Upward Flag Football Coach Training Conference

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Upward Flag Football
Coach Training Conference
What we will cover at this training
• Primary responsibilities of an Upward Flag Football Coach
• The basics of flag football practices
 Coach resources to assist you in conducting practices
 How to conduct mid-practice devotions
• The basics of flag football game days
 Rules unique to Upward Flag Football
 Understanding the substitution system
 Player recognition through game day stars
The Upward Flag Football Coach
Responsibilities at Practices:
• Prepare for practices by having a plan in place for skill development
• Teach the fundamentals of the game through drills to enhance basic flag
football skills
• Teach the rules of the game of flag football
• Share a five to eight minute devotion with your team during each midpractice huddle time
• Distribute practice stars at the end of each practice and practice cards at the
end of specific practices during the season
The Upward Flag Football Coach
Responsibilities at Games:
• Participate in player introductions and pre-game prayer led by
the referees
• Support the referee with positive comments throughout each
game
• Know and follow the substitution system each game
• At the end of each game, conduct a game day star presentation
with all players and parents
Practice Breakdown
1. Pre-Practice Huddle (3-5 minutes)
• Teach and review rules of the sport throughout the season.
• Teach and review the proper techniques for each skill involved in flag
football. Introduce no more that two skills per practice.
2. Warm-up activity (3-5 minutes) – Have players participate in an activity to warm
up their muscles.
3. Implement Offensive Philosophy (20 minutes) – Establish offensive formation
and plays. Use fundamentals through each play created.
Practice Breakdown
4. Mid-Practice Huddle (5-7 minutes) – During this time, gather your team
together to share the practice specific devotion for the week.
5. Implement Defensive Philosophy (20 minutes) – Establish your defensive
formation(s) and work on assignments. Scrimmaging can also be beneficial in
coaching technique and strategy.
6. Post-practice Huddle (5 minutes) – Distribute green practice stars and practice
cards. Remind players about the TeamUpward.com unlock code on the practice
card. Make any necessary announcements. After practice is a great time to engage
in conversation with the players’ parents.
Coach Playbook
The coach playbook has been provided for you to
use in the following areas:
• Explanation of a variety of offensive plays
and tactics.
• Suggested skills to teach with a detailed
description of how to properly perform each
skill.
• Introductory drills to help develop player’s
flag football skills.
• Devotions to share at each practice.
• Sticker stars to be distributed to players at
practices and games.
Online Coach Resource
(MyUpward.org)
The coach resources of MyUpward.org contain everything you need to be a
successful Upward Flag Football Coach, including:
• Skills and Drills
• Weekly practice devotions
• Rules unique to Upward Flag Football
• Substitutions
• Upward Flag Football Stars – Game day recognition
The Coach’s Sideline
The Coach’s Sideline is a complete practice
guide that is customized to the age
division that you coach. In it you will find
pre-practice huddle topics, warm-up
activities, skills focus, skills/drills as well as
the specific practice devotion. These
practice plans are available at:
www.MyUpward.org
Mid-Practice Huddle
At the midpoint of every practice, you will lead a five- to
eight-minute devotion during the mid-practice huddle time.
The devotions teach on the character of Christ through the
virtues he modeled.
This season will focus on three virtues. Each virtue will be the
focus of three practices and are highlighted by one verse.
Let’s take a look at the virtues and verses:
Practice Number
Virtue
Verse
Practice 1
None (“Get to
Know You” time)
None (practice card features TeamUpward.com
launch information)
Practices 2-4
Uniqueness
There are different kinds of gifts. But they are all
given by the same Spirit. 1 Corinthians 12:4 (NIrV)
Practices 5-7
Joy
Always be joyful because you belong to the Lord. I
will say it again. Be joyful. Philippians 4:4 (NIrV)
Practices 8-10
Forgiveness
Forgive the things you are holding against one
another. Forgive, just as the Lord forgave you.
Colossians 3:13 (NIrV)
Last Practice of
the Season
Gospel
Presentation
For God so loved the world that he sent his one and
only Son, that whoever believes in him shall not
perish but have eternal life. John 3:16 (NIV)
Mid-Practice Huddle
All Scripture verses for the season will be made available to players
through practice cards.
Devotion guides are found in your coach playbook as well as
on MyUpward.org. It is important to prepare for each week’s
devotion prior to practice.
On page 35 of your coach training guide is the first practice
devotion. If you do not receive your coach playbook by your
first practice, follow this guide during your first mid-practice
huddle.
Last Practice Devotion
During the last practice of the season, you will share
a special devotion with your players that reviews the
season’s virtues while sharing more about Christ in
preparation for the awards celebration. No matter
when your last practice occurs, make sure to skip to
this last devotion in your coach playbook.
Practice Cards
Each player will receive a practice card at the
end of Practices 1, 2, 5, 8 and the last
practice.
With the exception of the first practice card, each
one will contain the Scripture verse being
learned for the next two practices as well as an
unlock code for TeamUpward.com.
The first practice card details does not include a
verse, but gives information on how to get
registered on TeamUpward.com by including a
sport-specific launch code.
Green Practice Stars
Green sticker stars known as practice stars are found in the
back portion of your coach playbook.
These stars are distributed to each player at practice for
participating in learning the Scripture verse. Players are not
required to memorize the verse individually to receive a star.
Players will display these stars on their flags along with the
game day stars they receive.
Rules Unique to Upward Flag Football
Field Diagram and Rules
 The offensive team is awarded a first down when it crosses the
midfield line.
 The lines 5 yards from each end zone and on both sides of the
midfield line are no-run zones. No-run zones do not apply to the
K5 division.
 The offensive team begins the game and second half by taking
possession of the ball at its 5-yard line.
End Zone
No run zone
No run zone
No run zone
No run zone
End Zone
Rules Unique to Upward Flag Football
Down Format
K – 1st (2nd – 3rd Grade can decide)
 The offensive team has four plays to gain a first down by crossing midfield.
Once a team crosses midfield, it has four plays to score a touchdown.
 If the team fails to cross midfield in four downs or score a touchdown, the
other team takes possession on its own 5-yard line.
Down Format
4th and beyond
 The offensive team has four plays to gain a first down by crossing midfield.
Once a team crosses midfield, it has four plays to score a touchdown.
 On fourth down, a team has two options.
 A team may attempt to gain a first down or a touchdown. If a team fails to
convert on fourth down, either by scoring or picking up a first down, the ball
changes possession at the no-run zone going into the first down.
 A team may “punt” as its fourth-down play by notifying the referee. In
this case, the ball will be placed on the opposing team’s 5-yard line, and
there will be a change of possession.
Offensive Starting Points
K-1st Grade
Situation
Starting Field Position after change
of possession
After a touchdown and extra point(s)
attempt
Offense’s 5-yard line
After a turnover on downs
Offense’s 5-yard line
After an interception
At the spot of the interception
Offensive Starting Points
2nd and beyond
Situation
Starting Field Position after change of
possession
After a touchdown and extra point(s) Offense’s 5-yard line
attempt
After a “punt”
Offense’s 5-yard line
After a turnover on downs
No-run zone going into the first down (midfield
line)
After an interception
At the spot of the interception
End Zone
Change of
possession
4th down Fails to
convert
End Zone
End Zone
4th down Fails to
convert
Change of
possession
End Zone
End Zone
Change of
possession
4th down –
Punt is
declared
End Zone
Clock Format
 Games consist of four 9-minute quarters with an 8-minute halftime.
 The game clock stops briefly at the end of every quarter for
predetermined substitutions.
 Each team has one 30-second timeout per half. Unused timeouts do not
carry over to the second half. The clock will stop during the timeout.
 A 30-second play clock begins after the referee spots the ball as ready for
play.
Clock Format
• The clock will stop in the final minute of the first half and the final minute
of the game in the following situations:
– After an incomplete pass
– After the ball carrier goes out of bounds
– After a touchdown
– During an extra-point attempt
– For an official’s timeout
– After an interception
– During a called timeout until the ball is snapped
– On a change of possession
Game Format
• Referees lead both teams in prayer at midfield before every game.
• The visiting team (wearing the lighter-colored jerseys) calls the coin toss.
The team that wins the coin toss may choose to play offense or defense
first or choose which goal to defend. The other team has the choice
(possession or end to defend) not made by the team winning the toss. The
team that plays defense first will play offense first to start the second half.
• Because the end of a quarter does not signal a change of possession, the
team with possession at the end of the quarter will retain possession after
substitutions take place.
• Teams will switch ends of the field at the half, not after each quarter.
Game Format (Continued)
• Score will not be kept in the K5 or 1st-2nd grade divisions.
• Standings are not kept in any division. Such standings add unnecessary
pressure and intensity.
• Each team will have six players on the field at a time.
• Coaches are allowed to walk the sidelines and encourage their players
without stepping in the playing area.
Game Format Continued
• In the 3rd-6th grade divisions, each team can put one coach in the huddle
for the first two games of the season. In the K5 and 1st-2nd grade divisions,
each team can put one coach in the huddle throughout the season.
• Teams will use the Upward Flag Football substitution system.
Scoring
Touchdown: 6 points
Extra point: 1 point (played from the 5-yard line with a pass) or 2
points (played from the 10-yard line with a run or pass)
Safety: 2 points. The scoring team will also receive possession on
its own 5-yard line
Offensive Basics
• A minimum of three players must be on the line of scrimmage at every
snap.
• Only one player can be in motion when the ball is snapped.
• In the 3rd-6th grade division, the ball must be snapped between the
legs to begin play. K5 and 1st-2nd grade players may use the side snap.
• Before handing off or passing, the quarterback must have complete
possession of the ball.
• A low-profile field cone or beanbag may be used to mark the line of
scrimmage.
Running the Football
• The quarterback cannot run the ball across the line of scrimmage.
• The person who receives the snap from the center (under-center or
shot-gun) is considered the quarterback and cannot run the ball across
the line of scrimmage.
• A pitch from the quarterback can be executed immediately after the
snap or on a delay (similar to the option play without the quarterback
being able to advance the football).
• The quarterback is the only player who can make the pitch. The pitch
can occur at anytime while behind the line of scrimmage.
• Once the pitch is received, the ball carrier can run the ball, hand-off the
ball (behind the line of scrimmage) or pass the ball (halfback pass).
Running the Football (Continued)
• Direct handoffs behind the line of scrimmage are legal. Multiple handoffs
may be used. After the ball crosses the line of scrimmage, handoffs and
laterals are not permitted.
• The 5 yards leading toward the goal line and the 5 yards leading to the
midfield first-down line are no-run zones. The no-run zones do not apply
to the K5 division. Plays beginning in the no-run zones must have a
forward pass beyond the line of scrimmage.
• A player receiving a handoff or immediate pitch can pass the ball
(halfback pass) from behind the line of scrimmage.
• A ball carrier may not dive. A dive will result in a penalty.
• The ball carrier’s feet determine the spot of the football when a flag is
pulled, not the location of the football.
Receiving the Football
• All six players are eligible to receive passes. (The quarterback becomes
eligible after a handoff or pitch.)
• A completion consists of a receiver gaining control of the football while
having at least one foot in bounds.
• If a player catches a pass with his knee(s) on the ground, the play is dead
and the ball is spotted at the point of the completion.
Passing the Football
• All forward passes can be completed behind or beyond the line of
scrimmage. Only one forward pass can be completed per play. However,
while in the no-run zones, all forward passes must be completed beyond
the line of scrimmage. Once the ball leaves the quarterback’s hand, the
defender can make a play on the ball. The defender must avoid contact
with the receiver.
• The quarterback has 7 seconds to throw a pass. If a pass is not thrown
within 7 seconds, it is treated as an incomplete pass (loss of down). A
handoff or pitch will end the 7-second pass count.
Dead Balls
Play is ruled dead when one of the following occurs:
• The ball carrier’s flag is pulled or falls out.
• The ball carrier steps out of bounds.
• The ball carrier’s knee hits the ground.
• A touchdown or safety is scored.
• A pass falls incomplete.
• At the point of an interception.
• The ball hits the ground as a fumble. The ball will be spotted at the
point of the fumble. One exception to this rule is with the
center/quarterback exchange. If a snap is mishandled, the quarterback
(and ONLY the quarterback) may pick up the ball and continue play. If a
defender gets to the ball before the quarterback, the play is rules dead
and the ball is spotted at the point of the fumble (treated like a sack).
Defensive Basics
• Teams may run man-to-man , zone defenses or combination
of both.
• Interceptions may not be returned. Change of possession
will be awarded at the point of the interception.
• Interceptions made in the end zone will result in a
touchback and the ball will be spotted at the 5-yard line.
Rushing the Passer
• All players who are rushing the quarterback must begin 7 yards behind
the line of scrimmage. Before each snap, the referee will designate the 7yard rush line.
• With the 3rd through 6th grade division, any number of players may
rush the quarterback. The 1st and 2nd grade division may only rush one
defender.
• Defenders not rushing the quarterback may line up on or off the line of
scrimmage. In the K5 division, three defenders must line up 7 yards
behind the line of scrimmage.
• Once the ball is handed off or pitched, the 7-yard rule is no longer in
effect, and all defenders may cross the line of scrimmage to pursue the
ball carrier.
Penalties
Referees will call all penalties.
• If a penalty happens near the end zone where the penalty
yardage would place the ball in the end zone, then the
penalty will be half the distance to the goal.
Penalties
Defense
• Encroachment: The penalty is 5 yards from the line of scrimmage and
replay of down.
• Illegal rushing (enforced when players start rushing from inside the 7yard rush line): The penalty is 5 yards from the line of scrimmage and
replay of down.
• Interference: The penalty is 10 yards from the line of scrimmage and an
automatic first down.
• Illegal contact (pulling the jersey, holding, blocking, pushing): The
penalty is 10 yards from the spot of the foul and an automatic first down.
• Illegal flag pull (before the receiver catches the football): The penalty is
10 yards from the line of scrimmage and an automatic first down.
Penalties Continued
Offense
• Illegal motion (more than one person moving): The penalty is 5 yards
from the line of scrimmage and replay of down.
• Illegal formation (not enough men on the line of scrimmage): The
penalty is 5 yards from the line of scrimmage and replay of down.
• Illegal pass (a pass thrown after the ball carrier has crossed the line of
scrimmage): The penalty is 5 yards from the line of scrimmage and a loss
of down.
• Delay of game: The penalty is 5 yards from the line of scrimmage and
replay of down.
Penalties Continued
Offense Continued
• Shielding (a non-contact block that impedes a defender from making a
tackle): The penalty is 5 yards from the spot of the foul and loss of down.
• Illegal run (a running play in the no-run zone or a quarterback crossing
the line of scrimmage): The penalty is 5 yards from the line of scrimmage
and replay of down.
• Intentional grounding: The penalty is 5 yards from the line of
scrimmage and a loss of down.
• Offensive pass interference (illegal pick play, pushing a defender): The
penalty is 10 yards from the line of scrimmage and a loss of down.
Penalties Continued
Offense Continued
• Flag guarding (intentional or unintentional use of the arm to prevent
the flag from being pulled): The penalty is 5 yards from the spot of the
foul and a loss of down.
• Illegal use of the hands (stiff-arming, blocking): The penalty is 10 yards
from the spot of the foul and a loss of down.
• Diving (diving toward the end zone or first down): The penalty is 10
yards from the spot of the foul and a loss of down.
Substitutions
This substitution system is designed to provide every player an equal
opportunity for improvement. The substitution system ensures that:
• No child sits out more than one possession at a time.
• Every child plays offense and defense in every game.
• Every child will start on either offense or defense in each game.
• In most cases, each child will play against someone of equal ability.
• Coaches are not able to make unfair substitutions or to be accused of
doing so.
• Coaches do not have to monitor playing time for each player.
• Playing time for all players is virtually even over the course of the season.
Substitutions (Continued)
Here are a few basics of the substitution system:
• Each team fields six players at a time.
• In each quarter, each team will have an offensive and defensive group, and
this group will change in each quarter according to the substitution
rotation.
• The coin toss will determine if the first group will play offense or defense
first. The second group will play the opposite side of the ball for the entire
quarter.
Implementing the System
To provide an example, we will create a 10-member team called the Hurricanes.
Tommy, Chris, Julio, Shane, Jerome, Tim, Marc, Gregg, Felix, and Derek are ranked
players 1-10. Both Tommy and Marc have shown to be the two best passers.
Excluding these two passers, Chris has the highest skill ability and evaluation score.
Derek has the lowest evaluation score and has the most room for improvement.
GAME 1
Player’s
Name
1.
Tommy
2.
Chris
3.
Julio
4.
Shane
5.
Jerome
FIRST HALF
1st Quarter
2nd Quarter
SECOND HALF
3rd Quarter
4th Quarter
Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def
X
X
X
X
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10. Derek
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11.
12.
Game 2 - Your Turn
Now that you know the basics of how to fill out the substitution form, let’s practice
it. In this scenario, it is Game 2 and all players are present.
To determine who will be the first starter for Game 2, you will begin your form with
Player 2 (Chris). Then, continue in the lineup with Julio, Shane, Jerome, Tim and
Marc. This will be your starting lineup playing either offense or defense.
The coin toss has determined that your team will play offense first. Using the
procedure we just learned, fill out the rest of the form.
GAME 2
Player’s
Name
1.
Tommy
2.
Chris
3.
Julio
4.
Shane
5.
Jerome
6.
Tim
7.
Marc
8.
Gregg
9.
Felix
10. Derek
11.
12.
FIRST HALF
1st Quarter
2nd Quarter
SECOND HALF
3rd Quarter
4th Quarter
Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def
X
X
X
X
X
X
X
X
X
Week 3 will begin with
X
X
X
Julio
X
X
X
X
X
X
X
X
X
Week 4 will begin with Shane and so
X
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X
X
X
X
X
X
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X
X
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X
X
X
X
X
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X
X
X
X
X
X
X
X
Substitution Scenario
It’s Week 3 and, as game time approaches, Tim has
not arrived (he is supposed to be in the starting
lineup for Week 3). He did not call prior to the
game and inform you that he would not be present
(so you are not sure if he will show up or not).
GAME 3
Player’s
Name
1.
Tommy
2.
Chris
3.
Julio
4.
Shane
5.
Jerome
6.
Tim
7.
Marc
8.
Gregg
9.
Felix
10. Derek
11.
12.
FIRST HALF
1st Quarter
2nd Quarter
SECOND HALF
3rd Quarter
4th Quarter
Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def Off / Def
X
X
X
X
X
X
X
X
X
Step 1 –
X
starting three
X
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X
X
X
X
X
Game-Day Stars
Game day stars are multi-colored stickers that you give to players at the end of each
game. This presentation should be an exciting time with parents encouraged to cheer
for players as each star is presented. Make a point to explain why each child received
a particular star.
The Star Distribution Form will help you track which stars players receive throughout
the season. Both the form and the stars are located in the back of the coach
playbook.
Awards Celebration
The awards celebration is the highlight of the entire season. This is a
tremendous opportunity for you to communicate your love and support to
the most important people in the league—the children.
At the celebration each child will receive an end-of-season award. You will
receive your team’s awards prior to the celebration so that you may
distribute them at the appropriate time.
You should plan to attend this wonderful time of fun and fellowship and
encourage players and their family members to do the same.
Upward Flag Football
Coach Training Conference
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