Example PeeWee Sessions {Outlines & Video}

CLASS 1: ARM ACTION & Relays

Period 1: The Huddle Game

Name Game Alliteration: Tell the group your name and add on a word with the same first letter. Ex. Awesome Aidan, Ninja Noah

Goal of the Day:  Acceleration  Explaining to kids what helps make us faster- using our arms and looking forward while we run. Using example of a Ferrari vs standard car – they both can get to 60mph, but the Ferrari gets to that speed faster.

Period 2: ADW

Can You Make Your Body Look Like This: This huddle time variation will keep the kids engaged, listening, and eyes on Coach. Simply make your body into a silly, seated pose and ask your athletes, ‘Can you make your body look like this?’ Hold the pose for a few seconds or until all kids get it and then move on to the next. About 10 rounds of this is plenty. 

Stationary: Kids lined up on markers

  • Soldier Jacks 20
  • Gate swing variation (touch the sky, touch the ground)  20
  • XI Jacks 20
  • Single leg balance hops 5/side x 3
  • SILLY WIGGLE BREAK 30 seconds of kids to stay on marker and move/wiggle their body 
  • Walk Outs (standing forward fold through plank then hips all the way down and then back up) 5
  • High Knees 30 sec x2

Ground & Core: Kids on hands and knees over markers 

  • Hydrants 5 per side (focus on arms pushing away from ground) 
  • Prone Superman 10 – on the 10th one, kids hold it & then use the wind to have the kids slightly roll side to side without rolling to their back
    • Progression: kids roll over into boat, holding legs and head off ground and eventually rolling over and back with control. 
  • Get Ups – kids have 30 seconds to get from their back to standing as many times as they can!
  • Sitting Arm Action: kids sit with legs stretched out in front, arms by their side. Break down the speed into 1, 2, 3 – level one is super slow, level two is medium, and level three is as fast as they can. Have them freeze- tell them we are doing it again and this time to watch their legs. Have the kids tell you what happens to their legs at level 3 and correlate that to running.

Period 3:

  • Walking arm action – kids move from one area of the training zone to another focusing on opposite arm, opposite leg. Every round progresses- jogging then running. Remind kids to look forward and not worry about racing the other kiddos. 
  • Charge Up – kids line up, depending on space into multiple lines. Use an agility hoop or other marker as the charge up pod. One kid per charging pod steps up. Starting with level one arm action, moving through level two, and then allowing them to run on level three. Will need direction on where to slow down/stop/decel. 
    • ex. Don’t pass the cone, line, etc.
  • Color Run Relay – using 3 different color cones that are spread on the floor behind the play area (enough cones that kids can have 5-10 turns). Kids will all pick up a cone, Coach will command “red cones run,” then if the kiddo has a red cone, they run it down to the designated area, drop it off, and run back to the group outside of the main play area. While the first group is coming back, the Coach has another group go, “blue cones hop,” etc. 
    • When all cones are down in the designated area, play the retrieval game. Kids run 1 at a time (or one per lane) until all cones are back at the starting area. 
  • Toy Story Game – this game works well for a wider play area. Coach gets the kids lined up on one side of the play area and transforms them into toys. Allow kids a quick moment to tell you what toy they are. When Coach’s back is turned they may move toward the other end of the play area (toy box). If the kiddo makes big movements when they are supposed to freeze, they start over. Do not be too harsh on this aspect of the game. 

Period 4:

Stretching legs and reviewing the arm action concept – legs move when arms move fast.

CLASS 2: Jumping Beans

Period 1: 

Seated Action Name Game: Kids say their name and make a silly movement or pose, everyone repeats.

Name that Jumper: Kids each name something that jumps – animal, superhero, sports position, etc. Coach uses words to describe a jumper, kids guess. 

Example: It is an animal. It has a BIG tail. They carry babies in their pouch. They live in Australia. = Kangaroo!

Two Foot Landing: plan of the day is to learn to always land on our feet and never on our knees, bellies or bottoms

Period 2: ADW

Stationary: Kids lined up on markers

  • Soldier Jacks 20
  • Sit in a Chair and read your book 10 times (sitting and standing)
  • Scissor Jacks 20
  • Frog Jumps 10, cue: land on two feet
  • Jump over Marker 10 (kids jump forward over marker and walk back to start and repeat)
  • Spiderman Jumps 5 (3 point start and end) cue: land on two feet
  • Wiggly Jumps 5 (kids start in frog position and wiggle when in air) cue: land on two feet

Ground & Core: Kids on hands and knees over markers 

  • Hydrants 5 per side (focus on arms pushing away from ground) 
  • Prone Flutter Kicks 30 seconds – kids flutter hand and legs off ground, legs and arms are straight
    • Progression: Coach yells ‘FREEZE’ and kids hold superman position 
  • Crab Kicks 30 seconds – in crab position kids keep hands on the floor and kick one leg at a time 
  • Plank Jacks 10 – not worried about perfect plank position, cue: arms pushing floor away
  • TeePee push hips up and make a teepee (down dog) with body

Period 3: 

  • Line up dots or markers that kids can jump on it a straight line, kids jump from one to the next with both feet
    • Change markers from straight line to a slightly curved or zig zag formation
    • Third set, markers are moved further for a more difficult challenge, reminding kids they may need to fully stop before jumping to the next marker
  • Jumping Boxes – line up  markers back in straight line with every couple of markers replaced by a 6 or 12 inch box. Kids using two feet jump on box, landing with two feet.
    • Progression- adding Bosu ball or trampoline before some of the boxes
  • Jumping Course – Set up an obstacle course using dots, boxing, hoops, ladders and small hurdles. Other equipment can be added for fun. Start simple and add something new after a few rounds.
    • Once kids have done the completed course, have them do the course in the reverse direction. 
    • KIDS CLEAN UP – assign kids different parts of the course to help clear the track, floor or play area. 
  • Kangaroo Hop: Coach holds markers in hand and assigns a leader while the rest of the kids line up behind the leader. Coach lays a path of marker that twists and turns, leader following the path and the rest of the kids following the leader – no sharing markers, so teaching kids to wait their turn and follow the person in front of them with their eyes.

Period 4:

Stretching legs and reviewing the types of jumps and the importance of landing on our feet, not our knees

CLASS 3: Super Agility Training 

Period 1: 

Super Name: Let kids make up their own Superhero Name and tell the class what super power they have

Superhero Trivia: Using words, Coach describes a superhero and kids guess. 

  1. This superhero lives in Gotham City. This hero has a utility belt. This hero has a side kick named Robin.

Period 2: ADW

Stationary: Kids lined up on markers

  • Call out solider movements: Attention, At Ease, Thor’s Hammer, Hit the Deck – scout / swim 
    • Start by reviewing all movements/poses & test their listening skills for about 3 minutes

Ground & Core: Kids on hands and knees over markers 

  • Bear Crawl – Kids in bear position and take a few steps forward then backward to marker. Rest and Repeat 5-10 times
  • Candlestick – kids lay on back and press legs toward the sky, hold for a moment and roll down to laying position – repeat 10 times
  • Donkey Kicks – hands on ground, kids kick legs up slightly off floor without flipping over – repeat 10 times
  • V Ups – kids lay on back, lift legs and hands to meet in the middle, then lay down – repeat 10 times

Period 3:

  • Zig Zag Relay – Coach lines up cones and breaks kids into groups. Starting with a few cones spread very far apart, kids move from one end of the play area to the other while zigging and zagging through cones.
    • Add more cones, slight closer together
  • Four Corners – four different color cones in a square with marker in the middle. Kids are on marker and Coach says a color sequence, kids try to follow and then come back to marker. Starting with two colors per sequence and adding more colors.
    • ex. “red, blue, red”
    • “red, blue, red, blue, green” 
  • Changing Levels & Directions – setup a simple course using cones for zig zag, boxes for jumping on or hurdles for jumping over, lebert bars or other equipment that kids can crawl under (or an agility ladder that is a designated for crawling) and a balance beam (or line on the ground) for balance walking. START SIMPLE and add on. Never start with a fully finished course. Tell kids this is NOT A RACE, they should pay attention to the type of equipment and the changing levels.
    • Allow for some changes and progressions
    • KIDS CLEAN UP – assign kids different parts of the course to help clear the track, floor or play area. 

Period 4:

Stretching legs and reviewing agility and all the different ways that our bodies moved through the courses of the day

CLASS 4: HULK SMASH & DECEL

Period 1: 

Yummy Name Game: Kids say their name and favorite food. Ex. Lizzie loves Spaghetti / Colton loves Apples

Echo Hand Clapping: Kids copy Coaches clapping patterns/rhythms

Decel: Explaining to kids that deceleration is stopping with control, using an example that running into a wall will stop your body, but not with control. We will be practicing stopping at a specific point / location / marker.

Period 2: ADW

Stationary: Kids lined up on markers

  • Soldier Jacks 20
  • Sit in a Chair and read your book 10 times (sitting and standing)
  • Gate swing variation (touch the sky, touch the ground)  20
  • XI Jacks 20 
  • Hit the Deck & Attention 5-10 times
  • Wiggly Jumps 5 (kids start in frog position and wiggle when in air) cue: land on two feet

Ground & Core: Kids on hands and knees over markers 

  • Glute Bridges 10
  • Mountain Climbers 20
  • Russian Twists 20
  • Puppy Dog crawls – knees barley off floor, crawling a few steps forwards and then back to marker – repeat 30 seconds x2 
  • Crunches – on back, feet on floor, hands on thighs, kids sit up to touch knees and lay back down 20-30 seconds

Period 3: 

  • HULK SMASH – using 12 & 18 inches boxes – boxes are on their side at the end of the play area. Kids are told to run down to the box, push the box over using both hands, and then jump on the box yelling, ‘HULK SMASH’ and doing their best Hulk pose. (Most kids will want to do this the WHOLE time).
    • Next put a marker a few inches before the box. Kids are told that when the marker is in front the box, they do not HULK SMASH, instead they slow their body down and stop before the box
    • Finally, Coach holds the marker in hands, when Coach yells ‘GO’ they either hold onto the marker or place marker in front. This will remind kids to use their eyes to follow this non verbal cue. 
  • Decel Relay – kids in lines with cone markers – one at the end in the middle of the lane, designated for STOP and two cones  on the outside of the lane set down before the STOPPING cone that cues them to slow down.
    • Have the kids slow down cones start far away from the stopping cone and bring closer to the stopping cone every round. 
  • Toy Story Game – this game works well for a wider play area. Coach gets the kids lined up on one side of the play area and transforms them into toys. Allow kids a quick moment to tell you what toy they are. When Coach’s back is turned they may move toward the other end of the play area (toy box). If the kiddo makes big movements when they are supposed to freeze, they start over. Do not be too harsh on this aspect of the game.

Period 4:

Stretching and reviewing deceleration focusing on the idea controlling your body to STOP