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.
======================================================================
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
Comments
Post a Comment
name:
email:
comment: