- Rugby Toolbox
- The Game
- Teen Rugby
- Teenager
- Introduction
Introduction
The challenge
Much of this module is based on teenage responses from research - such as Sport New Zealand’s programmes - and a number of other experienced sources.
It is important to also recognise that the subjects in these few pages are all individuals and some generalisations will not apply - that is part of the challenge for the coach, tailoring your program to specific requirements.
Why do teens play rugby?
• To have fun with their friends.
• Use and develop their rugby skills.
• To participate with others while setting personal goals.
• To experience challenges, achievements, and personal responsibilities.
• For excitement and enjoyment.
Why do teens drop out of our game?
• Teen experiences or observing bias or discrimination.
• Time conflict with other undertakings e.g. study, social or work commitments.
• Can’t play with their mates because team selections and grades split them up.
• The sport becomes wearying.
• Over importance on winning by adults.
• Transport problems.
• Thought of injury.
• Don’t get sufficient playing time.
• Cost to play – participation fees and gear can be expensive.
• Little acknowledgement and support for their team as compared to top teams.
• The coach is overly strict and pushes players too much.
• Poor self-esteem.
• Embarrassed about playing rugby in front of the opposite sex.
• Peer pressure.
• Physical size and weight difference.
• Emphasis from mates on succeeding over participating for enjoyment and having fun.
• Lack of knowledge of rugby pathways and prospects outside of school.
So, how might coaches encourage teens to stay in rugby?
● Inspire the teenager to participate and experience rugby opportunities.
● Support the teenager to balance the demands on their time to allow time for rugby.
● Give the teenager a chance to contribute toward the rugby activities.
● Promote enthusiasm by pointing out good role models while being one yourself.
● Use examples of the highest level, such as strengthening a dream for a player to become an All Black or Black Fern.
● Create a team culture than teens can embrace.