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90mins
Jammer & new skater coach with Wiltshire Roller Derby
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5
mins
2 from: - Stops on the whistle - Laterals in and out on the whistle - 1 lap backward - 2 laps non derby - 2 laps forward
3 from: - Bum kicks - High knees - Torso twist - Calf stretch - Thumb up thumb down
And then: - Concussion stretch
10
mins
This is an endurance exercise where skaters sprint for a certain amount of time, then skate leisurely for the same amount of time, in a circle around the hall:
5
mins
Recap stops - demo any that skaters haven’t seen and give opportunity for individual practise as needed.
Coach decides on whistle cues, eg 1 whistle plow, 2 whistle t stop etc. skaters stop as quickly as they can on the whistle.
Variations
Skaters stop on cue quickly while maintaining stability
15
mins
Set up:
Skater starts 15ft. behind the back "wall", does a fast start, and comes to a stop (plough or hockey stop or even another kind of stop, depending on skater level and team focus) (1). Skater then moves laterally to get to the "gap" on the side of the wall (2), does another fast start, and stops behind the second "wall" (3). Skater then skates/turns/moves around this smaller "wall" and skates off (4).
NB: this drill is meant for both jammers and blockers who have to manouvre around an initial wall, then get somewhere fast (either to pass that last blocker, or to stop a jammer)
Skaters will have mastered this drill when:
5
mins
Demonstrate smooth lateral cuts across the track.
For newer skaters, look for leading with the foot that they are travelling in the direction of (i.e. it's harder to travel left if your right foot is leading because your feet/legs will be crossed). An open and low stance is useful to get a smoother lateral.
Skaters practise at own pace aiming for 4 cuts on the straightaways and 3 on the apexes.
Skaters perform smooth, quick lateral cuts, crossing the track at least 4 times on each straightaway and 3 on the apexes.
No specific requirement to pass Foundations, just introducing skaters to the skill so they can practise independently.
10
mins
Line up skaters - half on outside line, half on inside line opposite each other all faceing derby direction. On whistle, skaters make lateral movement to swap sides of track. Cue: T Push, hips face forward and hard stop on line. On Double whistle rear most skater sprints down middle of track to take popsition at front of pack. Cue: skaters do not make space, sprinter dodges lateral moving skaters.
Skaters have confidence to move through pack of moving skaters Strong, rapid lateral movement across track.
5
mins
In pairs, skaters practise pushing each other in a few different ways. Practise both a push for momentum and a push as if you are a jammer pushing a teammate blocker. <br>
Skaters will give and receive pushes while maintaining stability and staying upright.
No specific requirements to pass Foundations.
10
mins
Separate into groups of at least 5. Everyone starts off track. 1 person (or coach) is off track and calling names in and out.
Low/no contact: The blockers line up off track (to the outside). The coach/caller calls each person in or out by saying "Name, in!" or "Name, out!"
When they are called in, each player moves to the best place to start or build a wall. When they are called out, blockers should move off track legally (as if they have been called for a penalty) and skate about 20-30 feet behind the wall and on the outside of the track.
1 - Face backwards, ready to chest catch and so you can see what's going on on the track. Be in the middle. 2 - Form a 2 wall, one backwards and one forwards facing, offset to cover as much of the track as possible. 3 - Form a 3 wall/tripod wall, 2 forwards and 1 backwards facing. 4 - Tripod with a floater/brace-brace.
Coaches can call people out in quick succession, or more slowly, to make it harder/easier.
To level up, coaches can also call lanes to simulate a jammer moving the wall back and forth.
Contact:
Same as above but with a jammer as well so blockers need to try to pass on the jammer to another blocker before they leave the track.
10
mins
"Points" is a call from the jammer/bench to ask the walls to help them get as many points as possible, usually in preparation for a call off.
The jammer or bench coach would call 'Points' as the jammer is approaching the pack to cue their blockers to switch from defence to offence.This would be when the other jammer is not in the wall.
A common scenario is where our jammer has got out first for lead, and as they are approaching the pack, the opposing jammer gets out of the pack. Here, unless we are running out the clock, our goal is often to score as many points as they can and then call off the jam quickly. In this case it makes sense for all the blockers to focus on getting the jammer past all 4 blockers as quick as possible to call it.
Exact techniques depends on where the other wall is positioned but here are some things that could work: Sweep: Useful if all our blockers are together and there is space on one side. The whole wall takes the empty side and pushes the opposing blockers out of the way. Chaos/Swarm: Useful if everyone is separated (on both sides). Everyone picks an opponent and tries to move/contain/push them off track, splitting their wall up to make it easier for the jammer to take advantage of the gaps. Gate: Useful if our blockers are in front of the other blockers. One or two of our team form the 'gate' at the front, preventing the other wall from running. The others move to one side or the other (or, sometimes it can be useful for one person to take one side and the other to go to the other side).
15
mins
The first time, this drill will be a bit complicated to set up, so I attached an image showing it:
When the set-up is ready, the coach will tap one of the jammers, which starts the drill.
Low-impact version: Stop the drill round as soon as the first jammer reaches the pack, and have teams discuss among themselves what they did and why. (alternatively, you can have everyone sit down RIGHT where they are on the whistle, and point to people to explain what they're doing and why)
High-impact version: Run the drill round until you think it has outlasted it's usefullness (up to 2min)