BEGINNERS LOGICAL PROGRESSION OF INSTRUCTION


BEGINNERS CLASS LOGICAL PROGRESSION OF CERTIFIED INSTRUCTION   



TEACHING NEW PICKLEBALL PLAYERS IS DONE IN A LOGICAL PROGRESS OF THE FUNDAMENTALS AT THE NET PROGRESSING BACK TO THE BASELINE

THIS INSTRUCTIONAL SYLLABUS IS NOT A LESSON PLAN IT IS A BLUEPRINT FOR TEACHING BEGINNER PICKLEBALL FROM THE BASIC FUNDAMENTS STARTING WITH THE GRIP AND READY POSITION.

INTRODUCTION

1.  ASK ABOUT THEIR PICKLE BALL &  RACQUET SPORT HISTORY.

2.  PROVIDE EACH STUDENT A COPY OF THIS SYLLABUS 

3.  BEFORE ANY INSTRUCTION ASSESS INDIVIDUAL STUDENTS HAND-EYE & MOBILITY COORDINATION BY HITTING BALL AGAINST WALL 25 TIMES WITHOUT MISSING.

4.  GROUP STUDENTS BY AGILITY AND MOBILITY IN TEAMS OF 2 AND GROUPS OF 4 WITH SIMILAR SKILL SETS.

5.  BEGIN INSTRUCTION UP AT THE NET STARTING WITH THE PROPER CONTINENTAL GRIP, READY POSITION AND STANCE.

6.  RULES, SCORING & COURT LINES ARE DISCUSSED IN CLASS  AS THEY APPLY TO EACH LIVE PLAY SITUATION.

NEW PLAYER ASSESSMENT OF STRENGTHS & WEAKNESSES

1.  FIRST TIME NEW PLAYER SKILL ASSESSMENT DRILL

2.  PURPOSE: TO ASSESS HAND-EYE COORDINATION, FITNESS, MOBILITY, DEXTERITY, & PADDLE SKILLS.

3.  COACH EXPLAINS & DEMOS UNDERHAND STROKE.

4.  NO OTHER MECHANICS OR RULES ARE DISCUSSED.

5.  RULES, COURT NOMENCLATURE, & SHOT HANDOUTS PROVIDED

PART ONE ~ NEW PLAYER FUNDAMENTALS AND DINKING  

1.  EACH PLAYER GETS A PADDLE & BALL.

2.  TEACH PROPER CONTINENTAL GRIP POSITION ON HANDLE.

3.  TEACH PROPER GRIP TENSION NOT TIGHT BUT RELAXED.

4.  STUDENTS MUST DEMO PROFICIENCY IN EACH FUNDAMENTAL COMPONENT BEFORE PROGRESSING TO ANOTHER COMPONENT.

5.  AFTER THE GRIP, AND READY POSITION, TEACH THE BASIC UNDERHAND DINK STROKE FROM THE NVZ, NO FOREHAND OR BACKHAND, NO SIDEARM ONLY UNDERHAND LOW TO HIGH..  

6.  PENDULUM ARM MOTION, NO BEND OF WRIST OR ELBOW HOLD  PADDLE FACE SQUARE TO BALL.

7.  OBSERVE STUDENTS DINKING AT NET AND CORRECT INDIVIDUAL FLAWS IN THEIR STROKES, EMPHASIZING THE RETURN TO THE READY POSITION AFTER EACH STROKE.  

8.  STAND SLIGHTLY OFF TO SIDE ~  ALLOW ROOM FOR ARM SWING.

9.  STUDENTS MUST DEMO PROFICIENCY AND CONSISTENCY AT DINKING BEFORE MOVING ON TO LEARNING ANOTHER STROKE, OR FOOTWORK.

10.           DINKING DRILLS CONTINUE UNTIL STUDENTS CAN DINK CONSISTENTLY INTO THEIR OPPONENTS NVZ AND RETURN ALL THE DINKS HIT TO THEM WITH DINKS.



ONCE DINKING IS ACHIEVED WITH PROFICIENCY MOVE ON TO THE USAPA BEGINNERS PICKLEBALL INSTRUCTION CURRICULUM



Forehand stroke mechanics are taught to execute the shot.

Forehand linear stroke mechanics are taught to place the shot.

Backhand stroke mechanics are taught to hit the shot.

Backhand linear stroke mechanics are taught to place the shot.





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USAPA Pickleball Beginners Instruction Curriculum

This curriculum is taught over a period of time in 2 to 3 hour sessions, using repetitious practice at the NVZ line of each stroke component and shot execution until students can perform the movements and mechanics correctly. There should be no game playing until students are proficient at all the basic fundament shots. 

·        Divide up the beginners equally and assign to instructors and courts

·        On your court, ask the 3-6 beginners to go to the opposite side of the court and face the net at the Kitchen Line.

·        Position yourself at the Kitchen Line on the other side of the net.

·        If you have another instructor on your side of the net on the same court, split the beginners between you.

·         Mention that the ball doesn’t bounce like a tennis ball and that the paddles have no strings so it is a slower game that is more playable.

·        Remind them that it is a fun game –laughter is the appropriate response to missing the ball followed by staring at the paddle looking for the hole.

·         Explain that you are goingto hit easy “dink” shots and you just want the player to lift the ball gently over the net.

·        Explain that this is a good warm-up anytime and it an essential part of the game

·         Work to make this initial interaction fun and successful at some level for each player. Use words of encouragement.

·        Use their names if you can.

·        Work at the dink shot until each player is relatively happy with this initial part of the game.

·        Alternate with your fellow instructor on your court if you have one.(5-10 minutes)

·         Move to the volley at the Kitchen Line and gently volley with each player and watch to see the fun begin to blossom.

·        This is doable; this is fun.

·        Alternate with your fellow instructor if you have one. (5-10 minutes)

·         Ask the players to back up and begin to hit high gentle ground strokes that they can gently return.

·        More encouragement.(5-10 minutes)

·         Now, call them together and acknowledge that their heart rate is likely up a little.

·        Mention that we are actually exercising but we are having fun at it.

·         Show them a correct serve.

·        Wrist below the waist, paddle head below the wrist.

·        Remind that the serve is not a power shot like in tennis, so just work on getting it in.

·         Show them the lines of the Pickleball court–outside lines of badminton court

·         Explain the target for the serve

·         All lines are good except the Kitchen Line

·         Both feet behind the baseline and then a cross court underhand serve that bounces in the service area

·         Return can be anywhere in the court and must bounce before the serving team hits it

·         Demonstrate the correct serve 

·        Invite each player to serve 3-5 balls

·         Encouragement here helps the player that has trouble.

·        Remind them that today they get unlimited serves but normally you get just one attempt

·         Explain the 2-bounce rule and demo it with the other instructor or with other players if you are the only instructor on your court.

·         Explain that after the 2nd bounce you can hit it in the air without a bounce (a volley) but only if outside the No-Volley Zone.

·        Show them the Kitchen and demonstrate legal volleys and the faults that occur when their foot ison the Kitchen line orin the Kitchen.

·         Explain that if they fall into the Kitchen after the volley, it is a fault.

·         Make sure that they understand that it is not a fault to be in the Kitchen; it is only a fault.

·        If, at the moment you hit a volley, any part of your foot is in the Kitchen.

·         Don’t hesitate to return a ball that is bouncing inthe Kitchen.

·        Go get it and Get Out of the Kitchen.

·         Demonstrate rallies with other instructors if they are available or with three students.

·        Explain the rally and the fault that just occurred.

·        Ask the players to explain what just happened.

·         Point out the correct positions for doubles

·         Server must be behind the baseline

·         Server’s partner should be back until the ball has bounced on the return of serve and then the servingteam gets to the Kitchen Line to play out the rally

·         Receiver is back to return the serve and thenproceeds to the Kitchen Line to play out the point

·         Receiver’s partner is up at the Kitchen ready to volley after the bounce on each side has occurred.

·         Explain that a fault occurs when the ball is hit out of bounds; ball is hit after two bounces on the receiving side; volley is hit in the Kitchen; volley is hit before the ball has bounced once on each side after the serve; an illegal serve

·         At this point you can introduce the scoring

·         Score points only when you serveand the other side faults  Games to 11, win by 1 during drop-in if players are waiting

·         If you serve and you win the rally, you continue to serve after switchingsideswithyou partner

·         If you serve and lose the rally and you were the first server, hand the ball to your partner to serve without changing sides.

·         When both players have served out, the ball goes to the other team and the player on the righthand court becomes thenew first server

·         Have players play short games to 5 with a review of how each rally ended and a decision whether any points were scored.

·         Ask students waiting to play to help analyze what just happened.

·         Remind the players to give their score and then the other team’s score out loud to

·         See if everyone agrees that the score is correct

·         Make sure that everyone is ready.

·         Once the initial scoring is understood, introduce the third number used to identify the first and second server on a side

·         Explain the exception that occurs to start the game where the team that serves at the beginning of the game only gets a single server with “side-out” occurring after the first fault.

·         Show the players the end-of-game procedure to congratulate the other team and your partner

·         Ask for questions to end the Beginner Demo Clinic and proceed to the Play-with-a-Mentor session if it’s available

·         If you have Mentors available, split up the beginners and have a mentor on each court and have the beginners play games with coaching.

·         At the conclusion ofthe demo/clinic and/or the play-with-mentor session, gather the beginners and distribute the following information

·         The Drop-in Schedule and the sign-in procedure and cost

·         Times for beginners to play with other beginners and with mentors

·         Commit to send them an email with a link to the online Beginner’s Demo/Clinic for their review and for sharing with their friends and family

·         The Novice Ladder

·         Upcoming recreational tournaments

·         Paddles purchase options including the Courtesy Volume Purchase Program if available

·         Answer Questions



END













































BEGINNERS PICKLEBALL CLASS PERFORMANCE TESTING AT 2.5 SKILL LEVEL   



PART ONE MODIFIED 8 POINT GAME

1. Knows basic rules including two bounce rule, scoring and player position relative to scoring & serving.    

2. Demos Basic pendulum swing on forehand & backhand strokes.  

3. Demos consistency dinking straight on forehand & backhand

4. Demos consistency dinking cross court forehand & backhand

5. Demos side step movement moving to NVZ line

6. Demos a punch volley

7. Developing 3rd shot drop from transition area

8. Attempts 3rd shot drop from baseline

9. Moves forward to NVZ for dinks & volleys

10.    Demos overhead return with proper sideways turn, arm positioning and backward movement

11.    Demos good footwork when moving forward in a safe and balanced manner

12.    Has good eye-hand coordination

13.    Beginning to demo control on forehand groundstrokes (direction, depth, height)

14.    Uses a backhand ground stroke

15.    Keeps ball in play during short rallies



Scoring Part One: each of the 15 skill sets are graded a 1, 2, or 3. One (1) point: poor or non performance of required skill; two (2) points: performs at least one of the required skill during a game; and three points: performs 2 or more of the same required skill during each game. Max score: 45 points Minimum Passing score: 36



PART TWO: REPETITIOUS 2.5 SKILL TESTING

Balls will be hand feed by instructors who will grade their shots.



1 Skill Testing Requirement: Dinks • Forehand down the line 5/10 • Forehand cross court 5/10 • Backhand down the line 5/10 • Backhand cross court 5/10



2 Skill Testing Requirement: 3rd shot drop from transition area  (middle of the court) • Forehand 4/10 • Backhand 4/10



3 Skill Testing Requirement: Volleys • Forehand Punch Volley 5/10 • Backhand Punch Volley 5/10



4 Skill Testing Requirement: Overhead • Overhead 2/10



5 Skill Testing Requirement: Serves • Deuce Court 2/5 • Ad Court 2/5



6 Skill Testing Requirement: Return of serves • Deuce Court 2/5 • Ad Court 2/5



*Scoring of Part Two: 110 max score.

*Passing Score: minimum 46 completions out of 90 attempts.



END

















·       The main focus of the following chapter is to familiarize Pickleball Instructors with the proper sequence to use when coaching beginner and novice players.  In addition, this chapter provides framework on how to present and evaluate technical skills using the IDEAS format. The teaching philosophy of the IPTPA is based on progressive learning. We teach the game from the inside out (i.e. NVZ to the baseline)













The Basic Strokes:

·       Following the IDEAS instruction method will keep you on track and help you maintain the essential components of a lesson plan.

·       This section describes in detail the most effective teaching strategies for the following:



·       4.1.1 – The Dink Shot



·       4.1.2 – Forehand and Backhand Stroke



·       4.1.3 – Service



·       4.1.4 – Return of Service



·       4.1.5 – Forehand and Backhand Volley



·       4.1.6 – Third Shot Drop



·       4.1.7 – Introduction to Offensive Lob



·       4.1.7 – Introduction to Overhead Smash





























STUDY GUIDE PICKLEBALL RULES  & SCORING SUMMARY HANDOUT

Beginners must know the rules, scoring & strategy just to play the game. Advance players must know very same protocols to win the game.

1. SERVICE RULES:                                                                        

·         Entire score must be called before serve begins.   

·         Serve motion begins with arm swing, backward or forward to hit ball.    

·         Both feet of server must be behind baseline.

·         When ball is struck, one foot must be on playing surface behind baseline.

·         Ball is struck without bouncing ~ Disability exception.

·         Serve is made with underhand stroke ~ arm must be moving in upward arc.    

·         Paddle head must be below server wrist when striking ball.

·         Highest point of paddle head cannot be above highest part of wrist joint.  

·         Contact with ball is made below waist level (defined as navel).



2. SERVING SEQUENCE:  

·         First server is on right hand side of court (Deuce Court). Server falls score as “zero, zero, two”.                         

·         First server scores point, switches to left side court (AD court) to serve, partner moves to Deuce Court

·         After losing Start serve, serve goes to other team [aka Side Out] & they begin their service sequence.

·         Person standing on DEUCE COURT (RH side) is designated as 1st server & calls score “zero, zero, one”

·         Partner not serving calls any foot, line faults or serving faults on server.



3.DOUBLE BOUNCE RULE: (First two ground shots of game).                                           

·         Serve ~ ball must be bounce once before receiver hits ball.

·         Return Serve (ROS) ball must bounce 2nd time before servers’ hit 3rd shot.             

·         After these 2 initial ground strokes, ball can be hit in air before bounce.  



4. LINE CALLING: BALLS IN OR OUT:

·         “Dime size” bottom of ball must touch outside edge of 2” line. Serve: All lines are in play, except NVZ line ~ players call lines on court.

·         Spectators can’t make line or foot calls.  

·         Line call is by honor system & sportsmanship.

·         Don’t question lawful player’s call unless asked.

·         Questionable calls are made in favor of opponents.

·         Players disagree on line call ~ decision favor opponents.  

·         Make sure call is made immediately if ball is out, before you hit or return.











5. LINE CALLING CODE OF ETHICS:

·         Players on line-calling duty, must give opponents benefit of doubt.

·         A player can only make a line call on their section of the court.                   

·         Spectators  are prohibited by rules from participate in line calls.

·         Do not question opponent call unless asked, or player appeals to  referee.

·         Players looking straight down line (not perpendicular) have best view of call.

·         Calls must be made instantly, else ball is considered still in play.                                                                    



6. OTHER BALL RELATED RULES:

·         Never let ball hit you or catch ball in air, loss of point or serve.

·         Players need to watch ball including serve to see if it lands in or out.

·         If you want to tell partner not to hit ball, yell "let it go", "no", or “out”.

·         Saying "out" before ball touches court is communication between players .

·         Saying out after ball touches court is an “out” call which stops play.



7. FAULTS:

·         All Faults, including foot faults, touch net or post, double bounce, ball touching player or clothing, violation of rules, can be called by either team.

·         It’s hard to watch ball & watch feet for Foot Faults.   

·         If serve hits receiver/partner before bouncing ~fault on person hit by ball.

·         If ball touches you before bouncing, it’s fault on your team.

·         If serve hits either of opponents, it’s is a point for your team.

·         If let serve hits receiver’s partner, it’s ‘let serve’ & server replays serve.



8. NON-VOLLEY ZONE (NVZ) aka KITCHEN:  

·         NVZ is rectangular (7’x22’) space on each side of court bounded by side lines, NVZ line & net.

·         Air space above NVZ surface is not part of NVZ.

·         Player can not hit ball in air [volley] when standing in NVZ ~ Fault.

·         Momentum after volleying ball can not carry you into NVZ ~ Fault.  

·         Momentum rule exists until player regains control over forward motion.

·         If ball bounced outside NVZ & momentum carries you into NVZ ~ No Fault.

·         Player can reach over NVZ line & hit volley as long as player, anything player is wearing or carrying, does not touch or fall into NVZ.

·         Legal to stand in NVZ & hit ground strokes but not balls in air.

·         Good players stay outside of NVZ & only enter when ball bounces in NVZ.

·         Good players Ready Position at NVZ ~ arms & paddle extend far into NVZ.  

·         NVZ does not extend outside side lines of court ~ lines are part of NVZ.



9. DOUBLES PLAYER COURT POSITION:  

·         Double Bounce Rule, serving partners stay behind baseline until 3rd shot.   

·         Remember serve & ROS must bounce before the ball can be volleyed.

·         Receiver stays behind baseline so serve bounces inbounds before return.

·         Receiver partner positions at NVZ line before serve is made.

·         Receiver partner (NVZ) watches if serve is out bounds & call “Serve Out.”



STUDY GUIDE PICKLEBALL SCORING  RULES

SCORE KEEPING

·         Games are played to 11 points, win by 2 points; examples: 11-9, 12-10, Only serving team can score points.

·         Must call score before serving for 2 reasons: (1) letting opponents know you are ready serve & they need to be ready; (2) helps everyone remember score & avoids arguments.

·         If server fail to call score before serving, receiver of serve has 3 options:



1.They can let serve go without playing ball;

2. They can catch ball & return to  server;

3. They can play ball as if score was called.

·         Option ☻1 & ☻2: No fault, serve is considered let serve, server can re-serve after calling score.

·         Team that starts game, only 1 person gets to serve & calls score as “0-0 2“ before serve.

·         Start Team only gets 1 chance to serve & continues as long as he scores.

·         First server in game (says “0-0-2’ before serve) keeps serving as long as points are made.  

·         Start Team serves first from Deuce Court (RH side)

·         Start team keeps serving as long as they are scoring points. But loses serve if they fault.  

·         Second team gets 2 chances to serve, 1 chance for each partner, until they stop making points.

·         Second team is designated as Server ☻1 & Server ☻2.  

·         After second team loses serve,  first team resumes serve as Server ☻1 & Server ☻2.  

·         Calling score consists of 3 numbers: serving team score, opposing team score, servers number.

·         Example if no points have been made score is called, “ 0 - 0 - server ☻1, or server ☻2)  

·         Player in RH Deuce Court is 1st server & calls score “zero, zero, one.”

·         Player in LH  AD Court is 2ond server& calls score “zero, zero, two.

·         Reminder: Partner not serving is responsible for calling any foot or serving faults on server.









END




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