Badminton Shot Card Challenge
Before each point, the server draws a card showing which shot must win the point for it to count double: drop, clear, drive, smash, or net shot. Students work on their shot repertoire and on building a point.
How to play
- Prepare a card deck for each court with five shots: drop, clear, drive, smash, and net shot; set up singles matches (2 min).
- The server draws a card in secret, looks at it, and places it face down by the net post.
- Play the point as usual; if the server wins it with the shot on the card, they show it and score 2 points; if they win with a different shot, they score 1.
- If the receiver wins, they score 1 point and become the server who draws the next card.
- Games go to 11 points, about 7 min each; afterward, switch opponents with the next court (14 min).
- Wrap-up: each student shares which card was hardest and how they set up the winning shot (4 min).
Rules
- The card is only shown at the end of a won point.
- Repeating the same shot over and over waiting for an error does not count: the winning shot must be clear.
- The receiver decides whether the final shot matches the card; if in doubt, it is worth 1 point.
- Safety: keep the cards off the court so nobody steps on them and slips.
Variations
Easier
Show the card to the opponent before the point and start each rally with a hand toss.
Standard
Secret server card that makes a point won with that shot count double.
Harder
Both players draw a card, and only the player who wins with their own shot scores double.
Adaptations
- For students with limited mobility, remove the smash and clear cards and play on a smaller court.
- For students with autism or reading difficulties, use cards with a picture of the shot as well as the name.
- For stronger students, add backhand and crosscourt cards.
Learning goals
- Build a point in order to finish it with a specific shot.
- Expand shot variety in game situations.
- Accept the opponent's call on the final shot with good sportsmanship.
Equipment for a class of 25
- rackets: 26
- shuttlecocks: 30
- nets: 4
- cards: 30
Teacher tip
This game forces students to think two or three shots ahead: ask them which shot set up the winning drop. Laminate the cards so they last for several years.
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