
PE • 60 • 20 students • Created with AI following Aligned with Australian Curriculum (F-10)
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Touch rugby and fitness components
Students develop foundational touch rugby knowledge and connect game actions to fitness components: agility, speed, muscular power and aerobic capacity. They then work in pairs to begin a formative infographic explaining touch rugby rules and how each fitness component is used in play. The infographic is completed and submitted the following week.
Students will:
0–5 min · Hook and learning goals. Teacher displays the opening question and lesson goals and asks, “Which fitness component would help you most when escaping a defender?” Students make an individual choice, briefly justify it to a partner and share examples of touch rugby actions they already know.
5–12 min · Rules and fitness direct teach. Teacher uses the touch rugby rules and fitness component slides to explain that a touch replaces a tackle; the ball carrier stops, places the ball on the ground and steps over it; the acting half picks it up; six touches result in a changeover; forward passes are not permitted; and players must retreat onside. Teacher defines agility as changing direction under control, speed as moving quickly, muscular power as applying force rapidly, and aerobic capacity as sustaining activity over time. Students complete quick verbal checks by naming the rule or fitness component represented in each example.
12–17 min · Skill preparation. Teacher organises five groups of four and demonstrates safe passing, stopping, evading and tagging with two hands. Students complete a short movement circuit: accelerate to a cone, perform a controlled change of direction, pass to a teammate and jog back into position. Teacher observes spacing, control and correct technique, giving immediate feedback.
17–25 min · Modified touch games. Teacher sets up small-sided games on two reduced-size fields, using the game instructions and tactical prompts. Games use four players per team, with rolling substitutions and a focus on safe tags, quick support and retreating onside. Students play two short rounds, rotating roles where possible. During a brief pause, each team identifies one action that used agility, speed, muscular power or aerobic capacity.
25–30 min · Debrief and task briefing. Teacher gathers students, revisits the four components and models the expected infographic structure using the infographic task and success criteria. Students discuss which game actions provide the clearest evidence, then move into pairs. Each infographic must include four accurate touch rugby rules, definitions of all four fitness components, one touch rugby example for each component, and a short explanation of why each component matters.
30–55 min · Pair infographic formative task. Teacher distributes the touch rugby and fitness infographic planner and conferences with pairs, checking accuracy, participation and appropriate use of terminology. Students select a layout, allocate roles, record information and begin creating their infographic on paper or an approved digital tool. Pairs use the planner to draft headings, rule explanations, game examples and a final “training idea” for improving one component. Students who finish early peer-check another pair’s draft against the success criteria.
55–60 min · Plenary and next steps. Teacher displays the reflection and submission reminder and asks pairs to share one strong connection between a touch rugby action and a fitness component. Students complete an exit response on the back of the planner: “The most important fitness component for touch rugby is … because …”. Teacher reminds students to complete and submit the infographic next week.
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