Rally Cap Program as a starting point of Long Term Athlete Development
The Rally Cap Program is one of the outcomes of the Long Term Athlete Development Program developed by Sport Canada.
LTAD focuses on the general framework of athlete development with special reference to growth, maturation and development, trainability, and sport system alignment and integration. It incorporates information from a number of sources. It draws on the experiences of various athlete development projects that have been implemented by different sport organizations since the mid-1990s.
These sciences include pediatric exercise science, exercise physiology, sport psychology, psychomotor learning, sport sociology, and nutrition. An analysis of the literature on organizational development has also contributed significantly.
The health and well-being of the nation and the medals won at major Games are simple by-products of an effective sport system.
This document is fully based on and supported by the coaching and exercise science literature, but it is written particularly for coaches and technical and administrative sport leaders. Baseball Canada members have expressed their deep desire to have a comprehensive initiation program at the Baseball Canada Summit in 2003. Baseball Canada is proud to offer this simple and detailed program to the Canadian baseball community.
Together, let’s make sure this first baseball experience is a positive one for all young players in Canada.
Create a fun environment in which children and adults are actively engaged together in the game of baseball.
a. Use proposed fun games as a way to make baseball learning positive and fun.
b. Encourage interaction between parents and players during all Rally Cap sessions.
Develop fundamental motor skills, teach baseball skills, and basic rules to our players.
a. Organize practices to maximize learning, minimize inactivity with the number of repetitions in the various skills being introduced.
b. Introduce fundamental motor skills for the all-around athlete.
Experience success with an emphasis on good sportsmanship.
a. Recognize the ability of each player is an individual and progression will occur at their own rate through experiences and efforts.
b. Recognize partial or total success through positive reinforcement.
c. Organize activities adapted to every individuals ability proposing attainable challenges giving immediate feedback.
Promote increased self-esteem among Rally Cap children and adults.
a. Encourage players whenever possible.
b. Spend comparable teaching time with all players regardless of ability
c. Embrace challenges as a pathway to success
Recruiting new coaches and volunteers
a. Provides as entry point for not only players to the game but adults and volunteers
b. Develop role models for the game and life.
The Rally Cap program was developed using existing baseball initiation programs, as well as adding new ideas in order to create increased interest for players.
In the Rally Cap baseball program, each team will consist of 6 players only. This allows for the formation of more teams, meaning more repetitions, which will allow players to improve their individual skills.
Each session will last 60 minutes. If you have more available time, we suggest you adjust the minutes per session proportionally. Two (2) teams will play an actual game while one (1) team will be practicing drills in the outfield area. After each inning played (both teams have batted), teams will rotate. The rotation will be as follows: Team on 1st base dugout side moves to 3rd base dugout - Team on 3rd base dugout moves to the outfield - the outfield group moves to the 1st base dugout.
In Rally Cap baseball, 3 teams will meet at the park at the same time. Two (2) teams will be playing a game while one (1) team will be practicing in the outfield.
All six players will come to bat during their team’s ½ inning. The ½ inning will end when all six players have completed their turn.
Teams will score runs the same way they score runs during a regular game (i.e. touching home plate). Teams will also have the opportunity to earn points or runs on defense. A point can be earned by catching a fly ball, or by throwing a runner out at a base. Therefore, a possible 6 defense points can be earned every inning.
VARIATIONS: You can develop a different point system to reward different defensive plays.
(i.e. You can allow more points for fielding a ball followed by an accurate throw.)
To throw a runner out, the ball can be thrown to any base before the runner reaches 1st base. An out at 1st base can only be made by running to and touching 1st base before the hitter.
There are no walks, no strikeouts, no base stealing and runners can advance only on batted balls.
With hitting being the most fun part of the game, the program has been designed to help players hit the ball no matter what the skill level. Three different formats can be used:
- Pitching machine
Each player can choose the format they wish to use, depending on their development stage. All 3 formats can be used during a game.
Each hitter will have a maximum of 5 baseballs. If the 5th ball is not hit, a coach will roll the ball to allow the hitter to run the base paths and to allow the defense to field the ball and make plays.
When the last hitter (#6) hits the ball, the ball must be thrown to home plate in order to get the hitter out.
The batting order will change each time a team comes to bat (first hitter becomes last, etc.)
Defensive positioning will also change each time a team comes to bat.
VARIATIONS: You can actually use the volleyball rotation style and proceed with defensive rotation with each opposite batter.
While in the outfield area, each team will practice different drills with respect to the following FUNdamentals:
Fundamental movement skills
You will find drills included in this app to help you prepare the practice sessions. Three (3) stations with 2 players at each station will be developed. Players will rotate stations each time they return to the outfield practice area.
We strongly recommend that you set up your equipment before the start of the session. The only equipment a player should be bringing to the session is their glove. Bringing their own bats and balls is discouraged.
Fundamental Mouvement Skills: Coordination- 10 Jumping Jacks without stopping
Throwing: Able to throw the ball 25 feet in the air
Receiving: Able to catch 3/5 fly balls from 15 feet height
Hitting: Able to hit 3/5 fair balls thrown underhand
Baserunning: Able to run 2 bases and stopping at the final base
Fundamental Mouvement Skills: Balance- Squatting like a catcher, and squat jump to right, and then to left (5 times each)
Throwing: Able to throw the ball at a distance of 50 feet in the air
Receiving: Able to catch 3/5 flyballs to the right and 3/5 flyballs to the left (5-10 feet left and right) at 15 feet height
Hitting: Able to hit 3/5 fair balls underhand at least 75 feet in distance
Baserunning: Able to run to a base and slide at the base
Fundamental Mouvement Skills: Agility- Able to touch 6 cones placed in a star shape, while always looking forward
Throwing: Able to throw 3/5 balls to coach from 25 feet
Receiving: Able to field 3/5 grounders to the right and 3/5 grounders to the left (game distance)
Hitting: Able to hit 3/5 underhand balls passed the base paths rolling or in the air.
Baserunning: Able to run 20 feet followed by a feet first slide (on grass, no bases).
Fundamental Mouvement Skills: Balance- Stay in the pitching balance position for 5 seconds, on both sides.
Throwing: Able to throw 3/5 balls to a coach from 10 feet
Receiving: Able to field 3/5 ground balls from 15 feet.
Hitting: Able to hit 3/5 fair balls off a tee
Baserunning: Able to hit off a tee and run through 1st base
Fundamental Mouvement Skills - Coordination: Juggling 2 balls with 2 hands for 5 seconds using transfer or cross method.
Throwing: From fielding position, I can throw 3/5 to 1st base from short-stop
Receiving: Able to catch a total of 13/15 balls out of 5 grounders, 5 fly balls, and 5 balls thrown by a partner from distance of 15 feet
Hitting: Able to hit 3/5 fair balls from machine (44’ and 32-34 mph) or overhand*
* Adjust angle by ensuring that the throw is coming from the appropriate height. Have the pitcher take a knee if needed
Baserunning: Able to run 2 bases and slide at the base
Fundamental Mouvement Skills: Agility - Jump over a line for 10 reps using your own type of jump.
Throwing: Able to throw a ball at 5 feet
Receiving: Able to catch a ball thrown from 5 feet
Hitting: Able to hit a ball off a tee
Baserunning: Able to run around the bases in the correct direction without stopping