members must bob underwater.

To make the game less competitive, player do not get "out." Instead, if the captain notices that they do not follow an order, they must stand out for a count of 20.

Warm-up game: Rooster on the Roof

Coach calls out a warm-up activity:

  • jumping jacks, run, jog, skip, karaoke, high skips, sit-ups, push-ups, jump squats, duck walk...
When coach calls out one of the following, players must find enough people to complete the group.  If players are left over, they are out of the game and must continue to do the warm-up activity or a designated warm-up activity for the remainder of the game.  (example: when coach calls out a command, players out could have to pass of ball to themselves or jump rope...)

  • Row Boat: 5 players sitting on the floor and rowing a boat
  • Chicken on the roost: 2 players (one player knees on the floor while the other person knees on the partner and cuckadoodle-dos like a rooster
  • Wheel Barrow: 2 partners
  • Lovers leap: 2 partners (one partner jumps into the arms of another partner)
  • Broken Leg: 2 partners (each partner holds a leg of the partner so each person is standing on 1 leg)
  • Chow Time: 5 people eating

Team Game: Catepillar

Materials: 20-30 feet
Activity: Take the total number of people in the group and multiply that by 1.5.  Half of that total is feet and half that total is hands.  The group needs to arrange in a formation so that there are no more than the correct number of appendages (hands and feet).  They must remain in that form from point A to point B.  If you want to challenge, you can subtract 2 appendages and try again.

8 people x 1.5 = 12 (6 feet & 6 hands)
9 people x 1.5 = 13.5 (7 feet & 7 hands)

Team Game: All on a platform

Have a towel or a small space.  The team must get themselves all on the platform without touching the ground.  In order for it to count, the team must all sign a song like row row your boat.