Youth Softball Season Curriculum: 10-Week Plan

Softball·Youth·Ages 8-12·Rec League·10-week season·2× / week·90-min sessions·Station-based skill development

By the Practice Plan App Coaching Team · Published August 2026

This is a 10-week season curriculum for a rec-league softball program, ages 8-12, running two 90-minute practices per week. It is written for the person coordinating the season — a director or lead volunteer handing plans to parent coaches who may have never run a softball practice. Every week has a named theme, a measurable goal your coaches can actually count, and two station-based practices; several weeks link directly to full published practice plans with minute-by-minute timing.

Who Is This Curriculum For?#

Rec rosters at this age are mixed by design: an 8-year-old who has never worn a glove shares a diamond with a 12-year-old who has played three seasons. This curriculum handles that with stations — typically three or four groups of 4-6 players rotating every 12-15 minutes — so a volunteer coach only ever manages one drill at a time, and faster players get harder variations (longer distances, the 12-inch ball, opposite-field tees) instead of standing in line. If your league splits 8-10 and 11-12 divisions, run the same curriculum in both and use the age adjustments noted in each practice summary.

Why Does the Order of the Weeks Matter?#

Softball skills stack, and this schedule stacks them deliberately. Weeks 1-2 build the throw — grip, wrist snap, power position, arm care — because every later skill ends in a throw. Week 3 starts the hitting ladder on the tee; Week 6 moves to front toss only after players pass a 12-of-15 tee test. The windmill motion waits until Week 5 on purpose: it borrows the wrist snap and arm-care habits from Week 2, and introducing it day one produces sore arms and bad circles. Weeks 7-9 shift from technique to situations — force plays, cutoffs, baserunning the 60-foot diamond — and Week 10 retests the exact numbers you recorded in Week 1 so every family sees measured improvement.

What Makes This Softball, Not Baseball?#

Three things run through the whole plan. First, the ball: ages 8-10 use the 11-inch ball, ages 11-12 the 12-inch — buy both if your roster spans the range. Second, the geometry: 60-foot basepaths, a 35-foot pitching distance for 10U and 40 feet for 12U, and an 8-foot-radius pitching circle whose look-back rule your runners must learn (Weeks 5 and 7). Third, the rules that change baserunning entirely: fastpitch allows no leadoffs — runners leave when the ball leaves the pitcher's hand — so Week 8 trains leave-on-release timing instead of steals and pickoffs. None of these are cosmetic; drills that ignore them teach habits your players will have to unlearn.

How Should a Director Actually Use This?#

Before the season, send each head coach the week themes and goals so they know where the season is going. Each week, forward the two practice summaries — where a published plan is linked, that plan has full station timing, cues, and common-error fixes a first-year volunteer can follow verbatim. Keep one shared record sheet per team: Week 1 baselines, Week 5 pitcher shortlist, Week 6 hitting-ladder promotions, Week 10 retest numbers. That single sheet is your season report to parents.

The 10-Week Curriculum#

10 weeks · 2 practices per week · 90-minute sessions

Week 1

First Catch: Grip, Ready Position, and Baselines

Goal

Every player completes 10 consecutive partner catches at 20 feet without a dropped ball, and coaches record three baseline numbers per player: throw accuracy (chest-high hits out of 10 at 30 feet), tee contact (fair balls out of 15), and home-to-first sprint time on the 60-foot basepaths.

Throwing gripReady positionStation rotation habitsBaseline testing

Practices

  • First Practice: Rules, Grips, and Partner Catch · 90 min

    Run this published 75-minute first-practice plan and stretch it to 90 by adding a 15-minute baseline block at the end: each player throws 10 balls at a chest-high target from 30 feet while a coach tallies hits. It's written for elementary players, so let your 11-12s roll a 12-inch ball and start partner catch at 25 feet instead of 20.

  • Station Systems Day: Rotate, Catch, Sprint · 90 min

    Second session of this first-practice plan family — same skills, different drills, so nothing repeats verbatim. Extend the 75 minutes to 90 with two timed home-to-first sprints per player (record the better time) and 15 tee swings per player for the contact baseline. Keep the 11-inch ball for ages 8-10 throughout.

Week 1 is where you teach the rotation system itself: three stations, 12 minutes each, rotate on a double whistle. If kids learn to rotate cleanly this week, every later practice gains 10+ minutes of reps. Record baselines on a clipboard or in the app — Week 10 retests the exact same three numbers.

Week 2

Overhand Throwing Mechanics and Arm Care

Goal

Every player hits a chest-high partner target on 7 of 10 throws from 30 feet using the four-seam grip and power-T checkpoint taught this week, and can demonstrate the 5-throw warm-up ladder (10, 20, 30, 40, 45 feet) that opens every remaining practice this season.

Four-seam gripPower positionWrist snapProgressive warm-up distances

Practices

  • Throwing Mechanics Stations: Wrist Snaps to Power-T · 90 min

    Use this published 90-minute throwing plan as written. It's labeled middle school, so for your 8-10s shorten every listed throwing distance by about 10 feet and keep them on the 11-inch ball; the cues and station order don't change. The wrist-snap and power-position stations are the foundation the Week 5 windmill intro builds on.

  • Arm Care Circuit and Accuracy Ladder · 90 min

    Three 15-minute stations: (1) band or towel arm-care circuit — 2 sets of 10 external rotations and scap squeezes; (2) knee-drill wrist snaps into a fence from 10 feet, 15 reps; (3) accuracy ladder — players move back a rung (10/20/30/40 feet) after 3 straight chest-high throws. Finish with the 7-of-10 test from 30 feet and log results next to Week 1 baselines.

Week 3

Tee Hitting: Stance, Load, and Level Contact

Goal

Every player hits 12 of 15 tee balls into fair territory with a checked stance (feet shoulder-width, knuckles lined up, tee set at the front hip), and coaches sort the roster into two hitting groups — 'contact-ready' and 'stance work' — for the front-toss progression in Week 6.

Batting stanceLoad and strideLevel swing pathTee station management

Practices

  • Hitting Fundamentals: Grip, Stance, Tee Contact · 90 min

    Run this published 60-minute hitting plan, then add 30 minutes: a fourth station of soft-toss into a fence (8 swings per turn) and a closing 15-tee-ball fair-territory test per player. It's written for elementary players, so it fits your 8-10s as-is; have 11-12s hit off a tee set at the top of the strike zone for 5 of their reps to groove a level path on high strikes.

  • Tee Ladder Day: Inside, Outside, and Opposite Field · 90 min

    Four tee stations, 12 minutes each: tee on the inside corner (pull side), tee on the outside corner (opposite field), low tee for ground-ball swings to be avoided (teach why the ball pops up or rolls over), and a coach-checked stance station with a mirror or phone video. Close with the Week 2 throwing warm-up ladder plus 10 grounders per player so fielding doesn't go cold.

Week 4

Ground Balls: Triangle, Funnel, and First-Base Throws

Goal

Every player cleanly fields 8 of 10 rolled grounders from 40 feet using the triangle-and-funnel technique and finishes each with an accurate 45-foot throw to a first-base target, pairing Week 2 throwing mechanics with new glove work.

Fielding triangleTwo-hand funnelForehand and backhand footworkThrow after the catch

Practices

  • Fielding Fundamentals: Ready Position to Team Defense · 90 min

    Run this published 90-minute fielding plan as written — it already opens with the ready-position work you installed in Week 1, so treat that block as a fast review. It's labeled middle school; for 8-10s use the tennis-ball entry rounds it describes and shorten station throws from 45 to 30 feet. The final situational block previews what Week 7 covers in depth.

  • Grounder Volume Day: 60 Reps Per Player · 90 min

    Three stations, 20 minutes each, built for rep count: (1) partner short-hops from 15 feet, 20 reps; (2) coach-rolled forehand/backhand alternating from 30 feet, 20 reps; (3) field-and-throw to a first-base target at 45 feet, 20 reps with a coach tallying accurate throws. Close with the 8-of-10 fielding test and a 10-minute tee round so Week 3 swings stay warm.

Week 5

Windmill Introduction and Catcher Basics

Goal

Every player attempts the windmill progression (wrist snap, K-position, half circle, full circle) from 20 feet, pitcher candidates land 5 of 10 full-circle pitches into a strike-zone net from 25 feet, and at least 4 players complete 10 catcher receiving reps in full gear without turning their head.

Windmill arm circleK-position balanceCatcher stance and receivingPitching circle rules

Practices

  • Pitcher-Catcher Skills: Windmill Progression and Receiving · 90 min

    Run this published 75-minute pitcher-catcher plan and extend to 90 with a whole-team station block: while candidate pitchers and catchers work the plan's progression, remaining players rotate through Week 4 grounder stations and a tee station in 12-minute turns. It's written for middle school beginners, so keep 8-10s at 20-25 feet and on the 11-inch ball for every pitching rep.

  • Whole-Team Windmill Day and Circle Rules · 90 min

    Four stations, 15 minutes each: (1) wrist-snap and half-circle reps into a fence from 15 feet; (2) full-circle pitches to a strike-zone net from 20-25 feet, coach tallying strikes; (3) catcher station — stance, framing a target, and blocking-position dry reps, 10 each; (4) live diamond walk-through of the pitching-circle look-back rule with runners at first. Close with the 5-of-10 pitcher test for shortlisted candidates.

Windmill is an earned progression, not a day-1 skill — it only works now because Weeks 1-2 built the wrist snap and arm-care habits it depends on. Let everyone try the progression at 20 feet before you shortlist 3-5 pitcher candidates and 3-4 catchers. Regulation distance is 35 feet for 10U and 40 feet for 12U; nobody pitches from regulation this week. Teach the circle rule while you're at it: once the pitcher has the ball inside the 8-foot-radius pitching circle, runners must commit or return.

Week 6

Front Toss: The Second Rung of the Hitting Ladder

Goal

Every player in the contact-ready group hits 8 of 12 front-toss pitches from a coach behind an L-screen at 15 feet into fair territory, and every stance-work player earns promotion by passing the Week 3 tee test (12 of 15 fair) before taking front toss.

Timing a moving ballLoad on the pitcher's motionTwo-strike choke-up swingScreen safety

Practices

  • Front-Toss Stations and Fundamentals Review · 90 min

    Use this published 60-minute fundamentals plan as the skeleton and add 30 minutes of front-toss rounds: two hitting groups of 4-6 rotate through 12-swing turns against coach front toss at 15 feet while the plan's fielding stations run on the other half of the field. It's labeled middle school — for 8-10s, toss flat and firm from 12 feet rather than lobbing, so timing transfers to coach pitch.

  • Hitting Ladder Gate Day: Tee Test and Live Rounds · 90 min

    Run the promotion gate: stance-work players take the 15-ball tee test with a coach scoring fair contact; passers move straight into front toss. Contact-ready players cycle 3 rounds of 12 front-toss swings, with the last round scored for the 8-of-12 goal. Off-turn players field live off the bat at game positions — their first taste of reading contact, which Week 7 formalizes.

Week 7

Defensive Positioning: Force Plays and Covering Bases

Goal

A full infield converts the force at second on 6 of 8 scripted grounders with a runner on first, every infielder calls the play out loud ('force at two!') before the pitch on all 8 reps, and outfielders hit the correct cutoff on 4 of 6 scripted singles.

Force-play recognitionBase coverage responsibilitiesCutoffs and backupsPre-pitch communication

Practices

  • Force Plays Walk-Through: Who Covers, Who Calls · 90 min

    Half-diamond stations, 20 minutes each: (1) middle-infield feeds and footwork at second base — catch, touch, clear, 12 reps per player; (2) corner-infield reads — grounder to third or first with the runner-on-first call, 10 reps; (3) walk-then-run rehearsal of 4 scripted situations with cone runners. Finish with 8 live scripted grounders against a real runner from first and tally the 6-of-8 goal.

  • Cutoffs, Backups, and the Look-Back Rule · 90 min

    Stations: (1) outfield-to-cutoff relays — single to right, shortstop or second base lines up the relay, 10 reps per group; (2) backup assignments walk-through — every ball gets a fielder, a cover, and a backup, rehearsed on 6 scripted plays; (3) pitcher-circle look-back scenarios with a runner dancing off third, using Week 5's circle rule. Close with 6 live singles and score the 4-of-6 cutoff goal.

This is the week the season shifts from technique to situations. Use the walk-run-live teaching order: walk each play with no ball, run it with a rolled ball and no runner, then add a runner. Volunteer coaches should carry a script card — 8 numbered situations per practice — so every station coach runs the same plays in the same order.

Week 8

Baserunning the 60-Foot Diamond and Live Fly Balls

Goal

Every player beats their Week 1 home-to-first time by at least 0.3 seconds using a proper run-through, executes the leave-on-release rule correctly on 5 straight pitches at first base, and outfield pairs make a loud 'Mine!' call on 5 of 6 tossed fly balls.

Run-through at firstLeave-on-release timingRounding basesFly-ball communication

Practices

  • Baserunning Circuits: Run-Throughs and Release Reads · 90 min

    Four stations, 15 minutes each: (1) timed home-to-first run-throughs — sprint through the bag, break down after, 4 timed reps; (2) leave-on-release reps at first — fastpitch allows no leadoffs, so runners break exactly when the ball leaves the pitcher's hand, 10 reps against a real windmill pitcher from Week 5's shortlist; (3) rounding first on a base hit, hitting the inside corner of the bag, 6 reps; (4) reading the circle — runners return when the pitcher holds the ball in the circle. Log new sprint times next to Week 1.

  • Fly-Ball Communication and First-and-Third Runners · 90 min

    Half the roster runs bases while half plays defense, flipping at 40 minutes. Defense: drop-step and 'Mine!' call reps from Week 4's fielding plan, now with two fielders converging on 6 scored tosses per pair. Offense: first-and-third reads — when does the runner at third go on a grounder, when does she hold. Coaches script 8 situations and every runner sees at least 4.

Week 9

Situational Scrimmage: Putting the System Together

Goal

In a controlled coach-pitch scrimmage, the defense makes the correct decision (right base, called out loud before the pitch) on 7 of 10 scripted situations, and every shortlisted pitcher throws one live inning-equivalent of 12-15 windmill pitches from 30 feet with at least 5 strikes.

Scripted-situation scrimmagePitcher game repsHalf-inning managementTransferring station skills to game speed

Practices

  • Controlled Scrimmage One: Scripted Situations · 90 min

    Warm-up ladder (10 minutes), then a 65-minute controlled scrimmage: coach pitches or front-tosses, but before each pitch the coach announces the situation — runner on first, one out — and the defense calls the play. Rotate the full roster through infield, outfield, and baserunning every 3 outs. Track team decisions on the 10-situation script card; 15-minute closing stations fix the two most-missed plays.

  • Controlled Scrimmage Two: Live Windmill Innings · 90 min

    Same scrimmage structure, but shortlisted pitchers throw real windmill pitches from 30 feet (35 for confident 11-12s) with a coach ready to finish any at-bat that reaches 4 balls, keeping pace fast. Catchers rotate every 12-15 pitches. Baserunners apply leave-on-release from Week 8 against a live pitcher for the first time. Score the 7-of-10 defensive-decision goal on a fresh script card.

Week 10

Skills Retest and Stations Championship

Goal

At least 80 percent of the roster beats their Week 1 baseline in two of three retested numbers (30-foot throw accuracy, tee contact out of 15 fair balls using the same tee test as Week 1, home-to-first time), and every player leaves with a one-line written next-step from a coach. A front-toss fair-contact round runs alongside the retest as a separate progression showcase, not as part of the baseline comparison.

Baseline retestingCompetitive stationsSeason reviewPlayer next-steps

Practices

  • Retest Day: Same Stations, New Numbers · 90 min

    Run this published 90-minute tryout-evaluation plan as your retest engine — drop the tryout scoring pressure and use its evaluation stations to re-measure the exact Week 1 baselines: 10 throws at 30 feet, 15 tee balls scored for fair contact (the same tee test as Week 1, so the beats-their-baseline comparison is tee-vs-tee), and 2 timed home-to-first sprints. Add a front-toss fair-contact round after the tee retest as a separate progression showcase — it shows how far hitters have climbed the ladder but does not count toward the baseline comparison. It's written for high school tryouts, so cut its listed distances by a third for 8-10s and have coaches record numbers on the same sheet as Week 1 so families can see the season's delta.

  • Stations Championship and Season Close · 90 min

    Five competitive stations, 14 minutes each, teams of 3-4 mixing ages: grounder gauntlet (most clean triangle fields in 90 seconds), target throwing (points for chest-high hits at 20/30/40 feet), front-toss home-run derby over a cone line, windmill strike contest into the net, and a relay-race baserunning loop. Finish with a 10-minute huddle where each coach hands every player their next-step card — one specific skill and one number to chase next season.

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What You'll Need#

  • Softballs: 18-24 per team (11-inch for ages 8-10, 12-inch for ages 11-12)
  • Tennis balls or soft training balls (12) for Weeks 1 and 4 entry rounds
  • Batting tees (2 per team)
  • L-screen (1) — required for all front-toss hitting from Week 6 on
  • Strike-zone net or taped fence target for the Week 5 windmill introduction
  • Flat cones or agility discs (12) for station lanes and running marks
  • Throw-down bases (4) for half-diamond station work
  • Full catcher's set with fitted mask (1 per team) for Weeks 5-10
  • Stopwatch or phone timer for home-to-first sprints and station rotations
  • Clipboard with the season record sheet (baselines, gates, retests)

How Do I Staff Stations With Volunteer Coaches?#

Plan for one adult per station plus one floater. With a head coach and two parent helpers you can run three stations of 4-6 players; with only two adults, cut to two stations and lengthen turns to 20 minutes rather than letting a station run unsupervised. Give helpers a single-station job with a script: the drill, the two cues to repeat, and the count to track. A parent who has never coached can run a tee station all season with the cue card “knuckles lined up, hit the front-hip ball” and a tally sheet.

What Equipment Does the League Need to Buy Once?#

Per team, the season runs on: 18-24 softballs in the right size (11-inch for 8-10, 12-inch for 11-12), a dozen tennis or soft-training balls for Weeks 1 and 4 entry rounds, 2 batting tees, 1 L-screen (non-negotiable from Week 6 — never front-toss without one), a strike-zone net or taped fence zone for Week 5, 12 flat cones, 4 throw-down bases, and one full catcher's set including a fitted mask. A stopwatch or phone timer covers all the timed goals. Total is roughly one shared equipment bag per team; the L-screen and catcher's gear are the two items leagues most often skip and most regret skipping.

How Do I Handle Players Who Join Mid-Season?#

New players enter through the gates, not the calendar. A kid who joins in Week 6 does the Week 1 baseline tests at her first practice (10 throws, 15 tee balls, one timed sprint — 12 minutes total during warm-ups), starts hitting on the tee regardless of what her group is doing, and moves to front toss when she passes 12-of-15. Skipping the gates to keep her with friends is how kids get hurt on front toss and discouraged in scrimmages.

How Hard Should We Push the Windmill Motion?#

Gently, and with counted volume. In Weeks 5-9, cap pitcher candidates at 40-50 full-circle pitches per practice and never on consecutive days — a rec schedule of Tuesday/Thursday or Monday/Wednesday handles this automatically. Everyone tries the progression in Week 5 because you cannot spot a natural pitcher by looking; but after the 5-of-10 test, only shortlisted candidates take pitching reps, and every candidate keeps doing the Week 2 arm-care circuit as her warm-up. If a pitcher reports arm soreness, she bats and fields for a full week before throwing another circle.

What If Rain Costs Us a Week?#

Cut review, not gates. If you lose one practice, drop the second (volume) practice of the current week and keep moving. If you lose a full week, merge Weeks 8 and 9 by moving the baserunning circuit into the scrimmage warm-ups and cutting the second scrimmage — but never skip Week 2 (the throwing base), Week 5 (the windmill gate), or Week 10 (the retest that proves the season worked). Indoor backup: Weeks 2, 3, and 5 run almost entirely in a gym with tennis balls, tees into a curtain, and wrist-snap walls.

How Do I Keep Score Across the Season?#

One sheet per team, four columns per player: Week 1 baselines (throw accuracy /10, tee contact /15, home-to-first time), Week 5 windmill test (/10 if attempted for the shortlist), Week 6 ladder status (tee or front-toss), Week 10 retests. That is 10 numbers per player for the whole season — light enough that volunteers actually keep it, and specific enough that your end-of-season email to parents can say “82 percent of players improved their throwing accuracy, average home-to-first dropped 0.4 seconds” instead of “the kids had fun and improved.”

Frequently Asked Questions#

What size softball should each age group use?

Ages 8-10 use the 11-inch ball; ages 11-12 use the 12-inch ball. If one roster spans the whole range, buy both sizes and match the ball to the player at throwing and pitching stations — smaller hands on a 12-inch ball is the fastest way to teach a palming grip you'll spend weeks undoing. Hitting stations can share one size without harm.

When should kids start learning the windmill pitch?

In this curriculum, Week 5 — after two weeks of overhand mechanics and arm care, because the windmill borrows the same wrist snap and shoulder preparation. Every player tries the four-step progression (wrist snap, K-position, half circle, full circle) from 20 feet, then a 5-of-10 strike test from 25 feet identifies 3-5 candidates. Regulation distance (35 feet for 10U, 40 feet for 12U) waits until a pitcher throws strikes consistently from short range.

How many pitches should a young windmill pitcher throw per practice?

Cap full-circle pitches at 40-50 per practice for ages 8-12, never on consecutive days, and always after the arm-care circuit (2 sets of 10 band external rotations and scap squeezes). Wrist-snap and half-circle drills don't count against the cap. Any reported arm soreness means a full week of batting and fielding only before the next pitching rep.

How do I run stations if I only have two coaches for 14 players?

Run two supervised stations of 7 instead of three of 4-5, and lengthen each turn from 12 to 20 minutes. Pick station pairs where one is self-scoring — the accuracy ladder, tee tests, and timed sprints all let players count their own results — so one coach can teach while the other mostly tallies. Never leave a hitting or windmill station unsupervised.

What are the measurable goals, and what if a player misses one?

Each week has a counted target — for example 7-of-10 chest-high throws from 30 feet in Week 2, 12-of-15 fair tee balls in Week 3, 6-of-8 force plays in Week 7. Misses aren't punishments; they're routing. A player who misses the tee gate keeps taking tee reps at the stance station while teammates take front toss, and retests the following practice. Most players who miss a gate pass it within two practices of targeted reps.

How is baserunning different from baseball at this level?

Fastpitch allows no leadoffs: runners leave the base exactly when the ball leaves the pitcher's hand, so Week 8 drills leave-on-release timing — 10 reps per player against a live windmill pitcher — instead of leads and pickoffs. Runners also learn the look-back rule: once the pitcher controls the ball inside the 8-foot-radius circle, a runner off the base must immediately advance or return. Basepaths are 60 feet, which is why home-to-first times are a trackable season metric.

Do we need a real catcher this young?

Yes, from Week 5 on — live windmill pitching without a geared catcher stalls every scrimmage. Train 3-4 catchers, not one: at 10-15 pitches per rotation nobody's knees or attention wear out, and you're covered when someone misses a game. The Week 5 receiving benchmark is 10 caught pitches in full gear without turning the head; the fitted mask is the one piece of equipment never to improvise.

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