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Team Strategy Skills

PE • 45 • 25 students • Created with AI following Aligned with New Zealand Curriculum

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PE
45
25 students
17 July 2026

Teaching Instructions

This is lesson 5 of 5 in the unit "Mastering Invasion Games". Lesson Title: Applying Skills in Mini Games Lesson Description: WALT: Apply learned skills in real-game scenarios. Warm up with 'Nimby' to reinforce earlier skills. Play a mini-game using all learned techniques in 'Eanie Meanie.' Reinforce the concepts of teamwork and strategy in a practical setting.

Success Criteria: Students can participate in a game demonstrating both offensive and defensive skills.

Differentiation: Use modified rules for students needing more support.

Extension: Challenge advanced players to create their own rules or variations for the game.

Overview

This lesson is the final one in the unit “Mastering Invasion Games”. Students apply attacking and defending skills from earlier lessons in two fun, structured mini-game scenarios. They will practise making decisions about when and how to pass, move, dodge, mark, intercept, and follow game rules.

Learning intentions

  • WALT apply learned attacking skills (moving the ball forward, dodging, and scoring opportunities) in a mini game.
  • WALT apply learned defending skills (marking at both stages, intercepting, and preventing space).
  • WALT make tactical decisions (when to pass, move, or shoot) to support team success.
  • WALT follow rules and conventions accurately during play and adapt to changing situations and positions.

Success criteria

  • I can take part in a game showing both offensive and defensive actions.
  • I can dodge to create space and support a team decision (pass/move/shoot).
  • I can mark and intercept appropriately to help my team defend.
  • I can use rules correctly and adapt when the game changes.

Curriculum links

  • Movement skills (Invasion games): applying attacking and defending strategies including dodging, marking (both stages), and intercepting.
  • Movement skills (Invasion games): applying rules and conventions accurately and adapting to game situations and positions.
  • Movement skills (Invasion games): making decisions such as when and how to pass, move, or shoot to support team success.
  • Te Taumata Aronui and Te Whare Tapa Whā: developing participation, respect for others, and positive learning behaviours during group play and cooperation.

Lesson structure (45 minutes)

  1. 0–5 min · Hook (Nimby recap). Teacher quickly reviews the focus: “Attack creates space; defence closes space.” Students respond to prompts: “What makes marking effective?” and “When should you pass instead of running with the ball?”

  2. 5–15 min · Warm-up game: Nimby (rehearse skills). Teacher sets up a playing area with end zones and 1–2 “Nimby” defenders who tag attackers on their way through safe zones. Students in pairs/teams use dodging and quick pass support to avoid getting tagged, while defenders practise marking (close enough to influence) and intercepting passes where possible.

  • Team roles rotate every 2 minutes (attacker/defender).
  • Teacher uses live coaching cues: “Head up, scan, change direction, look for the supporting player.”
  1. 15–20 min · Skill check + mini-formal teach. Teacher pauses the action and uses two fast demonstrations:
  • Attack cue: “Create space → call for the ball → pass to advantage → move after you pass.”
  • Defence cue: “Mark in two stages: first get in the way, then track the player/ball; intercept when the pass is predictable.” Students practise the body positions for marking (stance, distance, and ready hands) without the ball.
  1. 20–35 min · Mini-game: Eanie Meanie (apply all techniques). Teacher explains the mini-game and rules clearly, then starts play in 4 teams (about 6 players each). Teams earn points for successful scoring actions, while defending teams earn points for turnovers/interceptions (teacher decides simple scoring based on your available equipment).
  • Attackers: move the ball forward, dodge, pass to teammates, and attempt to score.
  • Defenders: mark opponents, block space, intercept passes, and win the ball fairly.
  • Tactical focus: “Make a decision—pass, move, or shoot—based on who is free and what the defence is doing.”

Teacher circulates with a simple observation checklist (see Assessment).

  1. 35–42 min · Controlled reset (strategy discussion). Teacher stops play briefly. Each team selects one “best decision” from the last round (e.g., “We passed instead of forcing a run” or “We intercepted because we anticipated the pass”). Students share one sentence using sentence starters on the board.

  2. 42–45 min · Exit reflection + success check. Students do a quick exit ticket: “One attacking skill I used well was… One defensive skill I used well was… One rule I will remember next time is…” (Collect slips or have students show with thumbs scale.)

Resources

  • Cones and bibs (enough for 4 teams and defenders)
  • 2–3 soft balls (or beanbags) sized for safe handling
  • Whistle/timer
  • Simple rule card (written in kid-friendly language)
  • Observation checklist for teacher (marking, intercepting, passing/moving/shooting decisions, rules)
  • Dyslexia-friendly sentence starter cards (laminated preferred)
  • Coloured floor markers or tape for end zones

Assessment

  • During Nimby and Eanie Meanie, teacher uses an observation checklist: offensive decisions (pass/move/shoot), defensive actions (mark/intercept), and rule-following.
  • Listen-for assessment during the 35–42 minute reset: students can name one tactical decision and link it to teamwork.
  • Exit ticket: quick evidence that students used both offensive and defensive skills and can recall at least one rule/convention.

Differentiation

  • Support: provide a “modified rules” option such as smaller space, fewer defenders, or allowing an extra time step before a defender can tag/intercept; reduce the scoring pressure (score for maintaining possession for 3–5 passes).
  • Support: offer clear role cards so students know whether they are attacking/defending and what their job is (e.g., “Defend space; mark; intercept when a pass is telegraphed.”).
  • Dyslexia-friendly supports: use short sentences, icons (pass, move, mark, intercept, rule), and audio instructions during set-up; allow oral responses for reflections instead of only written exit tickets.
  • Extension (advanced players): add a “no-ball-run” constraint for attackers for 30 seconds (must pass to advance), or challenge students to create a new variation rule (e.g., “double points for interception then quick pass to a teammate in the target zone”), then justify how it changes strategy.

Extension (optional)

  • Advanced teams design one rule variation and test it for one round, ensuring it still supports attacking/defending balance and clear fair play.

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