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Av ricardo rodriguez - 3 januari 2009 12:59

Skaffa nycklar som utvecklar... 


  • Att möta dina spelare där de är skapar förtroende!
  • Ett gott förtroende skapar förutsättningar för optimala prestationer!
  • Vinnartillstånd skapar topprestationer!
  • Lär ut så att dina spelare kan lära in!
  • Balans skapar harmoni och goda resultat!

 Detta är viktiga nycklar i ditt ledarskap. Här kommer jag att försöka hänvisa Er hur ni skall gå tillväga för att använda dem på rätt sätt i förhållande till varje enskild aktiv eller ett lag.


Det finns en historia om en rörmokare som blev anlitad för att laga pannsystemet på ett ångfartyg. När han lyssnat på vad problemet var och ställt en del frågor gick han ner i pannrummet. Han lyssnade på ljudet och kände av på några rören. Så tog han fram en skruvnyckel och vred om en ventil. Hela systemet började genast fungera.

När ägaren fick en räkning på 8 000 kronor för en kvarts jobb blev han arg och krävde en arbetsbeskrivning.


Detta var vad rörmokaren sände honom:

För omvridning med skruvnycklen  4 kronor

Förkunskapen om var vridningen skulle ske      7996 kronor

Total: 8000 kronor



Rörmokaren visste efter ett par minuters fundering vad som behövde göras för att få pannsystemet att fungera. Att det bara krävdes en enkel omvridning med en skruvnyckel var mindre viktigt.


Det viktiga var att han visste var omvridningen skulle göras! 


Jag har varit aktiv rugby spelare och har elitbakgrund. Efter mina aktiva år har jag fortsatt vara verksam inom idrotten som ledare.

Jag  har under årens lopp undervisat inom ämnen som motivation, mental träning, ledarskap och kommunikation.

Jag  har på många olika sätt sökt finna nycklarna för framgång för att precis som rörmokaren, veta var omvridningarna skulle ske.


En av många nycklar är ”kommunikation och förändring”.

Den bygger på komparativ forskning av Truls Feiner och Jorunn Sjöbakken. Dem bygger bland annat på Gregory Bateson tvärvetenskapliga initiativ från 70-talet.

Komparativ forskning är jämförande studier av teorier, metoder och kompetenta människor inom och mellan olika yrkesområden som bland annat pedagogik, terapi, hälsa och idrott.


Forskningen har funnit gemensamma nycklar inom alla branscher och systemnivåer som individ, relationer, grupper, organisationer och samhälle.

 Att möta...

 Att möta innebär  mer än att bara finnas på samma plats.

Det innebär att skapa förtroende och att upprätthålla förtroende. Det kan ske på olika sätt exempelvis genom:


  • Att se, lyssna på och vara fysiskt närvarande
  • Att använda ord, språk och tonläge som de spelare
  • Att vara på samma fysiska nivå, exempelvis sätta sig på huk när du pratar med knattarna
  • Att möta spelare på deras kunskapsnivå
  • Att möta spelare i deras sinneskanal

 Vad händer om du missar att möta och skapa förtroende?

Om du missar mötet och därmed möjligheten att skapa förtroende kan det bli svårt att leda vidare. De spelare som kommer förmodligen inte att lyssna och vilja lära vidare. De upplever inget förtroende. Det som gör att du missar mötet är till exempel:


  • Att du lyssnar okoncentrerat
  • Att du navänder ord som spelare har svårt att förstå (facktermer)
  • Att du börjar prata om annat än spelare vill
  • Att du ser på andra spelare
  • Att du är ”på väg någon annanstans”

 När väl förtroendet är skapat kan du leda spelarna vidare och ge nya kunskaper och förhållningssätt. Detta kan ske på olika sätt, till exempel:


  • Teoretisk kunskap
  • Taktisk kunskap
  • Teknisk kunskap
  • Mental kunskap
  • Social kunskap

 Att möta och leda sig själv...

Dagens rugby börjar bli alltmer krävande för både ledare och spelare.

 Det är hård träning och tävling som ligger bakom varje prestation. För att må bra och trivas är det viktigt att kunna ta hand om sig själv.

Att vara uppmärksam på sina egna signaler om vad som är viktigt.


Att kunna ställa sig själv frågorna ”vad är jag just nu?”, ”vad gör jag nu för att må bra?”, ”trivs jag?”. Detta kanske låter som en självklarhet, men alltför många ledare och spelare ”går in i vägen” i dag.


En del ledare blir duktiga på att möta andra spelare, övriga tränare, kommité, styrelse- men glömmer bort sig själva.


En del spelare är så uppmärksamma på att platsa och göra ledare, föräldrar, lagkamrater med flera till lags att de glömmer bort sig själva.

 Det är inte ovanligt att människor prioriterar bort sig själva. För att få en sund relation till sig själv är det oerhört viktigt att möta sig själv där man just nu och lära sig leda sig själv på ett sätt som är utvecklande.



Övning

 Möta och leda


  • Inled med fem till tio minuter då du möter spelare genom att vara uppmärksam på vad han eller hon vill. Exempelvis genom att lyssna aktivt, vara fysiskt närvarande, prata samma språk. Efter mötet börjar du leda vidare på vad du har planerat för träningen

  • Låt spelare arbeta två och två, exempelvis under uppvärmning, nedvarvning eller strechtning


 Reflektion


  • På vilket sätt kan du möta dina spelare?
  • Hur är din balans mellan att möta och leda?
  • Vad kan hända med en spelare som inte blir mött där hon är?
  • Vad kan hända om du inte möter dig själv?


Att bryta och byta mönster

Efter en tids möta och leda kan det börja bli ”långtråkigt” i relationen. Hela relationen kan bli som ett invant mönster. Det kan behövas något som ”piffar upp” och som bryter mönstret, en så kallade mönsterbrytare.


Exempelvis gå på bio, picknick vid sidan av eller efter en träning...tänk dig att bli överraskad med frukost på sängen en måndag morgon!

En fara med att möta och leda kan vara att det blir förutsägbart och kanske till och med långtråkigt. Precis som en relation behöver en ledare ibland göra en mönsterbrytare.


Syftet med mönsterbrytare är att skapa nyfikenhet och åter skärpa sinnena. Att bryta det invanda mönstret, att göra en mönsterbrytare inom rugby kan vara exempelvis att förändra träningen elle förutsättningarna kring träningen. 


Att göra helt enkelt annat än vad de aktiva är vana vid, till exempel:


  • Byta position eller plats i laguppställningen
  • Testa någon ny övning under ordinarie träningen
  • Hoppa över en träning för att gå ut med spelarna.

 Övning

Skriv och genomför ett antal mönsterbrytare som är användbara och effektiva i rugby. Exempelvis genom att byta roller, byta boll, spela ”långsammare”, spela fotboll med rugby bollen etc.



Reflektion

Vilka mönsterbrytare använder du inom rugby?

Hur ofta gör du mönsterbrytare?




Sinnenas möjligheter

Vi lär genom våra fem sinnen; se, höra, känna, lukta, smaka. Av dessa är det speciellt tre som är viktiga för en ledare att behärska för att effektivt kunna möta samtliga spelare i kommunikationen.

Vi lär genom att ta in information genom (VAK)


vad vi Ser (visuellt)

Hör (auditivt)

Känner och gör (kinestetiskt)



Som ledare är det viktigt att ha kunskap om hur de olika sinnena fungerar och bör användas i kommunikationen för att kunna möta den spelare i rätt sinneskanal.

Den spelare föredrar ofta ett eller två av sinnena vid inlärning.

Om du som ledare lär dig vilket eller vilka av sinnena som den spelare favoriserar samt själv lär dig att kommunicera i de olika sinnena ökar din möjlighet att möta de aktiva där de är.Jag kommer att beskriva de olika sinnena och hur du via ord och kroppsspråk kan upptäcka vilket sinne den spelare favoriserar.




Använd sinnena vid instruktion och inlärning

Visuellt sinne:Använd visuella ord till exempel·     

 Titta här!·       

Jag visar först·   

 Visualisera, se dig själv (utföra övningen)·       

Är övningen tydlig för dig?


Auditivt sinne:

  • hör du övningen?
  • Hur låter den?
  • Lyssna på träffen

 Kinestetisk sinne:

  • Hur känns träningen?
  • Hur känns rörelsen?

 Vilket sinne favoriserar du?

forts...



  Copyright © 2009 Rugbycoachning

ANNONS
Av ricardo rodriguez - 25 december 2008 13:01

Successful communication depends on developing good people skills and showing a human face.

If coaches want players to listen over time, they cannot deliver their messages with sarcasm or threats.

It is important to maintain a positive and open communication channel with players. Ongoing and open communication will often deal with minor concerns before they become major problems.






Following are some important tips that will assist you in communicating more effectively with your players:


Demeanour Dress appropriately and have an open, positive and enthusiastic approach.



Acknowledgement Greet participants warmly by name or by physical acknowledgement. Take the trouble to pronounce players' names correctly.


Positioning In the coaching situation, ensure you can see everyone and they can see you.


Body Language Adopt a neutral body posture, facing your players. Also watch players’ faces and gestures for clues on how they are reacting.


Eye Contact Looking your players in the eye shows sincerity and confidence. However, be aware that eye contact may not be appropriate in some cultures.


Voice Speak Speak clearly and use words at a level your players can understand, eg players who are new to the sport will not understand sport-specific jargon. Vary the tone of your voice to keep the interest up and adjust the volume according to the situation.


Listening Listening tends to be one of our weakest communication skills. Being a good listener is an essential coaching skill. Listen carefully to players’ questions and comments and respect their views.


Feedback Have a positive and constructive attitude both when giving and receiving feedback from players. Offer sincere compliments and encouragement, eg "that's better", "what a good idea".


Remember, enthusiasm is infectious and, last but not least, having a sense of humour is a must.

ANNONS
Av ricardo rodriguez - 22 december 2008 20:20


accidentally offside - A player is accidentally offside if they cannot avoid contact with an opponent while being offside. A scrummage is formed at the place where their team last played the ball.


advantage - A method of refereeing. The referee allows the game to carry on uninterrupted as long as the ball is in play and there are no major infringements. Play can continue after an infringement if the non-offending team gains an advantage.


attack - Attack is the team's mode of play when a team has the ball.


back - One of the players usually numbered 9 through 15. Except for the halfback, backs don't take part in scrums or lineouts.


back row - The two flankers and the No. 8, lined up for a scrum.

back three - The two wingers and the fullback.
backline - Line of backs.


ball familiarisation - Being able to effectively handle the ball in a number of situations and skills.


binding - The method by which players grip one another to form a maul, ruck, or scrum. A player must bind with at least one arm on a teammate.


blindside - The side nearest to the touchline.


breakdown - Area where there has been a tackle or the ball is loose on the ground.


charge down - Blocking a kick by the opponent.


chip - A short, high kick, usually over the head of a nearby defender.


contact - Where two players come together. Usually in a tackle situation.


contests for possession - Contests for possession are contests for the ball. Amongst these are scrums, lineouts, contests when the ball is kicked and when a tackle is made. The contest concludes when one team has the ball and is able to attack while the other team defends.


conversion - A kick at the goal posts, after a try has been awarded, that scores 2 points. It can be a drop kick or a place kick. The kick is taken from a spot perpendicular to where the try was awarded.


cross-bar - The horizontal bar between the goal posts, which is 3m above the ground.


dead-ball line - One of two lines marking the lengthwise boundaries of the field, located at the back of the in-goal area, a maximum of 22 metres from the try-line.


defence - Defence is the team's mode of play when the opposing team has the ball.


drive - To propel forward.


drop goal - A drop kick at the posts, worth three points if successful.
drop kick - A kick on which the ball is dropped to the ground and kicked just as it bounces.


dummy - A technique where one pretends to pass the ball.


fair catch - A player may make a fair catch by catching the ball cleanly from a kick by the opposing side and calling "Mark!" They must be behind their side's 22-metre line or within the in-goal area. A free kick is usually awarded from the spot of the catch, at the referee's discretion.


 feed - The act of rolling the ball into the scrum by the halfback. (Throw-in)


first five-eighths - The back, usually No. 10, who calls plays for the backline and normally receives the ball from the halfback.


flanker - One of two forwards, who usually wear No. 6 and 7. The flanker binds on the outside of the scrum.


forward - One of a group of eight players, usually Nos. 1 through 8, who bind together in scrums, line up for lineouts, and are in most rucks and mauls.


forward pass - A pass that goes to a player who's ahead of the ball; illegal in rugby.


foul - Among the fouls in rugby are: Striking, hacking, kicking, or tripping an opponent; making a dangerous tackle; willfully charging, obstructing, or grabbing an opponent who doesn't have the ball; a deliberate knock-on or forward pass.


free kick - An uncontested kick usually awarded for a minor penalty by the opponents.


front row - The combination of two props and the hooker at the front of a scrum.


fullback - The back, usually No. 15, who typically plays deep behind the back line and is responsible for covering downfield kicks by the opponents.


functional roles - Functional roles are the variety of roles that a player performs during a game eg No 2 is a hooker at a scrum, a thrower at a lineout, sometimes a tackler in defence and a ball-carrier in attack amongst other roles.


game plan - The game plan explains what a team has to achieve in attack and defence to perform successfully using the Principles of Attack and Defence as a framework.


goal - A score of 3 points awarded for drop kicking the ball over the opponent's goal-post during play or placekicking it through on a penalty kick. The ball must pass between the goal posts and above the crossbar.


goal line - See try-line.


goal posts - The posts located at the centre of the goal line at each end of the field.


grubber - A kick that bounces or rolls along the ground.


halfback - The back, usually No. 9, who feeds the ball into the scrum and tries to retrieve the ball from mauls, rucks, and scrums.


halftime - Period in the middle of a game where both teams rest and plan for the second half.


halfway line - The line that extends all the way across the field at its midpoint.


hooker - The forward who usually wears No. 2. The hooker is supported by the props in the scrum and is responsible for gaining possession of the ball by hooking it with their foot.


in-goal - The area between the try-line and the dead-ball line.


injury time - Extra time added to the end of a half to compensate for time stoppage due to injuries.


jumper - The player in a lineout who's responsible for jumping to catch or intercept a throw.


key factors - These are the prioritised actions that will result in a skill being performed successfully.


key factor analysis - This is method of skill analysis involving the key factors.


kick-off - A drop kick taken from the centre of the field to restart or start a game.


knock-on - Where a player drops the ball forward (toward the opponents goal line). The ball is awarded to the opponents in a scrum for an unintentional knock-on. The opponents are given a penalty kick from the spot for an intentional knock on.


lineout - The method of putting the ball back into play after it has gone out of bounds. The two sets of forwards line up opposite each other; a player from one side then calls a play and throws the ball between the two lines.


lock - One of two forwards, who usually wear Nos. 4 and 5, and generally the two tallest players on a team.


loosehead - The No. 1 prop in a scrum. See also prop; tighthead.
loose forwards - The flankers and the No. 8 forward.


mark - 1) The spot designated by the referee as the location for a scrum. 2) See fair catch.


match - A match is made up of two halves, plus injury time. Teams change ends after halftime break.


maul - When a runner has come into contact with opponents and cannot advance the ball further, players may bind themselves into a maul. There must be at least three players bound. The maul ends when the ball is on the ground; when the ball or the player who had been carrying it emerges from the maul; or when a scrum is ordered. A maul is similar to a ruck, except that the ball is not on the ground.


number 8 - The forward who wears that number binds into the scrum, usually between the two locks, and is responsible for initiating attacks by the forwards or for getting the ball to the halfback.


obstruction - Getting in the way of an opponent who's chasing the ball. Also called blocking.


offside - An infringement committed when a player crosses the gain line during a lineout, maul, ruck, or scrum before it has been completed, or when a player is in front of the ball while it is played by a teammate. A penalty is called if an offside player then plays the ball, obstructs or tackles an opponent, or is within 10 metres of an opponent waiting for the ball. The other side is awarded a penalty kick from the spot of infringement or a scrum at the place where the offending side last played the ball. See also accidentally offside.


opposition - The team you are playing against.


pack - The eight forwards when they are bound for a scrum. It consists of three front row players, two second row players, and three back row players.


patterns of play - The patterns of play explain how the team attempts to play in each of the Principles of Attack and Defence.


penalty kick - An uncontested kick awarded for a major infringement. It can be taken directly on goal and is worth 3 points if successful.


penalty try - A try that is awarded because the opposing side committed a flagrant infringement to prevent an obvious try from being scored.


pick and go - Term used to get the ball off the ground and move forward.


pitch - The rugby field is a maximum of 100 metres long, from try-line to try-line, and 70 metres wide. At each end of the field is an in-goal area, no more than 22 metres long. The field is marked by a half-way line, two 10-metre lines and two 22-metre lines, and by two dotted hash marks, each 5 metres from the sideline and extending from goal-line to goal-line. There is a set of goal posts on each try-line.


place kick - A kick made with the ball resting on the ground, on a kicking tee. A place kick is used for penalty kicks, and conversion kicks.


principles of attack - Once the team has the ball the principles of attack explain what the team has to be achieved in order to score.


principles of defence - When the team is not in possession the principles of attack explain what the team has to achieve in order to regain possession.


prop - One of two forwards, who usually wear No. 1(the loosehead prop) and No. 3 (the tighthead prop.) They support the hooker during scrums.


punt - A kick on which the ball is dropped and kicked before it reaches the ground. A goal cannot be scored with a punt.
referee - The sole judge and timekeeper for a match.


restart - The kick-off.
retention - The act of keeping the ball.


ruck - When a runner has come into contact with opponents and the ball has gone to the ground, players may bind themselves into a ruck. There must be at least two players bound. The ruck ends when the ball leaves the ruck and can be handled by a player who is not part of the ruck, or when a scrum is ordered. A ruck is similar to a maul, except that the ball is on the ground.


rugby culture - The total collection of inherited ideas, beliefs, values and knowledge of the rugby community.


scrum - A formation used to restart play after a knock-on or forward pass, or at any time when ordered by the referee. Forwards on each side bind and the two groups come together, with the front rows interlocking to leave a tunnel between them. The halfback of the non-offending team feeds the ball into the tunnel midway between the front rows. The hookers attempt to get the ball back. The scrum ends when the ball is out of the tunnel and in possession of a player on either team.


scrummage - The entire process of setting and completing a scrum.


second five-eighths - Sometimes called inside centre (usually No. 12)


second phase - Piece of play immediately after a scrum or lineout. Usually from a tackle, ruck or maul.


second row - The two locks, when in a scrum.


sending off - The expulsion of a player from a match. The side has to play one person short. A sending off may result from a flagrant or malicious foul, or from repeated fouls.


set phase - First piece of play from a lineout, scrum or restart.


skill - An ability acquired by training.


support - To get into a position where you are able to help your teammate.


sweet spot - Part of the ball that makes it travel truer and further.


tactics - Tactics are the patterns of play a team plays to against a particular opponent. They are based on the team's patterns of play but are modified to take account of the abilities of the opposition. The modification is a matter of emphasis.


tackle - The act of grabbing a player who has the ball and bringing them to the ground.
take - A good catch of a kick.


tap-penalty - A penalty kick, on which the player taps the ball with the foot, then picks it up and passes it to a teammate.
team profile - The team profile uses the principles of attack and defence to identify the team's strengths, weaknesses and needs providing the basis for its game plan, patterns of play and tactics.


tee - A small holder for the rugby ball, used when taking a place kick.


10-metre line - One of the broken lines running across the field, 10 metres from the halfway line.
test - A match between two international teams.


tight five - The front and second rows, considered as a unit.

tighthead - 1. The No. 3 prop in a scrum. See also loosehead prop. 2. Opposition hook ball in a scrum.


touch - The ball is said to be in touch when it contacts or crosses a touchline, or when the player carrying the ball steps out of bounds.

touchline - A line that runs the length of the pitch and marks the side boundary.
touch judge - An official located on the side of the field to mark the spot where balls go into touch and to judge kicks at goal. The touch judge may also call the referee's attention to infringements.


try - A score, worth five points, that's awarded when the ball is touched down by a player on the attacking side after it has been carried or kicked across the try-line. The scoring team is also awarded a conversion kick.
try-line - A goal line, which extends across the field. The try-lines are a maximum of 100 metres apart.
tunnel - The gap between the opposing front rows in a scrum or between the two lines of forwards in a lineout.


22-metre drop-out - A kick from the 22-metre line, used to restart play after a missed penalty kick or drop goal has passed the dead-ball line or been touched down by a defending player. The ball is kicked back to the original attacking side.
22-metre line - One of the solid lines running across the field, 22 metres from the try-line.


up and under - A high, shallow kick that gives the kicking side a good chance to run under and recover it. Also known as a Garryowen, for the Irish club that invented it.


wing - See winger.
winger - One of two backs, who usually wear Nos. 11 and 14. They're usually the fastest players on a side.

Av ricardo rodriguez - 22 december 2008 20:19

Scrum
A formation used to restart play after a knock-on or forward pass, or at any time when ordered by the referee.
scrum_web
Forwards on each side bind and the two groups come together, with the front rows interlocking to leave a tunnel between them. The halfback of the non-offending team feeds the ball into the tunnel midway between the front rows. The hookers attempt to get the ball back. The scrum ends when the ball is out of the tunnel and in possession of a player on either team.





Lineout
The method of putting the ball back into play after it has gone out of bounds. The two sets of forwards line up opposite each other; a player from one side then calls a play and throws the ball between the two lines.
lineout_web

Av ricardo rodriguez - 22 december 2008 20:17

  The match starts with a kickoff and the receiving team collects the ball and generally tries to move the ball downfield to score. The team without the ball (the defenders) tries to stop this. You can only tackle the ball-carrier.


After the ball-carrier is tackled, there is a struggle for the ball. For this reason, a tackle does not stop play in rugby. Once tackled, the player must release the ball immediately so play may continue.


The tackled ball-carrier should attempt to release the ball advantageously toward their team. Any player on their feet may pick up the ball.

Av ricardo rodriguez - 22 december 2008 20:14

formation_web

 
FORWARDS
1 = Loosehead prop
2 = Hooker
3 = Tighthead prop
4 = Lock
5 = Lock 
6 = Blindside flanker 
7 = Openside flanker
8 = No 8 BACKS
9 = Halfback
10 = First five-eighth
11 = Left wing
12 = Second five-eighth
13 = Centre
14 = Right wing
15 = Fullback



A rugby team is divided into forwards and backs. Forwards are usually the larger, stronger players on the team (numbered one to eight). Their main job is to win possession of the ball. The backs are often smaller, faster, and more agile and typically make use of the ball possessions, which are won by the forwards.
Both the forwards and backs play at the same time.

1.  Loosehead Prop
The loosehead prop packs down in the scrum on the left-hand side and together with the tighthead prop provides support for the hooker.  They also support the jumpers in the lineout.



2.  Hooker
The hooker packs down in the middle of the scrum, uses their feet to ‘hook’ the ball and normally throw in the ball at lineouts.



3.  Tighthead Prop
The tighthead prop packs down in the scrum on the right-hand side and together with the loosehead prop provides support for the hooker.  They also support the jumpers in the lineout.



4.  and 5. Lock
There are two locks in a rugby team.  The locks are usually the tallest players and are required to jump in lineouts to catch the ball or get the ball down on their team’s own side.  In the scrum, locks pack down in the second row and bind on to each other and the prop in front of them. They add a lot of power to the scrum.



6.  Blindside Flanker
The blindside flanker binds onto the side of the scrum closest to the sideline. Their first priority is to be part of the loose forwards strong defensive screen and be part of the lifting unit or a jumper in lineouts


7.  Openside Flanker
 The openside flanker binds onto the side of the scrum furthest from the sideline. Their first priority is to be first to the ball when a breakdown occurs and provide a strong defensive screen.


8.  Number 8
The number 8 packs down at the back of the scrum usually binding onto the two locks and controls the movements and feeding of the ball to the halfback.  The number 8 is in the position where the ball enters the backline from the scrum and can elect to pick and run with the ball.


9.  Halfback
The halfback is the important link between the forwards and the backs and is behind the scrum to get the ball out and maintain movement.  They are also able to stand close to the lineout to catch any knock-downs from the jumpers.


10.  1st 5/8
The 1st 5/8 makes tactical decisions during the game, on whether to kick the ball to gain space or tactical advantage or move the ball to their outside backs, or to run with the ball themselves.  The 1st 5/8 is, in most cases, also the goal-kicker.


12.  2nd 5/8
The 2nd 5/8 is positioned outside the 1st 5/8 and inside the centre in a standard backline formation. They are often used to carry the ball up to either straighten the attack or set a platform from which to launch another attacking phase. Has to be a good tackler as opposition attack will often come their way.


13. Centre
The centre is positioned outside the 2nd 5/8 and inside the wing in a standard backline formation. Their role is to provide time and space for the winger outside them.
 
11. and 14.  Wings
The wings are usually the fastest players, finishers of play and often score the tries.  The principle is that the forwards and backs create space so that once the wings receive the ball they can have a clear run for the try-line.  The wings must also be good tacklers when defending.


15. Fullback
The fullback is often referred to as the “last line of defence” and is positioned behind all their teammates. They often catch high balls, return kicks from the opposition and act as an extra player on attack.

Av ricardo rodriguez - 22 december 2008 20:13

 The sidelines are called touchlines and there are two in-goal areas, which are expected to be 10 field_colour2_copyto 22-metres deep with a tryline marking the front and a dead ball line at the back. The goal posts are located on the try line and are 5.6 metres apart, a crossbar set at 3 metres and the height of the posts varies.

Other important lines on the field include the halfway mark at 50-metres. A dashed 10-metre line set each side of the 50-metre-line, which is used to judge kick-offs, and a solid 22-metre line marked 22-metres from each tryline. Other lines include two dashed lines set at 5 and 15-metres marked parallel to each touchline. These lines are used mostly to identify the zones for lineouts.

Av ricardo rodriguez - 22 december 2008 20:08

You are now ready to complete the details of your practice plan.

 

The basic elements are:


• Introduction
- provide brief discussion of what you have planned for the session.
- help your players understand what they are going to do and why they are doing it.
- outline time commitments and intensity required.


• Warm-Up
- design a warm-up that reflects your objectives for the session.
- prepare both mind and body for the practice.
- incorporate stretching.


• Skill Practice
- review previously learned and/or poorly performed skills.
- introduce new skills early in the session.
- play minor games that require players to perform the skills accurately and make good decisions to be successful.
- skill practice may also develop fitness.


• Unit Activities
- practise mini-unit and unit skills such as back attack, back defence, loose-forward defence, scrum, lineout, kick-off, etc.
- emphasis should be on team patterns of play and tactics for the next game.
- utilise ‘opposition’ to make the activities as game-like as possible.
- simulate game situations.


• Team Preparation
- bring the various units together.
- practise phases of the game as a team.
- simulate situations that players are likely to encounter in the game; use reserves as opposition.
- develop team links and continuity.
- involve reserves in training activities so they can develop too.
- add pressure, like time restriction or refereeing, to simulate game conditions.


• Physical Preparation
- consider physical demands of rugby and how much you’ve achieved throughout the training.
- no need to add a fitness component if you’ve already trained hard during skill practice.


• Cool-Down
- slow jog and gentle stretching will prepare the players for the next session.
- treat it as part of the practice, not an extra.


• Evaluation
- seek feedback.
- discuss session with mentor.
- view video.
- self-analyse.

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