Transcript
More Games/Drills To Put the Passing and Receiving Skills Together Basic Pass/Receive Game : Passing Warm Up Divide the team in two. Place players in a 20 x 20 yd grid without a ball. Place an equal number of players on outside of the grid each with a ball. Inside players move around the grid freely, receive a ball from an outside player and return it as quickly as they can. Switch positions after a while. Progression • • • •
Return with one touch, then two touches, Receive with outside of the foot, inside of the foot, left foot only... Receive balls out of the air. Receive, turn and find a different target
Coaching Points • Quality of first touch. Keep it outside your "footprints" so that it can be returned quickly. • Prepare the receiving surface as soon as possible. • Be first to the ball, get into the line of flight of the ball. • Make "eye contact" with the server. • Changes of speed and direction. • Do not run "across" the server, check back at an angle. This makes it easier to turn and look back over your shoulder.
Basic Pass/ Receive Game U7: The Ladder Relay Divide the team into two or three groups depending upon how many players are at practice. Set up a “ladder” of cones as shown. Players pass and receive moving the ball up the ladder. Last player in ladder dribbles ball to bottom and re-starts the passing. When the original bottom rung player gets back to the lowest rung the team “wins”.
Variations: Have the players immediately follow their passes to the receiver.
Run
Have the players all move at the same time as the player on the highest rung
Pass Run and Follow Pass
Basic Pass/Receive Game: U8 Triangle Goals This is a simple game wherein you set up two (2) goals next to each other with three (3) players as shown. The object is for the players labeled “A” to make a wall pass to Player “B” through the goals. Have several goals set up and see who can make the most passes in one minute. Eventually the players will understand that to “win” the game they have to be able to accurately one-touch the pass through the goal and be able to use both feet equally well. B
A
A
Basic Pass/ Receive Game U9: The Circle Set up a circle of players and place one player without a ball in the middle. All of the outside players have to have a ball. Start simply by going around the circle and having each player, in turn, pass to the player inside. The player inside must either multiple touch, two touch or onetouch the ball back to the same player depending upon what the coach has chosen. If the player inside misses he/she is replaced by the player who passed them the ball. Progression of the Circle Game 1. Have the player return the ball to the next player in the circle:
Have the player in the center call out the name of the person he/she is going to return the ball to. Have the player in the center play first with the right foot and then with the left continually alternating. Have the player in the center shout ‘Through ball” and let the ball pass by them to a waiting player on the outside of the circle. Basic Pass/ Receive Game U9: Circle Pass and Switch Pass and run to switch position
Organization: !
Five or six players in a circle 10 to 15 yards wide
!
One ball. him/her.
!
She then runs to that teammate place and switched with her.
!
Teammate with the ball makes the next pass and run.
Player one picks out a teammate and passes the ball to
Coaching Points: 1.
Players must prepare the ball outside of their footprints
2.
Players must have proper weight on the ball
3.
Players should check back to short passes
4.
Players must have their heads up at all times to be ready for the pass
5.
Players should know where to go with their pass next BEFORE they receive it
Basic Pass/Receive Game U10 The Name Game: Players in a circle. One ball to a group. Players call out the name of the player to whom they are passing. Progression of this drill is to have them pass and switch. Have them pass with only the non-dominant foot. Basic Pass/Receive Game U10: Free Form 3 Man Passing You can use either of these two drills as a basic warmup exercise. What is a little more advanced about them is that they are free form. The palyer making the pass has to read off the receiving player and move to space. The player receiving the pass must read the run. The third player is a passive defender who, as the skill level increases, becomes more and more active.
One-Two Give and Go
Pass Run
Offensive players play give and go until they complete a specified number of pass and run combinations in a row. Coaching Points !
Run must be behind the defender
!
Pass should be a one touch off the stationary player if possible
Overlap
Pass Run
Offensive players play the overlap until they complete a specified number of pass and run combinations in a row. The difference between the drills is in the first the run is away from the receiver and behind the defender and in the second one it is away from the defender and toward the receiver.
Basic Pass/ Receive Game U10: Circle One Touch and Go This is a drill that I picked up from Gary Rue (NSCAA Coach in KY). It is a more advanced drill than the one above and similar, though not as complex, as the Pass and Move shown later in this section.
Pass 2 Run 2 Pass 1
Run 1
Run 3
Pass 3
Organization !
Five or six players around a circle with a player in the middle.
!
Ball starts on the outside.
!
Ball is always played to the middle from the outside and then from the middle to the outside
!
Player always follows their pass, whether running to the outside or to the center.
Coaching Points 1.
One touch passing is preferred but start with two touch if you have to
2.
Players on the outside should adjust their positions as required to receive the pass.
3.
Players should know in advance where they are going with the next pass
Progression of the Circle One Touch and Go 1.
1.
Instead of having the player in the middle one touch the ball have them turn and play the ball to the opposite side. Have all of the players yell “TURN”!. This gets them used to providing direction to a player on their team playing with their back to the opposition Have the player in the middle dummy the ball, (i.e. pretend to play it but let it go by to the opposite side)
You will see some of these drills repeated as part of the Possession and Increasing the Speed of Play section further on in this manual. Basic Pass/Receive Game U10: Chaos in the Circle The following game is used as a warm-up by the U.S. Women’s National Team as a way to work receiving skills in a match related type of environment. Four (4) players are inside a 15 yard diameter circle with the rest of the team outside. Four (4) of the outside players have a ball. The inside players have to run around within the circle and free themselves for a pass coming from the outside. Initially let them just return the ball to the outside player and then move on to take another pass from another outside player. After they have become relatively proficient at receiving the ball have them Receive it and perform a three touch move and then return it to another outside player. The quick movements within the circle, the heads up required so that you don’t run into a teammate all help to simulate match type conditions.
Basic Pass/Receive Drill U10: Width – Depth - First Touch Away From Pressure The following drill is a simple pass and move that gets players thinking about width of the field, depth of the field and preparing the ball from a pass with their first touch away from pressure Set Up and Execution Start the exercise with four (4) players, one at each corner and a spare player behind each. Use one ball to start. The field should be rectangular (since a soccer field is rectangular) and s you should adjust it to the passing abilities of your players. Ball goes down the long side of the field first. Tell your players to think of this as a pass back to a midfielder. The midfielder now wants to play the ball away from oncoming pressure. The first touch prepares the ball to her right. The second touch makes the pass to her support player. This switches the point of the attack and widens the field. The player receiving the ball follows the same pattern… first touch away from pressure, second touch to make the pass. In this case tell your players that they are a midfielder looking to hit a target player, a forward, down the field. This creates depth.
After the players make their passes they follow them, switching their position in the exercise so that everyone plays the midfielder and target player positions
Coaching Points !
Players run after their pass, not jog
!
Players MUST two-touch
!
Pass to the target player must be driven with the instep.
!
Play going both ways so that the players learn to open up both ways and use both dominant and non-dominant foot
Progression of Width – Depth – First Touch Away From Pressure !
Add a center midfielder to the short side of the rectangle.
!
The midfielder passes now switch the point of attack twice before the ball is driven down field
!
If you watch high level soccer games, (college, pros) midfielder switching of the fields all of the time
!
Add a defender to put pressure on the passers
you’ll see this
Basic Pass/Receive Exercise U10: Color Sequence This is an exercise that coaching colleague Gary Rue (Kentucky) picked up at the 1999 NSCAA convention. In order to do this you have to have enough pennies of different colors. This exercise is great for working particular technique, plus the awareness side of the game. Set Up and Execution Divide into four groups of different colors. Set up the color sequence (e.g., Red – Green – Yellow – White - Red). I.e. each group has four players each with a different color pennie. Now give each passing combination a technique. For example: ! ! ! !
Red works overlaps with Green Green hits long ball to Yellow Yellow one touches to White White receives and turns, does a dibbling move (e.g., Stepover or scissors) and front foot passes to Red
Initially, the players should do this in their own group of four; however, quickly progress to where all players are in the same area and Red (for example) does an overlap with a different Green player, etc. Without pennies, the last progression would not work as well, but the exercise can remain in the groups of four and just number the players. For fairly young
players, just start off with regular inside of the foot passing until they understand their combination responsibilities. As a side recommendation, the coach should have his passing sequences (and color combinations) worked out on paper. I like to rotate the same techniques down a player to ensure everyone gets a go at it, but that is not extremely important. This can be a great warm-up exercise for EVERY practice and you can effectively incorporate it into the third 10 minutes of a 10-10-10 practice. (see related section later in this manual) Basic Pass/Receive Exercise U10 : Diamond + 1 – The Midfield Link This is a passing pattern where a central player has to receive balls from the four (4) points of a diamond using both feet to pass and Receive. It stresses opening to the field (taking the ball on the correct foot) and preparing the first touch away from pressure. It also stresses controlling the ball when it comes head on to you and then turning the ball and hitting a down field target player Set up and Execution Two (2) balls to start. One at one support position, the other at one point of the diamond. The “field” is about 15 to 20 yards “point-to-point” depending upon passing skills.
Pass # 1 Pass #2
Pass # 3
Coaching Points
!
Have the support players (passes one and two) in a triangular shape, not square to the central player
!
Make sure that the pass is taken across the body opening to the field
!
Stress two touch passing, first touch to receive and prepare, second to pass
!
Stress technical excellence in this phase because there is no pressure
!
Have the player turn the ball both ways (left and right) to play to the target player
!
Once the initial two pass sequence is done the midfielder then receives the ball back from the players she has passed to in effect reversing the sequence
Progressions !
Have the player execute a move, like a step over right (or left) as they turn the ball and then pass it
!
Put a player behind the central player to provide 50% pressure
!
Use one ball and change up the pass sequence. You can make it support to midfield to target ,back to other support to midfield to second target. Use what ever pattern you want but use the midfielder to link the support players and the target players.
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Credits Author
Keith Boanas
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Fun Soccer Games for 5 to 8 Year Olds
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Fun Soccer Games for 5 to 8 Year Olds
Foreword Dear Coach, Welcome to my book of fun games for younger children. This is long overdue from me and I thank the publishers for nagging me into finally getting some of these games down on paper for all to share. Many years ago a coaching friend of mine Pat Hilton and I shared an ambition to produce a book such as this. But Pat went off with many of his great ideas to the USA, his life took a different path and we sadly lost touch. But the idea always stayed with me, so I am happy to finally bring these ideas to you. Ideas - by the way - are exactly what they are. I have made every effort to be original and design some completely new games with new rules and concepts, as well as some interesting titles. Please feel free to use them as they are shown or add your own imagination and progressions to the design. This book, and the games within, is based on the concept that the majority of players in this age group dislike doing technical drills. For instance, if you say “We are going to do some passing drills today”, the first question asked in return is usually “When are we going to play a match?” Children see drills as a boring task and definitely not fun. This has been recognised by the English Football Association with the introduction of the new Youth Modules, which I highly recommend. Hopefully this book can act as a complement to the first levels. The trick with the younger ones is to get them to relate to things they link to fun and excitement such as games, TV shows, and movies. The games are not about us barking out orders but encouraging effort, flair, teamwork, sportsmanship and, most of all, FUN. I have laid out the organisation and instructions of each game for you to quickly and easily understand the rules and objectives. Beyond this, it is your task to mark out the area, sort out the equipment and explain the rules, and get the children playing as quickly as you can. Of course, we must not neglect the warm-up and have drinks available in order to keep the players adequately hydrated. I have been privileged to work with some great coaches and would like to thank Pat Hilton (wherever you are), Ted Dale and all the troops at the David Beckham Academy, every player, and student coach I have worked with, the Surrey County FA and - most importantly of all - my soccer-friendly wife, Pauline. I hope you enjoy the book. Yours in soccer,
Keith
Fun Soccer Games for 5 to 8 Year Olds
My 25 Top Tips for Coaching 5 to 8 Year Olds 1. Be prepared for when they arrive. Have the first game ready to go. 2. Be welcoming, enthusiastic, and remember to smile. 3. Keep explanations simple, let them ask questions. 4. Be inclusive, involve all players. 5. Always encourage and praise. 6. Use a whistle or fun sound like a hooter to gain their attention. Avoid shouting and losing patience. 7. Use visual aids/colours to enhance their observation. 8. Avoid highlighting errors or weaknesses, and do not use negative words. 9. Use your player’s names. If a player has a nickname that is fine, but don’t make one up, it could upset them. 10. Make sure they know your name or they call you coach, not Sir or Miss. 11. Use the correct size footballs. Size 3 for this age group. 12. Mix teams around so players don’t dominate. 13. Encourage natural leaders to be good role models for the team. 14. Stay calm and patient with bad behaviour. Sit poorly behaved players out in a sin bin if need be, but ensure they are supervised. 15. Involve them in problem solving. Ask questions and let them discuss amongst themselves, just guide them in right direction. 16. Have a contingency plan if the practice is not working or they find it too easy or too hard. 17. Politely ask parents and guardians to remain unobtrusive as children need to focus on you and the game. 18. Don’t be tempted to join in. This affects your control and is dangerous. 19. Ensure fair play. Don’t overlook breaches of rules. 20. Encourage flair and risk taking, they must not be scared to make a mistake. 21. Keep heading sessions to no longer than 20 to 30 minutes max and check inflation on balls (not too hard/soft). 22. Use hand ball games to introduce co-ordination and passing and movement. 23. Remember, they watch your body language so stay bubbly. Avoid habits like folding your arms, constantly looking at your watch, getting distracted by a keen parent or looking fed up. 24. Keep them busy. Minimum stoppages, except for drinks, and you can use this time for any questions. 25. Use and encourage humour but take care to avoid overuse of jargon. Remember, what adults see as funny, children may not. All of the above are in addition to the normal health and safety issues like registers, medical information, field and equipment checks, and the correct playing kit etc. It is vital that you have an assistant or other adult with you when coaching minors.
Fun Soccer Games for 5 to 8 Year Olds
How to Use This Book Contents The games have been graded by difficulty and age appropriateness. The majority of games have been illustrated using 12 players, but in the contents you can find a suggested range of numbers within which the game works well. Odd numbers are an inevitability of coaching kid’s soccer. Many of the games in this book easily cater for odd numbers but others may require uneven sides to accommodate an odd number of players.
Set Up The size of the playing area is by no means an absolute and can be varied if you have more or less players. The playing area can also be adjusted according to the ability of your players, whether this requires a smaller or larger area depends on the game. In order to mark out the area, as a general rule 10 yards is equal to 7 strides. You can use this simple equivalent to mark out the area you need; 20 yards = 14 strides, 30 yards = 21 strides etc.
Equipment The majority of games in this book require little more than some footballs, cones and bibs. Some of the games require goals, these can be made using cones or poles if actual goals are not available where you train or you do not have portable goals.
The Rules Easy to read and easy to understand. Everything you need to know to run the game successfully once you have set it up.
Main Objectives A quick overview of the skills and techniques promoted in the game.
What To Call Out Never be lost for words with these concise and constructive phases. Remember, this is “what to call out” not “what to shout”, you should deliver these games in a way that your players respond to. Always focus on the positives.
Progression Are your players finding the game too easy or too difficult? Look to this section for advice on how to tweak the rules to take the game forward.
Hint Quick bits of advice that can help the game run more smoothly.
Fun Soccer Games for 5 to 8 Year Olds
Game Finder Page
Game
Players
Age Range Difficulty*
1
Ghostbusters
8 to 20
5 - 8 yrs
1
2
Pirates of the Caribbean
8 to 20
5 - 8 yrs
1
3
Tiger Tails
8 to 20
5 - 8 yrs
1
4
King of the Ring
8 to 16
5 - 8 yrs
1
5
Robocops
10 to 14
5 - 8 yrs
1
6
Chain Gang
10 to 16
5 - 8 yrs
1
7
Funny Turns
5 to 12
5 - 8 yrs
1
8
Cat and Mouse
10 to 14
5 - 8 yrs
1
9
Space Wars
8 to 20
5 - 8 yrs
2
10
Star Gates
8 to 12
5 - 8 yrs
2
11
Aliens
8 to 20
5 - 8 yrs
2
12
Zombie Attack
11 to 20
5 - 8 yrs
2
13
Twins
12 to 20
5 - 8 yrs
2
14
Space Invaders
12 to 16
6 - 8 yrs
2
15
Airball
8 to 16
6 - 8 yrs
2
16
Head for Home
11 to 14
6 - 8 yrs
2
17
Dive Bombers
4 to 20
6 - 8 yrs
2
18
Behind Enemy Lines
6 to 12
6 - 8 yrs
2
19
Under Arrest
11 to 14
5 - 8 yrs
3
20
Bumper Cars
13 to 15
5 - 8 yrs
3
21
Tomb Raiders
10 to 14
5 - 8 yrs
3
22
Over the Border
8 to 16
6 - 8 yrs
3
23
Don’t Feed the Monkeys
11 to 14
6 - 8 yrs
3
24
Bodyguards
9 to 12
6 - 8 yrs
3
25
Pool Table
10 to 12
6 - 8 yrs
3
*The games have been given a relative difficulty. All are easy to run but some are more challenging for players than others.
Fun Soccer Games for 5 to 8 Year Olds
Ghostbusters
1
The Rules
PASS
Inside the area 10 players have a ball while the two remaining players are the evil ghosts.
RUN
GROUND COVERED
The players must dribble their ball around the area – they can move in any direction as long as they stay within the area – trying to stay away from the ghosts. The ghosts attempt to tag the dribbling players. Once a player has been tagged they freeze and stand with their feet apart holding their ball above their head. See how many players the ghosts can freeze in 1 minute. The quickest time to tag all players, or the most tagged when the time runs out, wins. After each game nominate two new ghosts and restart with all players back in the game.
The players dribble around avoiding the ghosts.
Main Objectives Dribbling, close control, turning away from defenders.
Set Up Area: Players: Equipment:
30x30 yard square 12 10 balls
What To Call Out “Head up” “Accelerate” “Freeze if you’ve been tagged” Players freeze when tagged by a ghost.
Progression Allow free players to unfreeze tagged players with a nutmeg – playing the ball between their legs – which means the ghosts have to work harder to tag everyone. In order to be unfrozen players must shout out “I need a ghostbuster”. Make it even harder by getting players to crawl through a frozen players legs after they have played the nutmeg
Hint Times and results should be told to players as you go as an incentive to be the quickest, most evil ghosts.
How many players can the ghosts freeze?
Fun Soccer Games for 5 to 8 Year Olds
Pirates of the Caribbean The Rules
2
PASS
As captain of the ship, begin by telling your crew of pirates the names for each of the sides; Bow (front), Stern (back), Port side (left), and Starboard side (right). This acts as a little bit of education and a memory test.
RUN
GROUND COVERED
The pirates dribble around on deck and when the captain calls out one of the four names the pirates must dribble to that end or side. The last pirate to reach the side called has a small forfeit to undertake but nothing too nasty (5 or 10 star jumps for example).
Main Objectives
Start by learning the sides of the ship.
Basic ball control, ball familiarity, changing direction.
Set Up Area: Players: Equipment:
50x40 yard area, shaped like a ship 12 12 balls
What To Call Out “Head up” “Keep your ball close” “Port”, “Starboard”, “Bow”, “Stern”
Progression Introduce some other skills to be completed on the captain’s call. “Scrub the deck” – control the ball using the inside of your feet, either static or moving.
The pirates follow the captain’s call.
“Climb the rigging” – do toe taps up and down on the ball as quickly as you can. “Clear the decks” – try to flick the ball up and juggle it off of the deck as long as you can. “Captain on board” – try to balance on the ball and salute the captain. “Cannonball!” – hit the deck and lie down as quickly as possible to avoid the blast.
Hint Place a corner flag at the front of the ship to help with memorizing the sides and let the kids name their ship.
The last pirate to that side gets a punishment.
Fun Soccer Games for 5 to 8 Year Olds
Tiger Tails
3
The Rules
PASS
Each tiger has a tail tucked into the back of their shorts. The tail must be visible so that other tigers can steal it.
RUN
GROUND COVERED
The tigers run around inside the area and trying to steal each other’s tails by pulling the tail out of another tiger’s shorts. When a tiger steals a tail they add it to their own. Other tigers can now steal however many tails they have. If a tail drops on the floor any tiger can steal it. However, first to touch the tail gets it to avoid a tug-ofwar. Tigers cannot grip their tail to stop it being stolen. They need to protect their tail by sprinting away, turning and screening.
Each tiger has a tail tucked into their shorts.
The game can be played to a time limit (2 minutes, say) and see which tiger has the most tails at the end.
Main Objectives Awareness, reactions, change of direction, explosive speed, twisting, turning, screening.
Set Up Area: Players: Equipment:
45x30 yards 12 12 tails (old bibs or strips of material)
What To Call Out
Steal a tail by grabbing it.
“Turn” “Sprint” “Look out”
Progression Give each player a ball which they must keep under close control whilst trying to steal tails. When a tiger has their tail stolen they must now dribble around the outside of the area and the game is played until there is a winning tiger with all of the tails. It might be more realistic to play to the last two as the 1v1 at the end could last a long time.
Hint You can make your own tails from material or use old bibs. Avoid using new bibs as they might get ripped.
The tiger with the most tails wins.
Fun Soccer Games for 5 to 8 Year Olds
King of the Ring
4
The Rules
PASS
RUN
GROUND COVERED
The fighters begin by dribbling around inside the ring in any direction. Keeping their own ball under close control they must try to knock another fighter’s ball out of the ring. To be successful fighters must decide who to attack and use defensive skills to knock their ball out, while being aware that they might be attacked from a different angle. Once a fighter’s ball has been knocked out they are out of the fight and must not touch another fighter’s ball. Any fighter who has been knocked out should collect their ball and walk around the outside of the ring with it so you can clearly see who is in and who is out.
Use the whole of the ring like a boxer.
When down to the final 2 or 3 fighters introduce a time limit to encourage them to win. If there is no winner before the time is up everyone can rejoin and start again.
Main Objectives Close control, turning, tackling, defending, decision making.
Set Up Area: Players: Equipment:
30x30 yard square 12 12 balls
Try not to get knocked out.
What To Call Out “Let battle commence” “Keep your ball close” “Head up”
Progression Encourage tactics. For example, fighters might pair up early on, placing their balls in the corner and go on the attack to knock out other fighters. The game could be played as a tag team game with one half of the pair starting inside the ring and able to tag out if they are tired or under pressure.
Hint Make sure that fighters stay on their feet and do not slide tackle at this young age. If any fighter slides they are out on a technical knockout.
Who will be crowned King of the Ring?
Fun Soccer Games for 5 to 8 Year Olds
Robocops
5
The Rules
PASS
RUN
GROUND COVERED
One player stands in each target zone to act as a target for the attacking team. They also serve the ball for the other team to counter attack. The ball is thrown and caught between team mates to reach the target player. Players can move with the ball but only walking speed – like Robocop. They can pass freely and must pass if tagged by an opponent. Opponents can only win the ball from an intercepted throw or if the ball is dropped. Speed walking is allowed. The game begins with one of the target players.
A point can either be scored by reaching the target player from a designated third of the pitch or after a minimum number of passes to encourage team play.
Main Objectives Basic handling, co-ordination, understanding of distances and angles, throwing and catching, calling for the ball.
Set Up Area: Players: Equipment:
50x30 yards with target zones at each goal 12 2 teams of 6 Cones, 2 goals, 1 ball
What To Call Out Players pass the ball by throwing it between them.
“Tagged, you can’t move” “Catch the ball high, with both hands” “Target player must stay in the zone”
Progression Allow the ball to be headed rather than caught if this will gain an advantage. Allow the attacking team to throw or head the ball into the goal. The target player now becomes a goalkeeper and is released from the no-running rule. The goalkeeper cannot leave the target zone though.
Hint Be firm on the no running rule. Players need to take time to be accurate with their throws. Any form of throwing is allowed, over-arm, under-arm or proper throw-in technique.
Steal the ball by intercepting a throw.
Fun Soccer Games for 5 to 8 Year Olds
Chain Gang
6
The Rules
PASS
RUN
GROUND COVERED
Place a large cone or pole at one end of each channel. The players are divided into two teams and start at the opposite end. The first player dribbles a ball up the channel, around the cone, and back to their team mates. The starting player then links arms with the second player on their team and they dribble the ball up the channel, around the cone, and back to their team mates. Each time an extra player joins the chain gang until all the players are in the chain. The whole team must negotiate the course and the turn without breaking and keeping their ball under control.
The chain starts with a single player.
If at any time the chain breaks they must start again from the line without adding an extra link.
Main Objectives Teamwork, strength, balance.
Set Up Area: Players: Equipment:
40x30 yards divided into two 40x15 yard channels 12, 2 teams of 6 Cones, 2 balls
What To Call Out
Extra players link in to the chain one at a time.
“Keep the ball close” “Don’t break the chain” “Work together”
Progression All players have to dribble a ball with them when they join the chain.
Hint Play best of three or five races and change the starting player as they must work harder.
If the chain breaks the group must try again.
Fun Soccer Games for 5 to 8 Year Olds
Funny Turns
7
The Rules
PASS
RUN
GROUND COVERED
The players start in the diamond with a ball each. Nominate a player to audition their funny turn. This can be any way they know of turning with the ball, however unorthodox. The player called dribbles to one of the outside cones and shows a turn that all the others must watch. If you are happy with the turn then the player dribbles back and all of the players get 1 minute to practice the turn they have just watched. After the rehearsal the players have to work their way around the clock performing the turn and returning through the diamond at each cone.
The first player displays their funny turn.
The coach and the player that auditioned the turn now become judges and choose the best attempt at the turn as the winner. 2nd and 3rd places can also be awarded. The winner is allowed to nominate the next audition and can choose themselves if they wish. Make sure everyone has a chance to audition a turn.
Main Objectives Turning with the ball under close control.
Set Up Area: Players: Equipment:
The rest of the players try to copy it.
Circle, 10 yards radius 8 12 cones, 8 balls
What To Call Out “It’s showtime!” “Be inventive” “Keep the ball close”
Progression Add 1 or 2 defenders inside the circle which the players must avoid while dribbling. The defenders cannot enter the diamond in the centre.
Hint No matter how easy or hard the turn, give the players lots of praise and encourage them to try different things.
The coach and player choose a winner.
Fun Soccer Games for 5 to 8 Year Olds
Cat and Mouse
8
The Rules
PASS
RUN
GROUND COVERED
Players are divided into to two teams, cats and mice, with the players on each team numbered 1-6 each starting at a cone. Start with 12 balls (pieces of cheese) in the middle. The coach calls out a number and the appropriate mouse runs to the centre and steals the cheese, one piece at a time, taking it back to their starting place on the circle. At the same time, the appropriate cat takes a piece of cheese, dribbles back to their starting cone and then all the way around the outside of the circle before returning the cheese to the middle. When the cat gets back the turn is over. The mouse counts their cheese and returns it to the middle before the coach calls the next number to repeat the game.
The cat and mouse set off.
After all 6 pairs have gone, count the total number of pieces of cheese stolen and switch the roles of cat and mouse.
Main Objectives Speed, control, turning, dribbling.
Set Up Area: Players: Equipment:
Circle, 10 yard radius 12, 2 teams of 6 12 balls, 12 cones The mouse steals as much cheese as possible.
What To Call Out “Stop the cheese at your cone” “Keep the cheese close” “The cat’s almost home”
Progression Allow the cat to sprint around the outside of the circle without a ball to encourage quicker, short bursts and turns by the mice. This will cause the scores to be lower.
Hint Once a player has taken their turn they should sit down to avoid confusion – unless the ground is wet of course!
The cat’s almost home!
Fun Soccer Games for 5 to 8 Year Olds
Space Wars
9
The Rules
PASS
RUN
GROUND COVERED
Two fleets of star fighters start either side of the grid on their launch pads. The star fighters take off on the commander’s order to battle the opposing fleet. To score you must knock an opponent’s ball out of the grid with your ball whilst ensuring that your ball stays inside the grid. If your ball leaves the grid you have been shot down and should crash land outside of the grid. At the end of the battle the fleet with the most remaining star fighters wins. Star fighters prepare for battle.
Main Objectives Accuracy and weight of passing.
Set Up Area: Players: Equipment:
30x30 yard square 16, 2 teams of 8 Cones, ball each
What To Call Out “Lock on to a target” “Try to not get shot down” “Keep your ball close”
Progression For older children you might allow a hit to include striking your opponent below the knee rather than knocking their ball out of the grid. Not too hard though!
As fighters are shot down they leave the area.
Hint Keep spare balls at each end as if a player attempts a strike and misses the ball could go anywhere. Shot down players can then act as ammunition collectors to keep the team’s supply stocked.
There can only be one winner.
Fun Soccer Games for 5 to 8 Year Olds
10
Star Gates The Rules
PASS
RUN
GROUND COVERED
The team in possession must play a set number of passes (say 5) then attempt to break into the next frontier through one of the star gates by passing or dribbling through. The defending players must not simply stand in front of the gate to block it. Once the ball has been played through a gate - and the player who played it has followed it through - all of the players can move through into the next frontier and the process begins again. Unless both ball and player have gone through, no-one else is allowed in as the next frontier is deemed to be unsafe.
Teams must make 5 passes within the zone.
The object of the game is to get from one end to the other and back again through any combination of gates. If possession is lost the other team faces the same challenge. However, if the ball is lost in the central zone the other team must get into an end zone before the process can start again.
Main Objectives Passing, dribbling, timing and angle of forward runs, switching play.
Set Up Area: Players: Equipment:
45x30 yard area divided into 3, 15 yard zones 10, 2 teams of 5 Cones, balls
A player breaks through a Star Gate.
What To Call Out “Stargate open” – the passing target has been met. “All clear” – all players can move through a gate. “Try and switch to another gate”
Progression The ball can be passed through a gate into space but players are not allowed into space before the ball as it is unsafe. This acts as an early introduction to the offside rule, timing runs, and passing into space.
Hint Keep a supply of footballs nearby to keep the practice flowing.
The rest of the players can then enter the zone.
Fun Soccer Games for 5 to 8 Year Olds
Aliens
11
The Rules
PASS
RUN
GROUND COVERED
Nominate one player to start as an alien. The rest of the players become the space cadets. The alien collects a ball from the side of the area and must play the ball against any of the space cadets below knee height in order to bite them. The space cadets must run around the area – in any direction - trying to avoid being bitten by the alien. If a player is bitten they collect a ball from the side of the pitch and they too become an alien. The space cadets cannot be attacked when they are in one of the safety pods. However, a player can only stay in a pod for a maximum of 10 seconds and cannot return to the same pod without first visiting another.
The alien hunts its prey.
Main Objectives Speed, agility, change of direction, reactions off the ball, timing, accuracy and pace of pass.
Set Up Area: Players: Equipment:
40x40 yard square with triangular 5 yard safety pods in each corner 12 11 balls
What To Call Out “Head up” “Sprint” “Aliens, think about when to bite”
The alien gets a bite.
Progression Reduce the amount of time that players can spend in each of the safety pods. Limit the number of players allowed in each safety pod. If a pod has reached capacity when the next player enters one of the players already in the pod must leave in order to make space for them.
Hint Aliens must consider when to bite as if they lose their ball they must go and collect another, wasting biting time. If they lose all of the balls valuable time and energy will be spent collecting them.
It’s hard to escape as the aliens multiply.
Fun Soccer Games for 5 to 8 Year Olds
Zombie Attack The Rules
12 PASS
RUN
GROUND COVERED
Split the players into two teams. One team starts in the middle and one team goes to an end zone. The team in the middle are the zombies and in order to bite a player they have to keep their ball close and within touching distance when they tag a runner with their hand. The players without a ball have to go from end zone to end zone without being bitten by the zombies. Once a runner is bitten they turn into a zombie and get a ball from the side of the area. See who can be the last runner to get bitten. The zombies are the team starting in the middle.
Main Objectives Dribbling at pace, change of direction, disguise, attacking space.
Set Up Area: Players: Equipment:
40x30 yards with 5 yard end zones 12, 2 teams of 6 11 balls
What To Call Out “Zombies!” – to get the game started “You’ve been bitten” “Stay inside the grid”
Progression
Can you get to the other side without being bitten?
Fewer zombies than runners will make it harder at the start. You can also use smaller balls to increase skill levels or add specific gates that runners must escape through.
Hint Have fun, don’t get bitten.
If a player is bitten they become a zombie too.
Fun Soccer Games for 5 to 8 Year Olds
Twins
13
The Rules
PASS
RUN
GROUND COVERED
Players must find a twin and play together by tying their legs together with a piece of cloth or an old bib – think three-legged race. Divide the players into two teams. They are aiming to hit the cones on the goal line in order to score a point. Players must stay linked throughout the game and can only pass or shoot, tackle or intercept with their outside leg. Players must switch sides on the coach’s command so that they practice using both their left and right feet. Anyone can take possession of the ball once they have switched and tied their legs together again. Players are tied together with their twin.
The ball must remain below head height to encourage the use of the weaker foot.
Main Objectives Working with others, problem solving, coordination, weaker foot accuracy.
Set Up Area: Players: Equipment:
30x25 yards 12, 2 teams of 6 4 cones, 2 goals, 1 ball
What To Call Out “Stay linked” “Move together” “Outside foot only”
They must work together to help their team.
Progression Remove the cones and allow longer shots and chipped goals into the entire goal. Instruct players that when you shout “break” they must untie themselves and can play as normal. This will allow you to see how they react in relation to the position of the ball.
Hint This game is perfect for large numbers as it automatically ties them up. You can play with anywhere between 8 and 20 players. Goalkeepers can be added if available. Twins switch sides to practice using both feet.
Fun Soccer Games for 5 to 8 Year Olds
Space Invaders
14
The Rules
PASS
RUN
GROUND COVERED
In pairs, players from 3 of the teams stand on either side of the channel and on the coach’s call play one touch passing back and forth. This represents the laser to shoot down invaders. One of the teams - the invaders - has to dribble through the channel, one player per zone at a time avoiding having their ball hit by the lasers. If an invader’s ball is hit by a laser, they have been destroyed and leave the channel in that zone. The invaders must aim to reach the safety zone at the end of the channel. The team with the most invaders reaching the safety zone wins. Lasers are fired back and forth across the channel.
If neither team reaches the safety zone, the team that progress the farthest along the channel wins.
Main Objectives Dribbling and close control, passing accuracy and pace, onetouch passing.
Set Up Area: Players: Equipment:
30x10 yard area with cones 5 yards apart along the length 16, 4 teams of 4 10 balls
What To Call Out “Commence firing” “Passers must play one touch” “Don’t hide your ball between your legs”
Dodge the lasers to reach the safety zone.
Progression Introduce timing, so the quickest team to reach the safety zone wins or stipulate a maximum amount of time. Alternatively, allow the passers an extra touch so that they can be more accurate when firing the laser.
Hint Keep an eye out for cheating in this one, if an invader’s ball is touched, they’re out. Make sure the passers are only using one touch to begin with. If your ball is hit by a laser, you are shot down.
Fun Soccer Games for 5 to 8 Year Olds
Airball
15
The Rules
PASS
RUN
GROUND COVERED
This game must be played by teams of 4 or 5 as you need at least one spare grid in each half of the area. Players look to throw the ball above head height into the spare grid in the opponent’s half. It must hit the ground to score a point. The opposition must prevent this by catching the ball. They can then try to throw into their opponent’s spare grid. Players must call to avoid having two players going for the same ball. If two players go for the same ball they incur a penalty point. Play to 10 points, switching sides halfway through.
The ball must be thrown into the empty grid.
Serves alternate and points are scored on every serve no matter what. If the ball goes out of bounds the team that touched the ball last loses the point.
Main Objectives Goalkeeping skills.
Set Up Area: Players: Equipment:
40x30 yards, in two halves. 6 10x10 yard grids in each half. 10, 2 teams of 5 Cones, 1 ball
Two players move into the grid incurring a penalty.
What To Call Out “Launch the airball” “Call your name to catch the airball” “Put your name on it”
Progression Allow players to throw the ball between them before throwing into the opposition’s half. Allow players to punch the ball straight back using two fists.
Hint Encourage players to catch the ball as high as possible. This will enable them to return it quicker. The ball hits the ground to score a point.
Fun Soccer Games for 5 to 8 Year Olds
Head for Home
16
The Rules
PASS
RUN
GROUND COVERED
To introduce the skill of heading players are allowed to serve the ball to themselves - without pressure from the opposition – in order to head the ball to a team mate. If they are not comfortable self serving, players can head the ball straight out of their hands. Players must make themselves available to catch a headed pass before serving themselves to head to another team mate. The object of the game is to get the ball home by heading to any team mate that has run into the end zone. The defending team is not allowed to block the header. They can only prevent a goal by marking runners and intercepting the ball by catching it and starting their own counter attack.
Two teams compete to head for home.
Main Objectives Basic heading technique.
Set Up Area: Players: Equipment:
30x30 yards with 5 yard end zones 12, 2 teams of 6 Cones, balls
What To Call Out “Eyes open” “Use forehead” “Arch back” “Contact the ball in the middle”
Players can serve themselves to head the ball.
Progression In order to move the ball faster, let players head directly from a header if space and timing allow it.
Hint Use size 3 footballs and do not over inflate. For fun and to improve confidence a light plastic ball of any size could be used.
They must reach home to score a point.
Fun Soccer Games for 5 to 8 Year Olds
Dive Bombers
17
The Rules
PASS
RUN
GROUND COVERED
Players start on opposite sides of the grid in pairs. One of the pairs starts with the ball. The player with the ball jogs to the opposite corner, turns, and serves the ball to their team mate at around waist height so that the team mate is encouraged to dive to head the ball. The team mate tries to score past the opposition pair with a diving header that must be below head height of the standing pair. Opposition players encourage this by only being able to stop the ball with their head or chest, no hands. And they must not kneel. Get the bombers in formation.
After each attempt the opponent gets a go so that all players are constantly rotating position. Quick attacks will be better before the opposition defenders are able to get back in position. Play to a score - say 5 - before switching opposition. See how many wins your team can get.
Main Objectives Diving headers.
Set Up Area: Players: Equipment:
8x8 yard grids 4, 2 teams of 2 per grid 4 cones, 1 ball per grid
Bombers must dive to get closer to their target.
What To Call Out “Attack the ball” “Keep your hands in front” “Timing. Don’t move forward too quickly”
Progression Allow defenders to head the ball straight back across the opponent’s line if they can to score. They can still get their turn afterwards.
Hint Only do this practice on a soft surface. Use size 3 footballs and do not overinflate. Have plenty of spare balls ready. The opposition team launch a counter attack.
Fun Soccer Games for 5 to 8 Year Olds
Behind Enemy Lines
18
The Rules
PASS
RUN
GROUND COVERED
The groups go into each of the zones with the two end zones representing allied units, the middle zone play as an enemy unit. The ball is a package that must be delivered behind enemy lines. One of the units starts with the package, passing amongst themselves. They must get the package into the opposite end zone with a pass – below head height – through the enemy’s line. If the pass is intercepted or miss hit out of the area the unit must switch with the enemy. Count the number of completed passes through enemy lines in a specified time - 3 minutes, say - if the ball has not been intercepted by then.
The package is delivered behind enemy lines.
Main Objectives Passing through the opposition, getting behind defenders, defensive shape, anticipation.
Set Up Area: Players: Equipment:
45x30 yard area divided into 3, 15 yard zones 12, 3 teams of 4 1 ball
What To Call Out “Deliver the package” “Quick passing” “Drive the ball through a gap”
The enemy intercepts the package.
Progression Allow one member of the enemy unit to apply pressure by entering one of the end zones to try and steal the package. Similarly, one player can drop into the opposite end zone to try and intercept the package.
Hint This is a more advanced game, calling on teamwork, decision making – when to press and when to drop off - and accurate passing.
Lose the package and you must try to win it back.
Fun Soccer Games for 5 to 8 Year Olds
Under Arrest The Rules
19 PASS
RUN
GROUND COVERED
Outfield players choose an opponent to be marked by and to mark when their team is not in possession of the ball. For a set time – 5 minutes, say – this is the only player that can tackle you and the only player that you can tackle. Players must therefore escape to get space to receive the ball or take your player away so that a team mate can attack that space. Defensively can you stay as close as possible and stop your player getting the ball or scoring? Choose an opponent to place under arrest.
Main Objectives Creating space for self and others, first touch, dribbling, shooting, crossing, marking/tracking, intercepting.
Set Up Area: Players: Equipment:
36x30 yards 12, 2 teams of 6 2 goals, 1 ball
What To Call Out “You’re under arrest, can you get away?” “Can you stay close?” “Keep the ball in front of you”
Progression Add a floating player or players who play for both teams but cannot score. This will encourage use and recognition of a player in space.
Escape your marker to receive the ball in space.
Hint This game gives a chance to work on the goalkeeper’s distribution (rolling or throwing) into feet or space.
Only tackle the player you have under arrest.
Fun Soccer Games for 5 to 8 Year Olds
Bumper Cars
20
The Rules
PASS
RUN
GROUND COVERED
Place one player inside each of the 5x5 yard squares. 4 players dribble around inside the main area. Two defenders – without a ball – look to knock balls out of the grid. Each ball they knock out is worth 1 point. The game stops when they knock all 5 balls out of the area. If a dribbling player wants a rest they can bump a player out of one of the safety zones. When inside a safety zone, if a ball is passed to you and a player runs into your zone you must leave and dribble the ball into the main area. Players won’t stay in the safety zones for long!
If bumped out of a safety zone you can attempt to bump someone else out but cannot return to your own safety zone. It is important that the first touch takes the player into space and not into danger. Players in a safety zone must try to control any passes into them!
Main Objectives Dribbling, running with the ball, accurate passing, changeovers, first touch into space.
Set Up Area: Players: Equipment:
40x30 yards with 5x5 yard squares inside 12 Cones, 4 balls
Defenders try to knock the balls out of the area.
What To Call Out “Head up” “You’ve been bumped” “First touch into space”
Progression Reduce the size of the safety grids so passes must be more accurate. Allow players that have been knocked out of the game to become defenders.
Hint Discourage slide tackles. Rotate the defenders.
Dribble into a safe zone and bump the player out.
Fun Soccer Games for 5 to 8 Year Olds
Tomb Raiders
21
The Rules
PASS
The players in tomb A pass the skull (ball) using one or two touches, depending on ability.
RUN
Tomb A
GROUND COVERED Tomb B
Two raiders from tomb B are called to come through the tunnels to steal the skull. If successful they must dribble/run with the ball back through a tunnel into their own tomb and begin passing it with their team to keep it for as long as possible. The team in tomb A now send through two raiders of their own – who must follow through the same tunnel that team B escaped through – to try and steal the skull back again. At any point the coach can call for a third raider to go and help steal the skull.
Two raiders go through the tunnel into the tomb.
If the skull is knocked out of the tomb the coach can choose which team restarts with a new skull. A point can be scored by stealing the skull, or achieving a set number of passes – say 10 – when you are in possession of it.
Main Objectives Possession, short passing, intercepting passes.
Set Up Area: Players: Equipment:
50x30 yard area total comprising 2 20x30 yard areas joined by 3 10x10 yard escape tunnels. 10, 2 teams of 5 Cones, balls
They steal the skull and return to their own tomb.
What To Call Out “Tomb raiders go” “Good passing” “New skull coming in”
Progression Allow the teams to choose how many raiders to send. Allow skulls to be chipped over the tunnels to encourage aerial control. The skull cannot bounce within a tunnel.
Hint Have ample footballs ready to play in. Don’t do the obvious, see how players react to the ball going the opposite way. Roll the ball in to avoid head clashes on high balls.
Two new raiders give chase to win the skull back.
Fun Soccer Games for 5 to 8 Year Olds
Over the Border
22
The Rules
PASS
RUN
GROUND COVERED
The teams start in opposite countries (end zones) with each player, numbered from 1 to 6, passing in order (1 to 2, 2 to 3, 3 to 4 and so on). At any point the coach can shout out a number and the player with that number must sprint across the border and try to steal the opponent’s ball. Both players go across at the same time. The remaining players do not have to pass in sequence but must retain possession. The first player to win the ball or knock it out of the opponent’s country wins a point and both players return home to restart the sequence. The players sprint across the border.
Ensure that all numbers are called but don’t be predictable. The same number could go twice in a row. The first team to ten points wins.
Main Objectives Short passing, receiving passes, quick play, closing down, defending, intercepting passes.
Set Up Area: Players: Equipment:
50x25 yard area with 10 yard end zones 12, 2 teams of 6 2 balls
What To Call Out
The first player to win the ball scores a point.
“Accurate passing” “Support your team mates” “Have a good first touch”
Progression Call two numbers at a time to practice defending in pairs. Alternatively, put restrictions on the number of touches allowed for the passing players.
Hint If one team dominates the other then restrict the number of touches allowed for just that team or swap personnel between the teams. Both players return to their country.
Fun Soccer Games for 5 to 8 Year Olds
Don’t Feed the Monkeys The Rules
PASS
23 RUN
GROUND COVERED
2 monkeys are placed inside the monkey cage (inner circle) and are guarded by 4 zoo keepers who start in the zoo itself (outer circle). 6 visitors start on the cones forming the perimeter of the zoo with a ball each. The visitors must try to feed the monkeys by passing a ball to them. The monkey must be able to control the pass and return it to the visitor for a point to count. The zoo keepers must try to stop the monkeys being fed by intercepting passes with their feet or head. The monkeys cannot leave their cage, while the zoo keepers and visitors cannot enter the cage or leave the zoo itself.
Zoo keepers don’t like it when you feed the monkeys.
Visitors can interchange balls in order to keep the defenders guessing and change the point of attack. Play for 2 or 3 minutes and record the scores. The winners can be the visitors with most points scored or the zoo keepers with the least points scored against them, or both.
Main Objectives Accuracy and weight of passing, control, first touch, anticipating and intercepting passes.
Set Up Area: Players: Equipment:
10 yard radius outer circle with 3 yard radius inner circle 12 12 cones, 12 balls
Try to stop the visitors by blocking their passes.
What To Call Out “Excellent pass” “Get the monkey’s attention” “Well defended”
Progression Insist on chipped passes that the monkeys can catch or control with their chest or head.
Hint Ensure that players are fully rotated so they have a turn as the monkeys, zoo keepers and the visitors.
Monkeys receive a pass and return it to get fed.
Fun Soccer Games for 5 to 8 Year Olds
Bodyguards
24
The Rules
PASS
RUN
GROUND COVERED
Split the area into 3 equal sized zones with a VIP (goalkeeper) and two bodyguards (defenders) in each zone. Place 4 balls beside each goal. Bodyguards must stay in their zone and protect their VIP, who in turn must protect their goal. Each team has one assassin who attempts to score points by beating the VIP to score a goal. The assassin must be inside the opponent’s zone to score in their goal creating 2v1 or 1v1 situations (2 assassins can go for the same VIP). Each assassin has 4 shots and must return to their own goal to reload and collect a new ball after each shot.
The bodyguards set up to protect their VIP.
Main Objectives Shooting, defending, goalkeeping.
Set Up Area: Players: Equipment:
30x30x30 yard triangle 12, 3 teams of 4 12 balls, 3 mini goals (or 6 poles if no goals available)
What To Call Out “Shoot on sight” – to the assassins “React to ricochets” – loose balls “Don’t dive in” – to the bodyguards
The assassins break out to attack the VIPs.
Progression If bodyguards win possession they can counter attack and gain extra points. Open up the game to a freeplay situation. No-one is restricted to an area and anyone can score or defend. This will test decision making (rash attack or cautious defending?).
Hint Rotate roles of players after each set of 4 shots. The winning team is the team who scores the highest from 16 balls.
Assassins must return to their base to reload.
Fun Soccer Games for 5 to 8 Year Olds
Pool Table The Rules
25 PASS
RUN
GROUND COVERED
Two even numbered teams free play using as many skills as possible to get an opportunity to pass or shoot through one of the six pockets. The other team try to prevent this and gain possession. If a team pots a ball they retain possession and continue their break until they miss the target or lose the ball to a tackle or interception. The first team to score 8 (ie 7 reds then the black) wins the game. For any fouls or cheating the opposition team is awarded a free shot. UK pool rules, so 7 colours and the black to win.
Main Objectives Passing, movement, support, shooting accuracy, general defending.
Set Up Area: Players: Equipment:
40x30 yards, six gates like pockets on a pool table 12, 2 teams of 6 Cones, 1 ball
What To Call Out “Accurate passing” “It’s 5-3” – for example “Team A is on the black”
Progression
Pot by passing or shooting into one of the pockets.
Limit the number of touches each player is allowed. Alternatively, place a ball over each pocket that players must strike with the cue ball in order to pot. This encourages even greater accuracy and good pace on shots and passes.
Hint Play one frame or best of 3 frames and change the personnel around.
If a pot is missed the opposition gets a chance.
Fun Soccer Games for 5 to 8 Year Olds
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Goal Keeper Drills STRETCHING: • Always start every practice with good stretching of back, neck & legs. Flexibility is critical to being a good keeper. HAND DRILLS: • Bent over, ball between legs / switching hands • Bounce ball front to back between legs • On back - straight up catch, 1 & 2 hands • On back - spin ball off finger tips • Stand back-to-back wi partner, twist around hand-offs • Sit-ups wi side-to-side catch (use ground I 1 leg up) • Low rollers to feet I legs together • High balls - jumping wi 1 knee up, catch ball above head • Punching balls wi 1 hand & 2 hands DIVING DRILLS: • (Short Dives) Squats - small side-to-side dives (work on fonn) • (Medium Dives) Side -to - side over cone (work on form) • (Long Dives) Side - to - side over partner (work on form) • Lay on stomach one side of goal, roll ball to other side goal (10 in a row) • Low dive one side, high dive other side (10 in a row) • Tip over - run up, touch ball, run back & tip over (10 in a row) • Forward somersault I dive side - to - side (lOin a row) • Suicide: 10 balls, 2 ft. apart - rapid fire to the left then right (block wi hands and or stomach) THROWING DRILLS: • Against wall (work on form) • Distribute to opposite side I low rolling throw (game-like conditions) • Long throw to mid-field (high trajectory) • Short throw from chest - pushing action (low trajectory) KICKING DRILLS: (Punt & Drop Kick) • Short punt I drop kick into net or against wall (work on form) • Long punt / drop kick along side lines -left & right (game-like conditions)
Goal Keeper Drills STRETCHING: • Always start every practice with good stretching of back, neck & legs. Flexibility is critical to being a good keeper. HAND DRILLS: • Bent over, ball between legs I switching hands • Bounce ball front to back between legs • On back - straight up catch, 1 & 2 hands • On back - spin ball off finger tips • Stand back-to-back wi partner, twist around hand-offs • Sit-ups wi side-to-side catch (use ground I 1 leg up) • Low rollers to feet I legs together • High balls - jumping wi 1 knee up, catch ball above head • Punching balls wi 1 hand & 2 hands DIVING DRILLS: • (Short Dives) Squats - small side-to-side dives (work on form) • (Medium Dives) Side -to - side over cone (work on form) • (Long Dives) Side - to - side over partner (work on form) • Lay on stomach one side of goal, roll ball to other side goal (10 in a row) • Low dive one side, high dive other side (1 0 in a row) • Tip over - run up, touch ball, run back & tip over (10 in a row) • Forward somersault I dive side - to - side (10 in a row) • Suicide: 10 balls, 2 ft. apart - rapid fire to the left then right (block wi hands and or stomach) THROWING DRILLS: • Against wall (work on form) • Distribute to opposite side / low rolling throw (game-like conditions) • Long throw to mid-field (high trajectory) • Short throw from chest - pushing action (low trajectory) KICKING DRILLS: (Punt & Drop Kick) • Short punt I drop kick into net or against wall (work on form) • Long punt / drop kick along side lines -left & right (game-like conditions)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. It is important, if possible, that all players have a ball in most activities so that they can have “LOTS” of touches as they attempt to dribble (propel) the ball. (Sessions should be about 45 minutes in duration.) 1) Tag---Every child dribbles a soccer ball in a defined space while trying to tag other players with their hand. Players cannot leave their own ball. Have them keep count of how many people they have tagged and, if playing more than one game, see if players can tag more people than they did in the first game. Version 2: Players must tag other players’ knees. (6 minutes) 2) Hospital tag---Same as tag in that each player dribbles a soccer ball and that they try to tag each other with their hands. In this game, each time a player is tagged he/she must place their hand on the spot on their body where they were tagged. Obviously, if tagged a third time, players have no more hands to cover those spots, so they most go to the hospital to see the doctor. The coach acts as the doctor and performs a magical task (pretend) to heal the injuries of all the little soccer players so they can continue playing the game. (8 minutes) 3) Body Part Dribble---In designated area, coach has all players dribble a soccer ball. When coach yells out the name of a body part, players must touch that body part to the ball as quickly as possible. Coach should vary body parts and rate at which he calls out body parts. At times, call out body parts consecutively (i.e. tummy, nose, elbow) during one stoppage or call out two body parts at once (i.e. both hands or both feet). (8 minutes) 4) Red light/Green light---All players have a ball and dribble in a limited space (or towards the coach). When coach says “red light”, players must stop ball and put foot on top of ball. When coach says “yellow light”, players must dribble very slowly. When coach says “green light”, players dribble fast. Coach controls this game with the frequency of “light” changes and variety of changes. Once players catch on to this game, add other color lights and affix different actions to them. (i.e. purple light = hop back and forth over ball, orange light = run around the ball, black light = dance, blue light = hide behind the ball etc. etc.). (8 minutes) 5) 3v3 or 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE the GOOD STUFF! (15 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. It is important, if possible, that all players have a ball in most activities so that they can have “LOTS” of touches as they attempt to dribble (propel) the ball. (Sessions should be about 45 minutes in duration.) 1) Tail Steal--- All players tuck a pennie into the back of their shorts to give themselves a tail. All players dribble their soccer ball while trying to pluck the tails of other players and trying to make sure their tail does not get plucked. Players play until the last tail is plucked. (6 minutes) 2) Snake---In an appropriate space, have all players dribble their soccer balls, except for 2-3 players (the snake). The snake players hold hands or lock arms and work together to tag the other players. The players dribbling the balls try to avoid getting tagged by the snake. If they are tagged, they join hands or lock arms with the snake. The snake grows until all players are part of the snake. The snake must work together and stay connected…they cannot break into little parts. Encourage fun by having the snake hiss. (8 minutes) 3) Freeze Tag---Everyone has a ball and coach can pick one or two players who are the Freeze monsters. Freeze monsters (with ball) try and dribble around and tag other players (who also have a ball and are dribbling around). The frozen player must stand still holding their ball over their head. Players can become unfrozen if the coach comes over and unfreezes them OR the coach can have the other players unfreeze each other (by simply touching them again). If all players are frozen, game ends and the coach can have new Freeze monsters. Version 2: Freeze monsters can now try to freeze (tag) the other players by kicking their soccer ball at someone else’s soccer ball or at their feet. Version 3: Coach can be the freeze monster and try to tag all the players; players can unfreeze each other. (8 minutes) 4) Capture the Balls---Set up three or four “home bases” (squares) with cones roughly 2-3 yards wide. Break up the players into teams and have each team get together in their home base. Place all the balls in the center of the space between the home bases. On the coach’s command the teams are free to gather as many soccer balls as they can into their home base. Players cannot use hands and there is no pushing each other or sitting/laying on the balls. Teams try to gather as many balls as possible into their home bases. Teams can steal balls from each others’ home bases. Coach calls time and counts up how many balls are in each base to determine a winner. Coach allows team 1 minute to make up a new team strategy before playing again. (8 minutes)
5) 3v3 or 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE the GOOD STUFF! (15 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. It is important, if possible, that all players have a ball in most activities so that they can have “LOTS” of touches as they attempt to dribble (propel) the ball. (Sessions should be about 45 minutes in duration.) 1) Free Dribble---Everyone dribbling a ball, using insides, outsides, and soles of their feet. Players can dribble with speed (outsides of the feet and toes), try moves of their choice or moves that the coach introduces, or they can change direction. The Coach can manipulate the session by calling out different commands…”stop, go, turn, tap”. Kids can carry the ball towards someone and try a move. Version 2: As players get comfortable, the coach can walk around and put pressure on players as they are performing dribbling tasks. This adds fun and interaction. (8 minutes) 2) Kangaroo Jack---All players except two or three begin with a ball. Players without balls are kangaroo jacks and must hop like a kangaroo and try to tag players. If a player gets tagged, he/she becomes a kangaroo as well until all players are turned into kangaroos. (6 minutes) 3) Ball Tag---Similar to other tag games except players try to tag others with their soccer ball, by kicking it at another player’s feet or ball. Have them keep count of how many times they kick their soccer ball and tag another person. Options: If the players tag the coach, they are awarded 10 or 20 points. If the players tag other selected players, they can be awarded 50 or 100 points etc. (8 minutes) 4) Moving Goal---2 coaches use a pennie or an extra piece of clothing to form a movable goal with each coach serving as a post and the shirt serving as the crossbar. Players each have a ball and try to score by kicking their ball through the goal. However, the coaches constantly move and turn to force the players to keep their head up and to change direction as they dribble. (8 minutes) 5) 3v3 or 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE the GOOD STUFF! (15 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. It is important, if possible, that all players have a ball in most activities so that they can have “LOTS” of touches as they attempt to dribble (propel) the ball. (Sessions should be about 45 minutes in duration.) 1) Juggling---Everyone with a ball. Hold hands out with ball in between, drop ball directly down and kick back up to hands, etc. Players practice keeping the ball in the air with their feet and thighs. Players count how many times they touch the ball before it drops to the ground. Version 2: Controlled juggling…juggle on one thigh, then add other thigh, then add one foot, then add the other foot…thigh-thigh-foot-foot (6 minutes) 2) Paint the Field---Every player dribbles their ball in the area defined. You explain to them that their ball is actually a paintbrush and wherever it rolls on the ground, it paints that area. The task is to paint as much of the area as possible in the time allotted by dribbling their soccer balls all over the grid. Version 2: Can ask them to paint with only their left foot, then their right foot. (8 minutes) 3) Red light/Green light---All players have a ball and dribble in a limited space (or towards the coach). When coach says “red light”, players must stop ball and put foot on top of ball. When coach says “yellow light”, players must dribble very slowly. When coach says “green light”, players dribble fast. Coach controls this game with frequency of “light changes” and variety of changes. Once players catch on to this game, add lights of other colors and affix different actions to them. (i.e. purple light = hop back and forth over ball, orange light = run around the ball, black light = dance, blue light = hide behind the ball etc. etc.). (8 minutes) 4) Pirate Ship---Set up a 20x20 grid (Pirate ship deck) with a small 6x6 grid (safe shark cage) just in one of the corners of the field. Coach makes up variations and adds them to their pirate ship journey one at a time. Variations on the ship can be: Scrub the deck-players must roll the ball back and forth with the sole of their foot, then coach can ask them to do this while moving all around the Pirate Ship deck. Hoist the sail-players can knock the ball back and forth between their feet (foundation), then dribble all around the Pirate Ship deck as fast as they can. Walk the plank-players must do toe touches on their soccer ball, then dribble all around the Pirate Ship deck as fast as they can. Shark attack-Coach (aka: ‘Shark’) runs after players and they have to try and dribble their soccer ball into the 6x6 (safe shark cage) before the ‘shark’ catches them. (8 minutes) 5) 3v3 or 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE the GOOD STUFF! (15 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. It is important, if possible, that all players have a ball in most activities so that they can have “LOTS” of touches as they attempt to dribble (propel) the ball. (Sessions should be about 45 minutes in duration.) 1) Body Part Dribble---In designated area, coach has all players dribble a soccer ball. When coach yells out the name of a body part, players must touch that body part to the ball as quickly as possible. Coach should vary body parts and rate at which he calls out body parts. At times, call out body parts consecutively (i.e. tummy, nose, elbow) during one stoppage or call out two body parts at once (i.e. both hands or both feet). (6 minutes) 2) Gates---Set up many pairs of cones (with roughly 2 yards in between pairs) all around the playing area. These pairs serve as gates or many mini-goals. Players each have a ball and must dribble through the gate in order to score. Have players count how many goals they score in 30 seconds and when playing a second time ask them if they can beat their score by one goal. Coaches can vary this by asking players to dribble with left foot or right foot. If players end up dribbling back and forth through only one goal, set up a rule to protect against this. (8 minutes)
3) Ball Tag---Similar to other tag games except players try to tag others with their soccer ball, by kicking it at another player’s feet or ball. Have them keep count of how many times they kick their soccer ball and tag another person. Options: If the players tag the coach, they are awarded 10 or 20 points. If the players tag other selected players, they can be awarded 50 or 100 points etc. (8 minutes)
4) Cops and Robbers---Coach sets up 8-10 stand-up cones in a 15yd x 15yd space. Robbers all have soccer balls and knock over the cones (banks) by kicking their balls into the cones and knocking them over. Cops (have 2 or 3 cops for each game) do not have soccer balls and need to stand the cones back up (before all the banks are robbed). Rotate who gets to be cops. Variation (If don’t have stand- up cones): ½ group (cops) take soccer balls and put on top of disc cones. Other ½ of group (robbers) try to knock over those soccer balls by kicking their soccer balls at them. Cops must replace the soccer balls on the cones as quickly as possible. (8 minutes) 5) 3v3 or 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE the GOOD STUFF! (15 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. It is important, if possible, that all players have a ball in most activities so that they can have “LOTS” of touches as they attempt to dribble (propel) the ball. (Sessions should be about 45 minutes in duration.) 1) Tag---Every child dribbles a soccer ball in a defined space while trying to tag other players with their hand. Players cannot leave their own ball. Have them keep count of how many people they have tagged and, if playing twice in a row, see if players can tag more people than they did in the first game. Version 2: Players must tag other players on their knees. (8 minutes) 2) Juggling---Everyone with a ball. Hold hands out with ball in between, drop ball directly down and kick back up to hands, etc. Players practice keeping the ball in the air with their feet and thighs. Players count how many times they touch the ball before it drops to the ground. Version 2: Controlled juggling…juggle on one thigh, then add other thigh, then add one foot, then add the other foot…thighthigh-foot-foot (6 minutes) 3) Tail Steal--- All players tuck a pennie into the back of their shorts to give themselves a tail. All players dribble their soccer ball while trying to pluck the tails of other players and trying to make sure their tail does not get plucked. Players play until the last tail is plucked. (6 minutes) 4) Freeze Tag---Everyone has a ball and coach can pick one or two players who are the Freeze monsters. Freeze monsters (with ball) try and dribble around and tag other players (who also have a ball and are dribbling around). The frozen player must stand still holding their ball over their head. Players can become unfrozen if the coach comes over and unfreezes them OR the coach can have the other players unfreeze each other (by simply touching them again). If all players are frozen, game ends and the coach can have new Freeze monsters. Version 2: Freeze monsters can now try to freeze (tag) the other players by kicking their soccer ball at someone else’s soccer ball or at their feet. Version 3: Coach can be the freeze monster and try to tag all the players; players can unfreeze each other. (8 minutes) 5) 3v3 or 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE the GOOD STUFF! (15 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. It is important, if possible, that all players have a ball in most activities so that they can have “LOTS” of touches as they attempt to dribble (propel) the ball. (Sessions should be about 45 minutes in duration.)
1) Free Dribble---Everyone dribbling a ball, using insides, outsides, and soles of their feet. Players can dribble with speed (outsides of the feet and toes), try moves of their choice or moves that the coach introduces, or they can change direction. The Coach can manipulate the session by calling out different commands…”stop, go, turn, tap”. Kids can carry the ball towards someone and try a move. Version 2: As players get comfortable, the coach can walk around and put pressure on players as they are performing dribbling tasks. This adds fun and interaction. (8 minutes) 2) Hospital tag---Same as tag in that each player dribbles a soccer ball and that they try to tag each other with their hands. In this game, each time a player is tagged he/she must place their hand on the spot on their body where they were tagged. Obviously, if tagged a third time, players have no more hands to cover those spots, so they most go to the hospital to see the doctor. The coach acts as the doctor and performs a magical task (pretend) to heal all the injuries of the little soccer players so they can continue playing the game. (6 minutes) 3) Snake---In an appropriate space, have all players dribble their soccer balls, except for 2-3 players (the snake). The snake players hold hands or lock arms and work together to tag the other players. The players dribbling the balls try to avoid getting tagged by the snake. If they are tagged, they join hands or lock arms with the snake. The snake grows until all players are part of the snake. The snake must work together and stay connected…they cannot break into little parts. Encourage fun by having the snake hiss. (8 minutes) 4) Sharks and Minnows---Set up a grid roughly 10yds x 15yds. Have 3-4 players inside the grid acting as sharks. The sharks do not have a soccer ball. The rest of the players (Minnows) start at one end of the grid and when the coach says “Go”, they attempt to dribble their soccer balls to the other end of the grid. The sharks try to kick their soccer balls out of the grid. If a dribbler’s ball goes out of the grid, that player becomes a shark as well. If the minnows reach the other end of the grid with their soccer ball, they wait for the coach’s command and play again. Play continues until all players turn into sharks. (8 minutes) 5) 3v3 or 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE the GOOD STUFF! (15 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. It is important, if possible, that all players have a ball in most activities so that they can have “LOTS” of touches as they attempt to dribble (propel) the ball. (Sessions should be about 45 minutes in duration.) 1) Kangaroo Jack---All players except two or three begin with a ball. Players without balls are kangaroo jacks and must hop like a kangaroo and try to tag players. If a player gets tagged, he/she becomes a kangaroo as well until all players are turned into kangaroos. (6 minutes) 2) Red light/Green light---All players have a ball and dribble in a limited space (or towards the coach). When coach says “red light”, players must stop ball and put foot on top of ball. When coach says “yellow light”, players must dribble very slowly. When coach says “green light”, players dribble fast. Coach controls this game with frequency of “light changes” and variety of changes. Once players catch on to this game, add light of other colors and affix different actions to them. (i.e. purple light = hop back and forth over ball, orange light = run around the ball, black light = dance, blue light = hide behind the ball etc. etc.). (8 minutes) 3) Shrek/Spiderman/Spongebob---Place a couple players in pennies and have everyone else get a soccer ball. Set up a 20 yd x 15 yd grid and have the players with soccer balls dribble around in the space. The players in pennies are Shrek (or Spiderman or SpongeBob, etc.) and try to tag the players who have soccer balls. When players are tagged they go to into the goal (castle, spidernet etc. etc.) and can only get back out if a teammate with a ball tags them or the coach uses his/her magic powers to let everyone free. Use any character or images you like for this and make sure all players get a chance to be one of the special characters at some point during every practice. (8 minutes) 4) Cops and Robbers---Coach sets up 8-10 stand-up cones in a 15yd x 15yd space. Robbers all have soccer balls and knock over the cones (banks) by kicking their balls into the cones and knocking them over. Cops (have 2 or 3 cops for each game) do not have soccer balls and need to stand the cones back up (before all the banks are robbed). Rotate who gets to be cops. Variation (If don’t have stand- up cones): ½ group (cops) take soccer balls and put on top of disc cones. Other ½ of group (robbers) try to knock over those soccer balls by kicking their soccer balls at them. Cops must replace the soccer balls on the cones as quickly as possible. (8 minutes) 5) 3v3 or 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE the GOOD STUFF! (15 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. It is important, if possible, that all players have a ball in most activities so that they can have “LOTS” of touches as they attempt to dribble (propel) the ball. (Sessions should be about 45 minutes in duration.) 1) Juggling---Everyone with a ball. Hold hands out with ball in between, drop ball directly down and kick back up to hands, etc. Players practice keeping the ball in the air with their feet and thighs. Players count how many times they touch the ball before it drops to the ground. Version 2: Controlled juggling…juggle on one thigh, then add other thigh, then add one foot, then add the other foot…thighthigh-foot-foot (6 minutes) 2) Ball Tag---Similar to other tag games except players try to tag others with their soccer ball, by kicking it at another player’s feet or ball. Have them keep count of how many times they kick their soccer ball and tag another person. Options: If the players tag the coach, they are awarded 10 or 20 points. If the players tag other selected players, they can be awarded 50 or 100 points etc. (8 minutes) 3) Freeze Tag---Everyone has a ball and coach can pick one or two players who are the Freeze monsters. Freeze monsters (with ball) try and dribble around and tag other players (who also have a ball and are dribbling around). The frozen player must stand still holding their ball over their head. Players can become unfrozen if the coach comes over and unfreezes them OR the coach can have the other players unfreeze each other (by simply touching them again). If all players are frozen, game ends and the coach can have new Freeze monsters. Version 2: Freeze monsters can now try to freeze (tag) the other players by kicking their soccer ball at someone else’s soccer ball or at their feet. Version 3: Coach can be the freeze monster and try to tag all the players; players can unfreeze each other. (8 minutes) 4) Get “Outta” There---Place two small (2 yard) goals at the end of a field 15 x 10 yards. The coach stands at the halfway line with all of the soccer balls. Half of the players are lined up on his left side and half of the players are lined up on his right side in different colored bibs. When the coach kicks a ball onto the field, the first two players in each line run out and try to score on each other’s goal. If the ball goes in the goal or out of bounds, the coach yells “get outta there” and plays a new ball into the field immediately for the next two players. Version 2: Coach can stop yelling “get outta there” and see if the 1st players in each line recognize that they should begin play when a new ball is kicked into the field. Version 3: Coach can vary service of ball. Sometimes play it to one player, sometimes toss the ball up in the air. (8 minutes)
5) 3v3 or 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE the GOOD STUFF! (15 minutes)
Author: Sam Snow
National Youth License
Lesson Plan Activity Name
Description
Topic:
Moving with the ball
Age: U6 Diagram
Purpose/Coaching Points
1 Moving with the Ball (and Red light – Green Light) In a 15 x 20 yd area, each player has a ball.
The coach asks the players to move around the area with their ball. (Some of the players may carry it with their hands as they move around; while others may dribble the ball with their feet…it’s OK!) Variations: Red Light – Green Light When the coach says “green light”, players dribble their ball with their feet. When the coach says “red light”, players must stop their ball and stand still. When the coach says “green light” again, the players begin to dribble their ball again. Have fun with their imaginations…have the players make “brake’ sounds when coach says “red light” and have them make loud “motor sounds” when coach says “green light”.
The coach gives praise for creative movement, whether the ball is being carried with the hands or dribbled with the feet. The coach applauds dribbling with the feet, change of direction, etc. The coach highlights players that are dribbling the ball with their feet and asks if everyone can try to dribble the ball with their feet.
2 Body Part Dribbling In a 15 x 20 yd area, each player has a ball.
The players dribble freely in the area. When the coach says “NOW”, the players must stop the ball with any body part. Keep it going Variations: After the players try it a few times, the coach will yell out a specific body part. Each player must try to stop the ball with that body part. Keep it going.
The coach gives praise for creativity and asks each player what body part they used.
Author: Sam Snow
National Youth License
Lesson Plan
Topic:
Moving with the ball
Age: U6
3 Sharks and Minnows 10 x 15 yd rectangular grid. Two players, the sharks, do not have a ball. The rest of the players, the minnows, each have a ball.
The minnows line up side by side along one of the 10 yd lines facing the other 10 yd line. The sharks position themselves inside the grid facing the minnows. When the coach says, “swim”, the minnows try to dribble their soccer balls past the sharks, safely to the other side of the grid. If a shark steals a soccer ball from a minnow or kicks a ball out of the grid, the minnow becomes a shark and the family of sharks grows. The minnows that make it safely to the opposite side get to swim again on the coach’s command. Continue until all the players become sharks. If a shark steals a ball and can dribble it over any line of the grid, then the shark becomes a minnow and the minnow becomes a shark. (These are games of inclusion…no one sits out.)
Minnows must keep ball close when being pressured by the sharks. Minnows must recognize open space so that they can speed past the sharks if the sharks are busy elsewhere. Sharks must concentrate on stealing (tackling) the ball.
4 Get Outta’ There Set up a 15 x 20 yd grid with a goal at each end. The goal is 3-4 steps wide using flags or cones. The players are divided into to teams color coded with pennies. NO GOALKEEPERS. The coach is located centrally on one side of the field, outside of the playing area. Each team lines up single file on both sides of the coach facing the field.
The coach kicks a ball onto the field. The first player from each team chases the ball and plays 1v1. The players shoot at the goal that is farthest from their starting position. If the ball goes out of bounds or is scored, the players must get off of the field immediately and return to the end of their line. If they don’t get off the field quickly, the coach yells,” Get Outta’ There!” Once the players are off the field, the coach kicks the next ball onto the field and the next 1v1 begins. The ball is the cue. If the coach says, “ONE” before he serves the ball onto the field, then the game is a 1v1, like above. If the coach says, “TWO” before he serves the ball onto the field, then the game is a 2v2…2 players from each line play against each other.
The players get repetition on dribbling to beat an opponent. The players get repetition on shooting. They get the opportunity to defend 1v1. They get repetition trying to steal a ball from an opponent (tackling). The coach must praise their effort and make the game exciting with his/her enthusiasm
Author: Sam Snow
National Youth License
Lesson Plan
Topic:
Moving with the ball
Age: U6
5 Cool Down Activity…Hit the Ball (Cone). Extra soccer balls (cones) are scattered around an area (free space). Each player has his or her own soccer ball.
Players try to kick their ball so that it hits one of the stationary balls (cones) that have been scattered around the area. They can start from various distances. After they hit one ball (cone), they can try to hit another ball (cone).
Coordinate this activity so that everyone isn’t kicking their ball at the same ball (cone). Let them play and have fun. Give generous praise for their effort and hard work.
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. At this age we introduce activities that foster dribbling, passing, shooting and receiving. (Sessions should be about 45-60 minutes in duration.) 1) Tag---Every child dribbles a soccer ball in the space defined while trying to tag other players with their hand. Players cannot leave their own ball. Have them keep count of how many people they have tagged and, if playing twice in a row, see if players can tag more people than they did in the first game. Version 2: Players must tag other players on their knees. (10 minutes)
2) Free Dribble---Everyone with a ball, use inside, outside, and sole of the foot. Have players dribble with speed (laces/instep dribble), change direction (“spin in” with inside of foot and “spin out” with outside of foot), and perform moves. Coach calls out moves or changes in direction and sets the pace as the manipulator of the session, kids carry the ball towards someone and try a move. Version 2: As players get comfortable, coach can walk around and put pressure on players as they are performing dribbling tasks. This adds fun and interaction. (10 minutes)
3) Knock Out---In same space as previous activity, have players dribble balls while trying to knock other player’s balls outside of the grid. Players can never leave their own ball. If their ball gets knocked out have them retrieve it quickly and get back into the game. (You may wish to have them perform a skills task before re-entering such as 10 sole of the foot touches or juggling 5 times). (10 minutes)
4) Shield-Steal---Two players (partners) with one ball. One player starts with the ball and, on the coach’s command, her partner tries to steal the ball from her. Play 30-45 second matches. Whoever has the ball at the end of the time allotment, receives a point. Play many matches. If ball goes out of bounds, one of the players must get it back into play quickly. Coaching points: Show shielding technique with body sideways on to opponent, arm providing protection, ball on outside foot, knees bent, turning as defender attacks, using feel to understand where defender is going. Fix technical shielding errors throughout this activity and make sure entire group knows how to properly shield. (8 minutes)
5) 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE TECHNIQUE! (20 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. At this age we introduce activities that foster dribbling, passing, shooting and receiving. (Sessions should be about 45-60 minutes in duration.) 1) Shadow Dribble---One player with a ball and another player behind them with a ball as well. The player in front can go anywhere in the 20x20 yard box and the player behind must try to keep as close to them as possible and follow where they are going and what they are doing. The leader determines where they are going and the player who is the shadow tries to keep up with them. Then reverse the roles. Players can use both feet to start, then can choose to use one foot, then the other. Version 2: Now the leader adds in moves while they are dribbling and the shadow player must do the same. (10 minutes) 2) Snake---In an appropriate space, have all players dribble their soccer balls, except for 2-3 players (the snake). The snake players hold hands or lock arms and work together to tag the other players. The players dribbling the balls try to avoid getting tagged by the snake. If they are tagged, they join hands or lock arms with the snake. The snake grows until all players are part of the snake. The snake must work together and stay connected…they cannot break into little parts. Encourage fun by having the snake hiss. (8 minutes)
3) Gates---Set up many pairs of cones (with roughly 2 yards in between pairs) all around the playing area. These pairs serve as gates or small mini-goals. Players each have a ball and must dribble through the gate in order to score. Players must count how many goals they score; when playing a second time, ask them if they can beat their score by one goal. Coaches can vary this by asking players to dribble with left foot or right foot. If players end up dribbling back and forth through only one goal, introduce a rule to protect against this. (8 minutes) 4) Gates with Bandits---Same game as above, but add 2 or more bandits (without soccer balls) who try to steal soccer balls from the other players. If bandits are successful and steal soccer balls, they are no longer bandits. Players who lose their soccer balls become bandits! Play multiple 1-2 minute games. Play is continuous for the 1-2 minute period. Players who have possession of a soccer ball at the end of time are awarded a point. (10 minutes)
5) 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE TECHNIQUE! (20 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. At this age we introduce activities that foster dribbling, passing, shooting and receiving. (Sessions should be about 45-60 minutes in duration.)
1) Ball Tag---Similar to other tag games except players try to tag others with their soccer ball, by kicking it at another player’s feet or ball. Have them keep count of how many times they kick their soccer ball and tag another person. Options: If the players tag the coach, they are awarded 10 or 20 points. If the players tag other selected players, they can be awarded 50 or 100 points etc. (8 minutes)
2) Team Ball Tag---Split into two teams. One team (the Taggers) is trying to tag the players on the other team by kicking their soccer ball at them below their knee or on their soccer ball. They keep track of how many times they tag the other team; after each game the coach can help them add up their numbers. Then the other team gets a chance to do the same thing. In each game, only one team is designated as the Taggers. The other team is trying to keep away and shield their soccer balls. Version 2: Can only have the teams tag the other team’s soccer balls. (10 minutes) 3) Soccer Marbles---Players are in pairs, each with a ball. One player plays out their ball (using the inside of the foot) and the partner passes their own ball in an attempt to strike the ball their partner played out. Players should keep track of how many times they hit their partner’s ball. Version 2: Once players understand this game, make it fast paced by having the players take turn at trying to hit each other’s ball without ever stopping. If player 2 misses player 1’s ball, then player 1 immediately runs to their own ball and tries to hit player 2’s ball (player 2 does not get to touch his ball after missing player 1’s ball). After player 1 has a chance, then player 2 immediately tries to hit player 1’s ball right back. etc. etc. This game is continuous and players should keep score. Hint: If 2 balls are very close to each other a player should kick their ball hard at the other ball so when they hit it, it is more difficult for the other to hit their ball back. Version 3: Three players start the game in a triangle, ten giant steps apart. They take turns trying to hit another player’s ball. Number one goes first and so on. They keep score, and the first to ten points wins. If they hit two balls with one shot, they get two points. (10 minutes) 3) Clean Your Backyard---Break group into two teams and have each team stay only on their half of the field. Place a 6 yard buffer zone between halves that no one can enter or cross. Each player needs a ball. Place three small (3yd) goals at the far end of each side of the field. Have both teams shoot balls at the other team’s goals in an attempt to score through any one of the 3 small goals (below knee height). Players can only enter the buffer zone to retrieve a ball that has stopped inside. Otherwise they cannot enter the buffer zone or go into the other team’s half. Balls get recycled naturally in the game. This is a competition and teams need to keep score. Play 2 or 3 games and have teams re-strategize between each game. Teams can play defense, though no hands allowed. Options: Shots with laces are awarded 2 points. Version 2: Allow teams to defend with hands as well. Version 3: Take out the buffer zone and play a normal game except with 3 goals at each end. (10 minutes)
5) 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE TECHNIQUE! (20 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. At this age we introduce activities that foster dribbling, passing, shooting and receiving. (Sessions should be about 45-60 minutes in duration.)
1) Freeze Tag---Break up the group into two teams. Everyone must dribble their soccer ball, but one team tries to tag (freeze) the other team. If they do tag a player on the other team, that player must freeze, place their ball above their head and spread their legs. Another player on their team must kick his/her ball through the frozen player’s legs to unfreeze the teammate. If all players are frozen, game ends and the frozen team becomes the Taggers. Otherwise, stop game after a few minutes and have teams reverse roles. Version 2: Coach can be the freeze monster and try to tag all the players; players continue to unfreeze each other. (8 minutes)
2) Gates Passing---Using cones, set up many small goals (gates) approximately 2 yards wide all around the playing area. Players are now paired up with one ball and must successfully pass the ball through the gates to their teammate to earn a point. Players try to accumulate as many points as possible in the time allotted. Coach can manipulate the game by requiring the players to pass only with their left foot, right foot, or the outside of their foot. (10 minutes)
3) 4 vs. 1 keepaway---In a grid 15yds x 15yds, five players play 4 vs. 1 timed keepaway. Four attackers combine to keep the ball away from one defender. The four attackers are awarded a point each time they complete 3 consecutive passes without losing possession. If the defender wins the ball, he or she immediately attempts to dribble out of the grid for a point. The four attackers try to prevent this from occurring by trying to win possession of the ball back immediately. Balls out of play are dribbled in or passed into the grid by one of the attackers. Play multiple 1 minute games, changing the defender each game. (10 minutes) 4) Capture the Balls---Set up three or four “home bases” (squares) with cones roughly 2-3 yards apart. Organize the players into 3-4 teams and have each team get together in their home base. Place all the balls in the center of the space between the home bases. On the coach’s command the teams are free to gather as many soccer balls as they can into their home base. Players cannot use hands and there is no pushing each other or sitting/laying on the balls. Teams try to gather as many balls as possible into their home bases. Teams can steal balls from each others’ home bases. Play multiple 2 minute games. When time is up, the Coach counts the number of soccer balls in each base to determine a winner. Coach allows each team 1 minute to make up a new team strategy before playing again. (10 minutes)
5) 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE TECHNIQUE! (20 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. At this age we introduce activities that foster dribbling, passing, shooting and receiving. (Sessions should be about 45-60 minutes in duration.) 1) Juggling---Everyone with a ball. Hold hands out with ball in between, drop ball directly down and kick back up to hands, etc. Players practice keeping the ball in the air with feet, thighs, and head. Players count how many times they touch the ball before it drops to the ground. Version 2: Controlled juggling…juggle on one thigh, then add other thigh, then add one foot, then add the other foot…thighthigh-foot-foot (8 minutes) 2) Free Dribble---Everyone with a ball, use inside, outside, and sole of the foot. Have players dribble with speed (outside of foot), change direction, and perform moves. Coach calls out moves or changes in direction and sets the pace as the manipulator of the session, kids carry the ball towards someone and try a move. Version 2: As players get comfortable, coach can walk around and put pressure on players as they are performing dribbling tasks. This adds fun and interaction. (12 minutes) 3) 1 vs. 1 to Endlines---In a space that is wider than long (15 x 20 yds) each player defends one endline and attacks the other. Players score by dribbling the ball in control over the opposing player’s endline. Note: Coaches should make multiple 1v1 fields and have 1 or 2 players on deck at each field. (10 minutes) 4) Get “Outta” There---Place two small (2 yard) goals at the end of a field 15 x 10 yards. The coach stands at the halfway line with all of the soccer balls. Half of the players are lined up on his left side and half of the players are lined up on his right side in different colored bibs. When the coach kicks a ball onto the field, the first two players in each line run out and try to score on each other’s goal. If the ball goes in the goal or out of bounds, the coach yells “get outta there” and plays a new ball into the field immediately for the next two players. Version 2: Coach can stop yelling “get outta there” and see if the 1st players in each line recognize that they should begin play when a new ball is kicked into the field. Version 3: Coach can vary service of ball. Sometimes play it to one player, sometimes toss the ball up in the air. (10 minutes) 5) 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE TECHNIQUE! (20 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. At this age we introduce activities that foster dribbling, passing, shooting and receiving. (Sessions should be about 45-60 minutes in duration.)
1) Paint the Field---In pairs, players move around the grid and pass their ball back and forth in the area defined. At first have each pair in their own grid. You explain to them that their ball is actually a paintbrush and wherever it rolls on the ground, it paints that area. The task is to paint as much of the area as possible in the time allotted by passing (kicking) their soccer balls all over the grid. Progressively build this so that players go from moving slowly in their own grid to having multiple pairs in the same grid moving at a faster pace. Version 2: Have players use opposite foot. (10 minutes)
2) Doctor-Doctor---Break team into 2 groups. Send each team into their own hospital (at opposite corners of the grid). Select a doctor for each team. The doctor will be able to unfreeze (cure) their own players if they are frozen (injured) by the other team. Each team tries to freeze the other team by kicking their own soccer balls and hitting either the other team’s soccer balls or someone on the other team below the knee. If a player gets frozen, they must stay where they are, hold their soccer ball above their head and yell out “Doctor-Doctor”. The doctors do not have a ball and their role is to rush to the aid of their teammates to unfreeze them, by simply touching them, so they can continue playing. The Doctor is always safe (cannot be frozen) if standing in their hospital, but once they leave the hospital and enter the open grid, they can be frozen by the other team. When a Doctor is frozen, the game is over. (10 minutes)
3) Clean Your Backyard---Break group into two teams and have each team stay only on their half of the field. Place a 6 yard buffer zone between halves that no one can enter or cross. Each player needs a ball. Place three small (3yd) goals at the far end of each side of the field. Have both teams shoot balls at the other team’s goals in an attempt to score through any one of the 3 small goals (below knee height). Players can only enter the buffer zone to retrieve a ball that has stopped inside. Otherwise they cannot enter the buffer zone or go into the other team’s half. Balls get recycled naturally in the game. This is a competition and teams need to keep score. Play 2 or 3 games and have teams re-strategize between each game. Teams can play defense, though no hands allowed. Options: Shots with laces are awarded 2 points. Version 2: Allow teams to defend with hands as well. Version 3: Take out the buffer zone and play a normal game except with 3 goals at each end. (10 minutes)
4) Get Outta’ There with Numbers--- Place two small (2 yard) goals at the end of a field 15 x 10 yards. The coach stands at the halfway line with all of the soccer balls. Half of the players are lined up on his left side and half of the players are lined up on his right side in different colored bibs. The players on each team are assigned numbers (1-4 or 1-5, depending on the total number of players) The coach then calls out a number, kicks a ball onto the field and the player assigned that number on each team enters the field to play 1v1. If the ball goes in the goal or out of bounds, the coach yells “get outta there”, calls out a new number and plays the next ball into the field immediately for the next 1v1 dual. Version 2: Coach can vary service of ball. Sometimes play it to one player, sometimes toss the ball up in the air. Version 3: Coach can set up particular matchups and call out more than one number at a time for 2 vs. 2 or 3 vs. 3 competition. (10 minutes)
5) 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE TECHNIQUE! (20 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. At this age we introduce activities that foster dribbling, passing, shooting and receiving. (Sessions, including the 4v4 game, should be about 60-70 minutes in duration.)
1) Tag---Every child dribbles a soccer ball in the space defined while trying to tag other players with their hand. Players cannot leave their own ball. Have them keep count of how many people they have tagged and, if playing twice in a row, see if players can tag more people than they did in the first game. Version 2: Players must tag other players on their knees. (8 minutes)
2) Shield-Steal---Two players (partners) with one ball. One player starts with the ball and, on the coach’s command, her partner tries to steal the ball from her. Play 30-45 second matches. Whoever has the ball at the end of the time allotment, receives a point. Play many matches. If ball goes out of bounds, one of the players must get it back into play quickly. Coaching points: Show shielding technique with body sideways on to opponent, arm providing protection, ball on outside foot, knees bent, turning as defender attacks, using feel to understand where defender is going. Fix technical shielding errors throughout this activity and make sure entire group knows how to properly shield. (8 minutes)
3) 2 vs. 2 to Endlines---In a space that is wider than long (20 x 25 yds) each team defends one endline and attacks the other. Players score by dribbling the ball, under control, over the opposing team’s endline. Note: Coaches should make multiple 2v2 fields and have 1 team on deck at each field. (10 minutes)
4) Team Gates--- Using cones, set up many small goals (gates) approximately 2 yards wide all around the playing area. Players are split into two teams and each team has a ball and must pass the ball through the gates in order to score. Players must count how many goals their team scores in 45 seconds. After the two teams get comfortable moving and passing through the gates with their own soccer ball, play a competitive game with only one ball. (10 minutes)
5) Get “Outta” There---Place two small (2 yard) goals at the end of a field 15 x 10 yards. The coach stands at the halfway line with all of the soccer balls. Half of the players are lined up on his left side and half of the players are lined up on his right side in different colored bibs. When the coach kicks a ball onto the field, the first player in each line runs out and tries to score on their opponent’s goal. If the ball goes in the goal or out of bounds, the coach yells “get outta there” and plays a new ball into the field immediately for the next two players. Version 2: Coach can stop yelling “get outta there” and see if the 1st players in each line recognize that they should begin play when a new ball is kicked into the field. Version 3: Coach can vary service of ball. Sometimes play it to one player, sometimes toss the ball up in the air. Version 4: If the Coach calls out the number “TWO” before he/she kicks a ball on the field, the first 2 players in each line enter the field and play as a team of 2 against each other. (10 minutes)
6) 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE TECHNIQUE! (20 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. At this age we introduce activities that foster dribbling, passing, shooting and receiving. (Sessions should be about 45-60 minutes in duration.) 1) Soccer Marbles---Players are in pairs, each with a ball. One player plays out their ball (using the inside of the foot) and the partner passes their own ball in an attempt to strike the ball their partner played out. Players should keep track of how many times they hit their partner’s ball. Version 2: Once players understand this game, make it fast paced by having the players take turn at trying to hit each other’s ball without ever stopping. If player 2 misses player 1’s ball, then player 1 immediately runs to their own ball and tries to hit player 2’s ball (player 2 does not get to touch his ball after missing player 1’s ball). After player 1 has a chance, then player 2 immediately tries to hit player 1’s ball right back. etc. etc. This game is continuous and players should keep score. Hint: If 2 balls are very close to each other a player should kick their ball hard at the other ball so when they hit it, it is more difficult for the other to hit their ball back. Version 3: Three players start the game in a triangle, ten giant steps apart. They take turns trying to hit another player’s ball. Number one goes first and so on. They keep score, and the first to ten points wins. If they hit two balls with one shot, they get two points. (10 minutes) 2) Gates Passing---Using cones, set up many small goals (gates) approximately 2 yards wide all around the playing area. Players are now paired up with one ball and must successfully pass the ball through the gates to their teammate to earn a point. Players try to accumulate as many points as possible in the time allotted. Coach can manipulate the game by requiring the players to pass only with their left foot, right foot, or the outside of their foot. (10 minutes) 3) Freeze Tag---Break up the group into two teams. Everyone must dribble their soccer ball, but one team tries to tag (freeze) the other team. If they do tag a player on the other team, that player must freeze, place their ball above their head and spread their legs. Another player on their team must kick his/her ball through the frozen player’s legs to unfreeze the teammate. If all players are frozen, game ends and the frozen team becomes the Taggers. Otherwise, stop game after a few minutes and have teams reverse roles. Version 2: Coach can be the freeze monster and try to tag all the players; players continue to unfreeze each other. (10 minutes) 4) Get “Outta” There---Place two small (2 yard) goals at the end of a field 15 x 10 yards. The coach stands at the halfway line with all of the soccer balls. Half of the players are lined up on his left side and half of the players are lined up on his right side in different colored bibs. When the coach kicks a ball onto the field, the first two players in each line run out and try to score on each other’s goal. If the ball goes in the goal or out of bounds, the coach yells “get outta there” and plays a new ball into the field immediately for the next two players. Version 2: Coach can stop yelling “get outta there” and see if the 1st players in each line recognize that they should begin play when a new ball is kicked into the field. Version 3: Coach can vary service of ball. Sometimes play it to one player, sometimes toss the ball up in the air. (10 minutes)
5) 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE TECHNIQUE! (20 minutes)
Objective: To provide fun, active, age appropriate activities that foster comfort with the ball for each player. At this age we introduce activities that foster dribbling, passing, shooting and receiving. (Sessions should be about 45-60 minutes in duration.) 1) Paired Tag---Pair players up, each pair has 2 balls. One players starts and is given a 2 second lead to get away from his/her partner. The chaser (“it”) dribbles after the first player and tries to tag him/her with his/her hand. If tagged, the roles reverse and the player who was previously “it” has two seconds to get away before their partner tries to tag them. Players must always dribble their soccer ball during this activity. (8 minutes) 2) Paint the Field---15 yds x 20 yds rectangular grid. In pairs, players move around the grid and pass their ball back and forth in the area defined. At first have each pair in their own grid. You explain to them that their ball is actually a paintbrush and wherever it rolls on the ground, it paints that area. The task is to paint as much of the area as possible in the time allotted by passing (kicking) their soccer balls all over the grid. Progressively build this so that players go from moving slowly in their own grid to having multiple pairs in the same grid moving at a faster pace. Version 2: Have players use opposite foot. (8 minutes) 3) Shield-Steal---Two players (partners) with one ball. One player starts with the ball and, on the coach’s command, her partner tries to steal the ball from her. Play 30-45 second matches. Whoever has the ball at the end of the time allotment, receives a point. Play many matches. If ball goes out of bounds, one of the players must get it back into play quickly. Coaching points: Show shielding technique with body sideways on to opponent, arm providing protection, ball on outside foot, knees bent, turning as defender attacks, using feel to understand where defender is going. Fix technical shielding errors throughout this activity and make sure entire group knows how to properly shield. (8 minutes) 4) Clean Your Backyard---Break group into two teams and have each team stay only on their half of the field. Place a 6 yard buffer zone between halves that no one can enter or cross. Each player needs a ball. Place three small (3yd) goals at the far end of each side of the field. Have both teams shoot balls at the other team’s goals in an attempt to score through any one of the 3 small goals (below knee height). Players can only enter the buffer zone to retrieve a ball that has stopped inside. Otherwise they cannot enter the buffer zone or go into the other team’s half. Balls get recycled naturally in the game. This is a competition and teams need to keep score. Play 2 or 3 games and have teams re-strategize between each game. Teams can play defense, though no hands allowed. Options: Shots with laces are awarded 2 points. Version 2: Allow teams to defend with hands as well. Version 3: Take out the buffer zone and play a normal game except with 3 goals at each end. (10 minutes)
5) 4v4 Game---Separate players into two teams and play a game of 3 against 3 or 4 against 4 without goalkeepers. Let the players play and give plenty of positive feedback to them as they compete. REINFORCE TECHNIQUE! (25 minutes)
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Author:
Vince Ganzberg
DOC-Indiana
Activity Name
.:e' National Youth Certificate Course "VOITH Lesson Plan 'iBCCERTM
Description
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.:e' Topic: Receiving Lofted Balls "~OITH Age: U-l0
Diagram
'BCCEIM
Purpose/Coaching Points
1
Receiving Square
Half the group with balls, half without. Player without ball runs to player on outside of square with a ball. Player with ball tosses ball underhand to player who is running toward them. Inside player receives ball with a designated part of the body and then passes it back. Then they repeat it by receiving a ball from someone new.
1. 2.
First touch and importance of cushioning ball Get in line with the ball
3.
Select controlling surface early
4.
Relax body part at impact.
1.
First touch and importance of cushioning ball Get in line with the ball
2
Receiving Line
Passer using throw-in technique throws ball to a player ahead of them in the opposite line. After throwing the ball, they run towards the receiving player to simulate pressure, but don't take the ball away. After simulated pressure, then run to the back of the opposite line. Receiving player brings ball down and then dribbles to the line across and leaves the ball for the ftrst player in the opposite line to repeat.
2.
3.
Select controlling surface early
4. 5.
Relax body part at impact.
6.
Ball should come down no farther than a "legs length" away.
First touch sets up your second touch.
o
Author:
Vince Ganzberg
DOC-Indiana
3 Box to Box
~
'SVI"H
National Youth Certificate Course
lillCCERTM
Receiving Lofted Balls
Lesson Plan
Two players per team. Two boxes are made approximately 20-30 yards apart. There is a player from each team in one box. One team starts the game. When the ball is played to the other box, the attacking team gets the opportunity to get the fIrst touch. Then they have to dribble outside of the box (square) to receive a point. The defending player is outside the box and has to wait until the attacking player gets the first touch. The defending player tries to win the ball after the fITSt touch has been made. If the attacking player is successful in bringing the ball down and dribbling outside of the square then they keep it. If the defending player wins the ball after the first touch, then they become the attacking team. Coach may have to allow serving players to toss ball in air and then strike it to their teammate in 0 osite box.
Age: U-l0 1. 2.
First touch and importance of cushioning ball Get in line with the ball
3.
Select controlling surface early
4. S.
Relax body part at impact. Take first touch away from where pressure is coming from.
4 6v6 (4v2 in each halt)
Play 4v2 in each half. Field is 50 x 30 yards with no one allowed over half line. Four players from each team go into their defensive half of the fIeld. The other two players go into the attacking half. The defending players can only defend with two. The other two defending players retreat back to their goal until possession is retained or the attacking team scores. Could make a restriction that the ball played into other halfhas to be in the air.
5 6v6 match
Session should end with a 6v6 match played on a field that is 50 x 30 or 60 x 40.
1. 2.
First touch and importance of cushioning ball Get in line with the ball
3.
Select controlling surface early
4. 5.
Relax body part at impact. Take fIrst touch away from where pressure is coming from.
Control made easier by early selection, getting in line of flight of the ball, and relaxing body part at impact.
Author: Tom Turner
~ ""I'TB lilCCEBTM
Activity Name
o
~ Topic: Flank Play & Finishing
National Youth License
Lesson Plan
Description
"'In'll'm Diagram
Age: U14 Purpose!Coaching Points
1 General Warm-up Any activity involving running and striking the ball with the laces and instep.
At the basic level, this practice should provide lots of ~'varied" technical repetition for crossing and finishing. Coaches should not over-analyze every detail; pick and choose your times to interject and take your time!
2 Technical Functional Training Organization
OK
e
Basic technical issues for the wide players should include ball preparation, getting the hips around the ball, ball contact point, body balance (opposite arm), etc.
•
Basic technical points for the strikers should include steering versus hammering, timing of runs, organizing and adjusting the feet (balance), taking risks with non-dominant surfaces, being as efficient as possible with touches. Let them complete the strike, regardless of touch quality.
2 midfielders with soccer balls 25-35 yards from goal
2 wide players on each flank 3 "pairs" of attackers outside of the penalty area
2 goalkeepers
3 Flank Game
XX/XXIXX
xx
xx
xx
B
National Youth License
"VI"II
Lesson Plan
~
Author: Tom Turner
Numbers 9 v 9 / 10 v 10
"'CCElm
Age: U14
e
Field size: 75 yds (44 + channel) x half field. For U-14's, this "may" be too much width???
e
Develop some basic ideas on how the wide players (perhaps in combination with a central player or a striker) might combine to get the flank players into crossing positions.
e e e e
Offside applies inside penalty area
e
Early vision from flak players.
Use corner flags at half (common goal)
e
Strikers should not run offside.
Players are arranged as shown below
e
Periodically vary the crossing positions and expected serves. These can include crosses from outside the box, crosses from the end line, balls dropped to the supporting fullback (use 2nd flank player); and then we have options for bending balls, driven balls across the face of the goal, balls cut back to the penalty spot, balls flighted to the far post, balls driven in the air to the near post, etc.
e
You can also design ways to involve both strikers by playing to the far post first, or by playing an early ball to the 2nd striker to find her teammate.
•
The three pairs of strikers should rotate to provide for alternating finishing from left and right flanks.
•
Develop the shape and, particularly, the timing of runs into the box.
Only add the second central pair if the
space is not too cluttered. Start with 1v1 in the center.
Author: Tom Turner
o
~ Topic: Flank Play & Finishing
National Youth License
IISfl''''
Lesson Plan
Age: U14
4 Flank Game GK
Periodically rotate the players between roles.
X
o
X
0
X 0
o
XO(X 0)
x
X
X
0
0
x
0
GK
5
e
Outside defender responsible for wide players (initially); outside players responsible for each other (progression)
e
Goals can be scored at any time within open play
e
Central MF players should stay central
e
No-one is limited to playing in the channel (it is a guide, only)
e
Wide defenders should support the wide players
e
*Wide players can attack the goal any way the game presents*
COOL-DOWN
•
Develop functional ideas to maintain team shape and balance_
•
Encourage players to control the rhythm of play by circulating the ball through the defenders and midfielder(s)
•
Encourage the wide players to read the game and attack the goal as opportunities arise; they should not be limited to only crossing the ball at his stage_
•
Encourage early and often vision of options
........-lite
INTRODUCTION There are numerous soccer books on the market, full of useful practices and drills to use with your children. Unfortunately, such books invariably contain only what the title suggests-lists of activities. Very little practical information is given as to the aspect of using the practices. The purpose of this guide is to give such help and advice to coaches and parents. It aims to answer some typical questions, which inevitably arise: • • • •
How can How can How can How can
I combine activities to produce the most effective session? I maximize activity levels and make the session fun? I adapt the sessions if they are not working? I combine sessions to create a coherent season long plan?
This guide lays out some basic but invaluable guidelines for planning and organizing practices, and for developing and progressing them, thus ensuring that they positively impact the , performance level of the individuals and team. In addition, it contains a pack of twenty session plans which have been carefully created so as to cover the essential skills and principles of play for this age group. Each session is not only explained but important questions are answered: • • • • •
What are the main objectives of the session? Which coaching points should I stress during each activity? How can I develop a system of scoring to motivate the players and make it fUI}? How can I progress smoothly to the next activity? How can I make the activities more complex?
In summary, everything in this guide is geared to ensuring that every game you play with your children represents an exciting and effective learning experience.
1
CONTENTS
PAGE
SECTION
WHY YOUNG CHILDREN PLAY SOCCER
3
CREATING A FUN LEARNING ENVIRONMENT
4
WHAT A COACH CAN EXPECT FROM PLAYERS AT 7- 8 YEARS
6
WHAT A COACH CAN EXPECT FROM PLAYERS AT 9-10 YEARS
7
PLANNING AND ORGANIZING A PRACTICE
8
DEVELOPING A PRACTICE
10
PLANNING FOR THE SEASON
12
CONDUCTING THE WARM UP
15
CONDUCTING THE TECHNICAL! SKILLS DEVELOPMENT
16
CONDUCTING THE CONDITIONED GAMES AND SCRIMMAGE
17
SESSION PLANS
19
GAME DAY COACHING
39
TEAM .MANAGEMENT
42
2
WHY YOUNG CHILDREN PLAY SOCCER When coaching young children it is important to consider the reasons for their participation. It is equally important to look at our own motivating factors in choosing to coach, and to consider if they are appropriate for the age group we are working with. The vast majority of young children will participate for the following reasons: •
To Have Fun
There can be little doubt that at this age the main aim for the child is to have fun. If they are having fun they will be motivated to listen and to learn. If they are not having fun they will simply not wish to be part of the program. This has clear implications for the style of session that we deliver for the children. Surely our primary aim is to keep the children interested for as many years as possible and to impart a love of the game. We do this through exciting, stimulating practices and realistic expectations. •
To Be With Friends
The social benefits of soccer cannot be overestimated. In the right environment the children make new f~iends and can develop their relationship with established friends through a common interest. Often the presence of friends and the opportunity to interact is more important than the game itself.• This is sometimes difficult for adults to remember despite the fact that games such as golf often provide a similar outlet. •
The Excitement of Competition
There are many exciting activities in this book for the children to enjoy. There is an element of competition in each of them, which will without doubt motivate the children to participate enthusiastically. However, the coach will playa very important role in shaping the childrens' attitude towards competition. An important lesson for children to learn is how to cope with winning and losing. Therefore, the way the coach reacts to the winners and losers of different activities will be noticed and absorbed by the children. •
To Learn and Improve Skills
This might not be the initial factor that motivates the children to play. However, within a short period of time some of the players may even take enough interest to start practicing various skills at home. They will take pleasure in mastering skills that they have been taught so that they can show their family, coach and friends a level of competence. The positive reinforcement that follows improvement further encourages this development. It is crucial that the coach considers these factors when working with a team. If the children are improving, having fun and keep coming back to play soccer then the coach must be succeeding. This should be our yardstick! So Why do some children drop out of soccer? The answers to this question must be that the soccer program they are currently participating in is no longer satisfying their motivational needs. At this point they are: • • • •
Not having fun Not being with their friends Not experiencing the excitement that healthy competition provides FaUing to learn and improve new skills
As coaches we have a responsibility to ensure that this does not happen!
3
CREATING A FUN LEARNING ENVIRONMENT Soccer is a great game, which should be fun for everyone who plays. When young children play soccer one can see the fun they are having by the energy and enthusiasm they put into their game. Unfortunately, the same energy and enthusiasm does not always carryover into practice. Too often children appear disinterested or unmotivated when working in practice situations, largely because they see the activities as pointless or boring. There are a number of factors to consider when trying to create such an environment. The following 'Rules of Thumb' help to ensure that the children enjoy and look forward to their practices, and gain maximum benefits from them. 1.
THE COACH MUST HAVE FUN
There is a saying: 'Enthusiasm is caught, not taught'. This is especially true of coaching. Children are quick to pick up on the coach's mood so your performance in practice will be reflected in the. performance of your children. An enthusi8stic, motivated coach will tend to have enthusiastic, motivated children to work with. The following are things to consider: a) Tone of voice: Much of your enthusiasm is conveyed by your tone of voice. Excitement is infectious, and if you sound enthused and energetic, your mood tends to be caught by the children. b) Share a joke: Children love to laugh and joke so encourage and instigate this at the right times. This way the children have fun, get the laughter out of their systems, and are ready to concentrate when you need their attention to make a coaching point. c) Join in: No matter how limited your soccer skills, the children love to see their coach join in (be careful not to hurt them or yourself!). It gives them a chance to get their revenge, and brings you down to their level for a change. It can also be a timely reminder of the difficulty of some of the skills you are asking them to perform! 2.
ALWAYS GIVE POSITIVE FEEDBACK
Making mistakes is an integral part of the learning process, providing that the child then receives positive feedback as to how to correct that mistake the next time. Therefore it is important that the children are Willing to try things and have no fear of being incorrect. Criticism such as: 'That was a terrible shot' is not only very discouraging; it has no value in terms of learning. Avoid criticizing errors and instead begin with a positive statement before adding your coaching point, for example: 'you struck that ball well. If you can follow through with your foot you will get a lot more power. Keep up the good work.' This is known as the 'Feedback Sandwich' where the feedback is preceded and followed by positive statements. 3.
AIM TO ENSURE SUCCESS
Whatever your practice, set targets and goals so that all the children can have initial success. For example: •
•
•
Shooting: There should initially be no pressure on the players thus allowing them to focus on their technique. The goal should be large enough to promote success and to make the practice realistic. Passing: Ensure that there are initially numbers up on one of the teams e.g. 4 v 2 keep away so that they are able to successfully keep possession. Gradually even up the teams during the session to increase pressure. Defending: Consider the size of area when running a 1 v 1 exercise. It should initially be quite small thus favoring the defender.
The child's initial reaction must be 'Hey, I can do this'. Children who successfully meet a given challenge will readily attack a tougher challenge, whereas children who immediately experience
4
failure will simply opt out. The level of difficulty can then be progressively increased for the children who are consistently achieving success, thus moving each child on within his or her capabil ities.
4.
INTRODUCE COMPETITION
It is only natural that children want to compete with one another. Not only is competition exciting to children, it is a sure way of holding their aHention. Even an activity such as keep away will be more fun if a certain number of passes equals one goal. Similarly in a shooting activity you can ask: • Who is the first to score five goals? • Who can score the most goals in the next five minutes? Inevitably, technique will break down a little given the element of competition, but more importantly you will have injected fun and excitement into the practice. You can always take time to gJ back over technique and reinforce coaching points without the competition, before returning to the game again. 5.
MAINTAIN COMPETITION
It is important that each child or group has a feasible chance of winning if you are to maintain their enthusiasm. Using a simple handicapping system can attain this goal as long as it is deemed to be fair. This may include a player being required to score with his/her weaker foot or only being allowed to have two touches before passing. Another 'tactic' could be to subtly change partners to pair some weaker children with some stronger children. Not only does this tend to even up the competition, but also it may help to introduce an element of co-operative learning. Children learn from watching and working with others who are more competent, especially wh_en they are friends and teammates. The key here is knowing your children! 6.
COACH THROUGH GAMES
Fun games and activities are a proven medium for ensuring maximum attention to a task. Repetitious drills at this age/level will turn the players off the game, especially if they are inactive for long periods of time. There are countless soccer activities which can be utilized to teach valuable skills while the children are having fun. With attention to the following points, you can ensure that the learning process continues at the same time: a)
During the game, take individuals aside for a few seconds to give them specific feedback. The remainder of the players are still having fun and learning as they continue playing. b) Freeze the game to highlight important coaching points or to correct a mistake. It is important that the players stop in exactly the same positions as they were in, otherwise your coaching point will be inaccurate. Be firm with this! After stopping play, first rehearse the action to show good practice, recreate it exactly as it happened and then replay thus allowing the players to have an opportunity to perform it successfully. The use of the three R's (Rehearse, Recreate, Replay) ensures that they 'see' exactly what you are saying! Remember 'a picture paints a thousand words. c) Use scoring and time keeping to add to tRe excitement! d) Build up the children's' enthusiasm and interest by asking questions and issuing challenges: 'Which team will be the first to five goals?' 'Who will score the winning goal?'
5
WHAT A COACH CAN EXPECT FROM PLAYERS AT 7-8 YEARS Children at this age playa very different game to adults. They also playa different game to older youth players and as such our expectations need to be realistic. They are restricted by their physical and cognitive developm,ent and can only perform within these parameters. The main motivation for them will undoubtedly be fun and social interaction. Approach ,to the game ' • • •
Children begin to co-operate They will understand the concept of scoring, keeping score, winning and losing They will understand the' object of the game is to win
Rules •
Rules become increasingly important to the children. They appear to thrive on firm ' boundaries and adherence to them
This is important to remember when setting rules for activities and scrimmages. If the coach is inconsistent with his / her application of the rules then the players will be confused and often distressed. This is magnified by the fact that winning is now more important to the children. Possessing the ball • •
•
Children will begin to look up when in possession but will be inclined to kick the ball away when under pressure as opposed to settling it and making an informed decision. They will begin to select from available options rather than always driving straight ahead. They will consider passing to a teammate if they think that player is in a better position to penetrate. Players are very unlikely to pass the ball backwards or sideways in order to possess
Some players will begin to position themselves to receive a pass in space whilst others will still be attracted to the immediate area of the ball carrier making team possession difficult. The movement off the ball is still predominantly in straight lines up the field as opposed to providing angles to the side and behind the ball carrier. . Defending •
Children will often recover in transition by chasing an opponent as opposed to getting goal side and defending the line to goal. They also experience difficulty in delaying an opponent who is traveling at speed, as there is a strong inclination to go right at the ball.
Techniques • • •
Receiving The Ball: Better tracking of the ball. Players move to prepare their body in anticipation of receiving the ball on the ground. Dribbling: Players are more aware of keeping the ball close to the body. They begin to change speed and to a lesser degree direction, in order to beat an opponent. Sending The Ball: Players will attempt to pass the ball over small distances on the ground and some will be able to lift the ball over the heads of the oppol1ents. Many will continue to run around the ball if it is on their weaker foot and will back up if it is close to their feet. 0
Activities at this level should promote maximum activity and ball contact. Techniques will develop in individual and small group activities. Scrimmages should be 4 v 4 and 5 v 5 in training sessions and the coaching points made should be at the right level for the children. They will not grasp tactics outside the 4 v 4 game and will not respond well to the strict enforcement of playing positions. However, they will develop a positional sense with appropriate guidance.
6
WHAT A COACH CAN EXPECT FROM PLAYERS AT 9-10 YRS The players will continue to develop physically, tactically and psychologically. This phase will see more cooperation between teammates as opposed to the very individualized game played at the younger ages. Approach to the game • • •
Children will co-operate more readily as a team They will compete against each other to measure their own competencies They are more able to assess themselves and others
Whilst it is important to correct mistakes the emphasis should be on celebrating what the children can do as opposed to what they cannot do! Rules •
Children will begin to understand the purpose of rules, I.e. for fair and enjoyable play
They will have a good understanding of rules in relation to restarts but will not fully grasp the technicalities of foul play Possessing the ball -
• •
Children will be able to consider additional options when in possession, including passing sideways and backwards Players will begin to switch attention from the ball to space and back to the ball. They will have difficulty directing attention to the ball, space and the movement of other players. Simply put, they do not see what we as coaches see! This sometimes appears as if they have tunnel vision
The players will begin to move away from the ball and opponents and into available space when their team is in possession. They will begin to realize when to provide support behind or to the side of the ball because of pressure in front of the ball. Therefore the support runs that were previousiy restricted to going straight up the field will now become more sophisticated. Defending • • • •
Children will understand the importance of recovering goal-side of the ball They will attempt to intercept forward passes Players will attempt to 'time' their challenge for the ball as opposed to 'charging' towards it The concept of marking is very difficult at this age because of the advanced scanning skills involved.
Techniques • •
•
Receiving the ball: Players prepare their bodies to receive the ball along the ground and occasionally out of the air Traveling with the ball: Players begin to develop their 'favorite move'. They attempt to change direction a~well as speed. Some players use their upper body to 'fake' the opponent. _ Sending the ball: Pfayers pass more accurately along the ground and occasionally in the air. Some players Will attempt to head the ball thus coaching the correct technique is very important at this stage.
7
PLANNING AND ORGANIZING A PRACTICE Most coaches have relatively little time to work with their team. Therefore, it is important that each practice is planned and organized in such a way as to ensure maximum productivity within that time. The quality of your practice is vital because unfortunately the old adage, 'Practice makes perfect' is a myth. 'Practice, in fact, makes permanent!' If a child continually practices using a poor technique, it follows that the child will simply 'learn' that poor technique. However, a well-planned, high quality practice, where players are shown and encouraged to use correct techniques, will lead to children learning those correct techniques. Careful attention must be paid to the following factors to ensure that you get the most from your practice: 1.
EQUIPMENT
In order to meet the aims and objectives of your practice, you need to have the appropriate equipment available to you. a)
Balls (size 4): Try to have a ball per child or pair of children where possible. The more time children spend with a ball at their feet, the more comfortable and confident they will feel with it. It is important to point out here that the ball should be the appropriate size for the age group. Having one ball per child or pair allows even warm-up activities to enhance the child's soccer skills. For example, why run laps of the field when dribbling a ball in different directions in confined space serves the same physical warm-up purpose and simultaneously improves ball control? A warm up with the ball has the added psychological benefit of focusing the children on the tasks to come.
b} Cones: These are extremely useful for marking out your practice areas. Large cones can be useful for making extra goals, making targets, marking corners of areas etc. While small cones are useful for sub-dividing fields and areas. c)
2.
Pinnies I Scrimmage vests: These are useful not only for scrimmaging but for any activity involving opposition e.g. 4 v 2 keep away.
THEME
Try to choose one theme for your practice. This allows the children to concentrate and focus their attention on what is being taught. Trying to cover too much in one session (an inevitable temptation!) tends to result in confusion and a lack of retention on the children's' part. For example, a theme for your practice may be 'dribbling with the ball'. It could progress as follows: • • • •
Warm up: Dribbling activity with no I limited pressure Dribbling activities with pressure e.g. 1 v 1 Conditioned scrimmage to reinforce theme Scrimmage
During the entire session avoid making comments or coaching points related to anything other than dribbling, unless it is essential. This enables the children to stay focused throughout. 3.
AREA
Time 4aken to mark out areas with cones or other markers is time well spent. Children find it hard to visualize area and space without physical boundaries. If you simply ask them to stay in an area about 10 yards square it will rapidly turn into a 20 or 30 yard triangle! Not only does this cause confusion and interference between groups, it will ultimately detraCt from the aim of your practice. For example if they are playing 'Keep away' in too small an area then the children will have problems maintaining control of their ball. Always be aware of the possible need to adjust the size of your areas. In the example given above the lack of success by the players may
8
indicate the need to make their area larger (giving them more time and space to control the ball). Similarly, at some point, the area may need to be made smaller to increase the difficulty of the practice.
4.
ADAPTABILITY
It is inevitable that some practices or games you plan will be pitched at a level, which is too high or too low. Similarly, within a practice some individuals will master a skill or technique far quicker than others. Therefore it is important that you are able to adapt. Be prepared to move on or increase the difficulty of the task for groups or individuals wh"o are no longer being challenged. For example you may restrict your best striker to using his/her weaker foot for a period of time. At the same time a step backward may be needed if a task proves too much of a challenge and success is not being achieved.
5.
MAXIMUM ACTIVITY
Children must receive maximum exposure to a task if they are to master it. Therefore, always try to create a learning 8nvironment where children have as many attempts at a task as possible ensuring the constant repetition of the desired technique. This can be achieved by: a) Avoiding long lines. Why have a line of twelve children, all waiting to shoot into one goal? Why not instead set up two extra goals using cones, and have three groups of four, maximizing each child's contact with the ball. b) Avoid long lectures. The players 'switch off' after a period of time, as their attention span is relatively short, especially on a school day! Keep all interventions and explanations short and simple (K.I.S.S) and make your coaching as visual as possible. c)
Use all the techniques discussed earlier to make your practices fun. This will ensure that the children want to be active throughout the practice. Without doubt, children learn most effectively during activities that they enjoy doing.
6. BE IN CHARGE Children need to know whom they should be listening to and why. The ability to listen is an important and underdeveloped skill among children. However, they c.an only process a limited amount of information at one time. Practices become confusing to them and lose their purpose when too much (sometimes conflicting!) information is given by too many people. For example in shooting exercises the main coaching points might be to strike through the center of the ball with the laces and to aim for the corner of the goal. Helpful parents are invaluable assistants, as long as they remain just that .... assistants! Set up your practice emphasizing one or two coaching points, and then ask your assistants to circulate reinforcing those points. This helps to keep the children on-task and can ensure that fair play is prevailing!
9
DEVELOPING A PRACTICE "Progression is the key!" Equally important as the planning of your practice is the progression or development once it is underway. Your practice should follow a logical pattern or sequence, which allows the children to learn and develop skills in a cumulative fashion, through tasks, which become increasingly demanding. This section is aimed at demonstrating exactly how to develop your practice in this manner.
1. WARM-UP A warm-up can be defined as 'any activity whicb prepares the body and mind for further exertion'. There are no hard and fast rules as to what should be included, only the common sense rule of beginning slowly and gently, and gradually increasing the intensity of a given activity. Coaching manuals will tell you that a warm-up activity should include any or all of the following: walking; jogging; running; striding; stretching-both static and dynamic. While this is entirely true, as a cOClch of children it is important to remember two key factors: • •
First, you are coaching young children with short attention spans who are easily bored. Second, you are coaching soccer!
Every warm-up activity can be adapted to incorporate a ball. With a little thought and preparation, every warm-up activity can be related to the theme you have chosen for your practice, howev~r, most of the warm-ups in this book include ball each activities to suit the age of the players.
2.
INTRODUCE THEME
As you head into your main theme, explain why particular movements or activities were encouraged in the warm-up. At this point, try to demonstrate exactly the kind of technique you are looking for in the practice. You can always use one of the 'better' children to demonstrate if you are not confident of your own technique. Remember to select only one or two key coaching points to stress. For example, with passing you may choose: •
Eyes fixed on the ball, strike it with the inside of your foot.
For dribbling, your points to stress may be: •
Use a soft touch and dribble into a space
Points such as this have great impact, and are easier to focus on than a whole speech about what you are looking for! If needs be, further coaching points can be added to correct individual technique.
3.
DON'T DIGRESS
Once you have made your key points, concentrate on coaching only those points. Practices become confusing to the children and lose their purpose if you digress and make random coaching points. For example, when coaching passing, avoid the temptation to give coaching points or criticism as to why a shot was missed. You can work on shooting on another day. Also, try not to labor the point. If an error is common to the whole group, stop the practice, quickly make your point, and restart. If, however, the error is only with one or two individuals, :try to take them aside for a quiet word. The game s;an continue with your assistants supervising. -
4.
DEVELOP YOUR THEME
Whatever your theme, try to use practices in a logical sequence so that the theme is gradually being developed. A technique is learned most effectively in a no pressure situation. It becomes a skill when it can be performed on a regular basis, under pressure, and at the right time.
10
Therefore aim to progress from basic technique practices through to 'game type' skill practices. Let us take the example of improving the children's passing over short distances: a)
Begin by allowing the children to practice the technique with no pressure at all e.g. pass and move in groups of four. Once they have achieved some success, start to introduce a little pressure such as a time limit or a number target. b) Progress further by introducing some real pressure by adding some defenders. Now the children must start to think not only about their technique, but also how and when to apply it: 'In which direction should I take the ball on receiving it? When shall I pass?' This differentiates a technique from a skill! c) Playa scrimmage, but with certain conditions enforced to encourage use of the right technique at the right time, thus developing the technique into a skill. d) RegulElr scrimmage.
5.
CONDITIONED SCRIMMAGES
Conditioning a scrimmage enables the creation of a game situation while still encouraging or enforcing a particular skill. To continue the theme of passing, a number of conditions can be placed on the scrimmage to encourage the children to pass: • •
Insist on at least three passes per team before shooting. Award an extra goal if a team can make three passes without losing possession.
With thought, scrimmages can be conditiQned to encourage the use of any particular skill you have been working on. However, the coach must select criteria carefully so that the children are challenged but not frustrated because the task is too difficult! Simply put; Are the players successfully implementing the theme of the day in this scrimmage?
6.
REGULAR SCRIMMAGE
The final stage of skill development is to remove all conditions. Not only does this allow you to see how much has been learned, it also allows the children to enjoy some unrestricted play. This is the part of the session that all the players look forward to and therefore should never be omitted. It is also the most accurate tool for measuring their true development as soccer players.
11
PLANNING FOR THE SEASON Season Planning or troubleshooting?
There are two main approaches to planning training sessions: •
Season Planning
This is the method proposed in this book because of the young age of the players. They are inexperienced in all area of the game and their soccer education needs to be well rounded. It is recommended that these young players follow a clearly defined curriculum (as they would in school) that is balanced, broad and flexible in its nature. In this book you are provided with a curriculum that ensures continuity and progression within each session and across the season. Therefore, we always begin with simple concepts and progress to more complex game related themes. This is the most effective way for children of this age to learn. It may be tempting to ~emedy' their 'shooting' after a 0-0 tie and then return to your defending theme for the next session, however, this is confusing for young players. It also rarely works! Remember our primary aim for these young children is continual development for the future, not exclusively winning. ~ •
Trouble Shooting
At an older age and hfgher standard, 'troubleshooting' weaknesses identified in the previous game is more appropriate because the coach is fine-tuning. For example, the coach may wish to focus on the shape of the defense because they were constantly 'pulled' out of position in the previous game. Techniques I Skills v Tactics?
At this young age the players are relatively deficient in every area of the game, technical and tactical. The main focus for the coach is undoubtedly technical and skill based and should involve activities that maximize contact with the ball and promote fun. It is not appropriate to spend time on complex formations and rigid positions. The players are not ready to understand large scale tactics and do not have the interest or attention span for drawn out discussions. Let them play! Small sided games which incorporate 1 v 1, 2 v 1, 2 v 2, 3 v 2, 3 v 3 and 4 v 4 will develop technique and encourage small scale tactical thinking on the part of the players. By consistently modifying these small-sided games (e.g. 4 v 4 to two wide goals) the children will be challenged to 'solve different problems' thus developing their tactical thinking. What should I coach first?
A recommended season coaching plan is included in this book, however, different coaches have their own preferences as to which unit should be coached first e.g. some coaches would rather begin the season by coaching defending. The plan basically includes units on possession (individual and group), attacking and defending. Sessions on team specifics such as corners, throw ins and free kicks can be included at the coach's discretion. The length of each unJt will depend on factors such as how many coaching sessions the team has each week. This program can be repeated in the following season with variations as needed. Although there are twenty session plans in this guide it can be assumed that inclement weather will probably reduce tile number of sessions to sixteen a season (based on two sessions a week).
12
A Suggested Season Plan
Sessions
Theme / Unit
1-3
Individual Technique -
4
Combination Play
5-6
Control
7-11
Possession 1
12-14
Attacking
15-17
Defending
18-20
Possession 2
Which sessions should I use for my team? Some of the sessions in this book are far more complex than others, thus ensuring that there is a sufficient range to cover the 7-10 year old group. Therefore, it is important to select the sessions that are most suited to your players. Some of the sessions will definitely be more suited to the more advanced nine and ten year old players rather than the seven and eight year aids. At this older age the players are generally physically stronger, more experienced and have a better tactical awareness. It should be noted that this is not always the case. Ultimately it comes down to the ability of the group rather than the specific age. The remainder of the s(;lssions are suitable for all ages in this book and can be adapted to suit much older youth players. For example the 1 v 1 activities are great training for any player. The range of complexity has clear implications for planning your season and your individual sessions. It is well worth spending some time putting together the most appropriate curriculum for your team thus maximizing the benefit of your training.
The following sessions are more appropriate for 9-10 year old players:
Session
Page
Organizing The Defensive Three
34
Long Passing
35
Transition
36
Playing With Width
37
Switching The Play
38
13
-
~
Our Season Plan
Eli~e
Session 1
Session 2
Session
Week 1 Week 13 Week 2
Week 14
Week 3
Week 15
Week 4
Week 16
Week 5
Week 17
Week 6
Week 18
Week 7
Week 19 -
Week 8
Week 20
Week 9
Week 21
Week 10
Week 22
Week 11
Week 23
Week 12
Week 24
-
Enter The Theme For Each Coaching Session
14
1
Session 2
CONDUCTING THE WARM UP The Warm up at this age should involve plenty of contact with the ball, should build in intensity and incorporate some stretching. The majority of sessions in this guide incorporate a ball each dribbling activity designed to improve individual touch and technique. There are a range of such exercises t'hat can precede the main focus of the session and some examples are included below' (See 'A Practical Guide To Teaching Soccer To 4-6 Year Olds'for an extensive selection of suitable activities). These exercises are not in any particular sequence and the list is not meant to be exhaustive. Customize the warm up to suit your group. For instance, if you have a 'lively' group you may wish to have a fairly intensive warm up from the very beginning of the session. The warm up should have pace 'regardless of the nature of the team and the practice should begin when the first child arrives. This player can be given a juggling challenge or given a move to practice. This sets the tone for the players who follow and ensures their immediate focus. It is important to remember that the warm-up should not extend beyond fifteen minutes otherwise the main activities of the session will be rushed. As the players get older the coach may choose to use a theme related warm up so as to immediately focus the players on the desired outcomes of the session. Toe Taps: Each player starts with the left foot on the ball and the right foot on the-ground. Helshe then jumps to place the right foot on the ball and the left foot on the ground. Repeat the process and build up speed. Progression 1: Do this whilst looking up at the coach. Progression 2: Do this in a forward or backward direction: Boxing: Players are on their toes and pass the ball between their left and right feet whilst remaining in the same place. Progression 1: Do this whilst looking up at the coach Progression 2: Do this in a forward or backward direction. Juggling: Feet only to improve ball control. Players use their laces and do not impart spin on the ball. Rolling: Players roll the ball using the sole of the foot. Take three touches to the left then three touches to:the right. Use any other combinations. Inside: Players dribble in the area using only the inside of their feet Outside: Players dribble only using the outside of their feet Left: Left foot dribbling only Right: Right foot dribbling only Tag ball: Players dribble around the area protecting their ball whilst trying to tag (with their hands) the other players in the area. Their ball must remain within playing distance. Incorporate a scoring system. Pokemon: As above but players try to poke other balls (with their feet) whilst protecting their own. Gladiator: Players pair off with a ball each and face each other. Their aim is to touch their opponent's ball whilst shielding (protecting) their own. Incorporate scoring system. Switch partners. They must not leave their ball or run away! Cone ballc Players have a ball each and circle ten cones,.as quickly as possible. Players can circle using their left or right foot only, inside or outside of feet only depending on the coach's instruction. As above but players perform a specific move~at each cone (e.g. drag back turn). Ensure this is coached first before having a competition! . Progression: Add defenders.
15
CONDUCTING THE TECHNICAL PRACTICE I SKILL DEVELOPMENT This part of the session focuses on the basic techniques integral to the game of soccer such as shooting, passing, dribbling, defending and shielding. It is very important to develop these at this young age. In the past the idea of technical training conjured up the notion of boring, repetitive drills with children standing in lines. This is often based on the personal experience of the coach. However, the art of coaching has progressed since then and whilst a degree of repetition is still essential to perfect a technique, other elements are also important: • • • •
Variety Competition Relevance Intensity
If a player becomes bored during the, practice then they will not execute the technique to the best of their ability and as we know 'practice makes permanent' and not necessarily perfect! This is often the problem with technical work that is completely isolated from the game. Motivating The Players
The technical stage of the session er'lcourages practice with minimal pressure from opponents. The pressure is imparted through scoring systems and time constraints as required. These can be used to motivate the players in activities that might otherwise seem bland, thus ensuring a high performance level. The key here is knowing your players. If they are highly motivated players then they will probably be more enthusiastic in participating in 'closed skill' practice (i.e. the repetition of an isolated skill) than your purely recreational player. For the recreational player it will probably need to take the form of some sort of game. Either way it is important to ensure that this part of the practice is intense and is conducted at as fast a pace as the players can sustain but without compromising quality! Breaks should be frequent and short. Scoring systems and a highly enthusiastic coach are essential factors ensuring that the players are so focused that there is no time for boredom! Demonstrations Are Key!
Quality technical training requires that the coach clearly shows what he/she wants. Each new activity should be clearly demonstrated for the players with a concise explanation of the rules. The aim is to have the players practicing as soon as possible. The technical demonstrations throughout these activities should give the players a clear visual imprint to imitate, though the final result may be slightly different. Remember 'a picture paints a thousand words'. Once the players begin to practice it is important that the coach observes them carefully. This is not a passive exercise but one that requires great concentration if the coach is to improve the players. For example, during a 3 v1 keep away activity the coach may stop the whole group to make a comment which is relevant to all the players or may take an individual aside to provide specific feedback e.g. 'I like that your first touch was close to your body, Kate, but next time aim to direct it away from your opponent. Keep up the good work'. This 'individual coaching' is a vital aspect of technical training but is often neglected. Technical v Skill Training
A 'technique' and a 'skill' have slight~y different meanings in the context of sports, though the terms are often used interchangeably. A technique is regarded as an action performed in isolation whilst a skill involves the performance of a technique, at the right time, in a more game like setting. In the session plans in this book we are less concerned with rigid definitions but always ensure a clear progression from the 'technical practice' to the 'skill development' thus the activities move from simple to more complex. The same coaching philosophies apply; however, there will be more in the way of small-scale tactics to consider in the 'skill development' section.
16
CONDUCTING THE CONDITIONED GAMES AND SCRIMMAGE The Conditioned Scrimmage as a Bridging Activity In the past a youth training session has often comprised a warm up, a series of drills or activities (often unrelated and not progressive!) followed by a regular game. Even when the earlier activities have been related to a coherent theme there has often been little transference of those skills to the real game itself. The former activities lacked relevance in the eyes of the players and were seen as something to endure before playing a 'proper' game. At this point the players: would revert to old habits and very little improvement and learning, in relation to the theme, would be witnessed in the game. The conditioned game as a 'bridging activity' provides this vital missing link. Selecting The Condition There are a variety of conditions that can be placed on any game depending on the aim of the practice. These can include: • • • • • •
Limited touches Man to man marking Extra goal A modified playing area Extra balls The use of zones to encourage or restrict movement
Each condition is used to 'force' the players to repeat certain skills/patterns of movement (Which they do not currently use appropriately) over and over again in a game like setting. The skill of the coach is in selecting which conditions to apply and then to adapt them if they are not working. If done successfully the coach will create many perfect opportunities to coach the theme of the day. It's as if he or she has 'fixed' the game to enable the coaching points to be made clearly in context. Game Related Equals Fun As well as being game related these activities are fun. The players are active, easily engaged and enthusiastic which means they are better able to learn and progress. In fact, a whole session can be conducted through the use of several conditioned games. This can be a useful strategy if you are working with a group of players who are attending practice for reasons other than a burning passion for the game of soccer. The Importance of The Scrimmage It is important that the concluding game of the session is a regular scrimmage with 'free' play so that the tactical (decision making) aspect is focused on. This is the part of the session that allows us, as coaches, to assess learning and to see if the players are now executing the skill/pattern correctly and at the right time. At this point some players will revert to old habits in contrast to their performance in the earlier activities of the session. Others will adhere rigidly to the recently enforced skill/pattern even when it is an inappropriate option. This is where effective coaching takes place. The interventions should be timely and considered, as stopping the game too often will prevent flow and is sometimes unnecessary. Some errors are of an individual nature and should be addressed with a quiet word. An effective test of our coaching skills could simply be to observe the results of our work (simply put, are the players demonstrating the theme correctly and appropriately?).
17
PRACTICE SESSIONS
THEME
PAGE
Individual Technique
19
Combination Play
22
Control
23
Possession
25
Attacking
29
Defending
32
Possession
35
KEY TO DIAGRAMS
Cone
Defined areas
Dribbling with a ball .................... ~
Running without the ball
> Passing the ball
.
Shooting the ball ~
GK
Goalkeeper
F
Feeder
T
Target Player
18
~ Elit:e
Session Title
Individual Possession
Objectives
To Develop 'Shielding' Technique To Maintain Possession in Confined Areas
SESSION PLAN
PHASE & ACTIVITY
DIAGRAM
TIME
COACHING POINTS
1. Warm Up
Ball each dribbling around the area. Use a range of commands to practice ball mastery. e.g. stop, go, change speed/direction, left / right foot dribbling. See P15.
X
X
X
X
X
X
X
X
X
X
X
15% ,
X
Keep head up
X's dribble (ball each) in the designated area (small). O's do not have a ball but aim to touch as many balls in their half as possible in one minute. Ensure sufficient rest. Switch roles after thirty seconds. Scoring: Player in possession loses one of ten lives each time their ball is touched by an opponent or if the ball goes out of the area Progression 1: Defenders can steal the ball thus making the game continuous. Progression 2: Can play :3 v 3 (X's with a ball) in each half.
X
0 X
0 X
~
-
X
.~
X
20%
X
X
X
Keep body between ball and defender Stay sideways on when defender is close Turn away from pressure Emphasis on shielding not dribbling at speed
0
Keep ball on furthest foot from defender
0
'Feel the ball and see the field' Composure
3. Skill Development
4. Conditioned Scrimmage
-
~
2. Technical Practice: Possession
3 (X's) v 3 (O's) keep away. Can pass to team-mates or dribble in the area. X's begin with two balls, Y's with one. Change for next game. Aim is to possess your ball and steal the other teams' ball(s). Progressively reduce the number of balls to one. Scoring: Team with more balls wins the game
Close control of ball Use inside / outside of foot and laces to dribble
0
0
•
X ~ X
X
•
Keep ball close
0
20%
X
0
Awareness of other players
0 X
X
0
l
I
GK
Players must take minimum of two touches on the ball before passing to a teammate. Can begin with two balls to maximize ball contact.
20% ,
5V5
-
25%
GK
5. Regular Scrimmage
r
19
I
Decision: Pass or dribble to keep possession Turn away from pressure
~
Eli"te
Session Title
Dribbling
Objectives
To Improve Technical Dribbling Skills To Exploit Space Through Dribbling
SESSION
PLAN
PHASE & ACTIVITY
TIME
DIAGRAM
COACHING POINTS
1. Warm Up Individual ball work with turns, change of speed, fakes etc. Coach a specific move to beat an opponent See P15 for variations on the theme.
X
X
X
X
X
X
,
2. Technical Practice X's begin with all the balls in the center of the field. The defenders (O's) operate outside this central area. The X's 'box' the ball before attempting to break out and shoot on goal. They then return to the central area and repeat. Rotate players. Increase the number of defenders. Scoring: X's gain a point each time they score on goal. O's score by stealing the ball and taking it back to the central area.
X
X
X
X
X
X
Keep ball close
15% -
Head up Use of both feet and different surfaces
~
Attack space
:GK 0
L-
~
Awareness of defenders
~ X
... GK
X X
/,
~
X
Soft touches to maintain close control
f-
..
\~
0
20%
0
GK
3.
S~ill
Development: 3 v 3
Begin with each team in possession of one ball. The aim is to score by dribbling and stopping the ball in the opponents' End zone. If the ball goes out of play then restart with a dribble. The team that concedes a goal collects a ball from behind their End zone and attacks the opposition. Scoring: The team with the fewest balls in their End zone at the end of the game are the winners. Progression: Play with one ball
4. Conditioned Scrimmage 4 v 4 to two goals. The game always restarts with the coach playing into the central zone. Eight players compete in this area and attempt to break out into the attacking zone. Players must penetrate by dribbling, not by passing.
I
I
xxx]
Accelerate into a gap Awareness of defenders and teammates
ENDZONE
....
X
X
0
20%
X 0
".
.~
0
Positive attitude Decision: Pass or dribble?
ENDZONE
r
X XX
I
I
GK
GK 20%
AV4 -
GK
GK I
5. Regular Scrimmage
20
I
25%
Quick decision-making Group shape to open space
~
Elit:e
Session Title
1 v 1 Attacking
Objectives
To Dribble With Close Control To Beat An Opponent
SESSION PLAN
PHASE & ACTIVITY
DIAGRAM
TIME
COACHING POINTS
1. Warm Up Players dribble around the area with a b2111 each and respond to a-range of commands. e.g. left / right foot, stop, go, toe taps, box ball, circle the cones, beat the cones Cbach a move at a cone (e.g. Scissors).
6
X
6
6
6
X
6
X
6
X
X
6
X
6 X
I 15%
X
Close control Use both feet and different surfaces: Inside I outside
Ilaces Head up!
6 x 6x 6 x 6 x
2: Technical Practice: 1 v 1 X must 'fake out' 0 and dribble the ball to either cone (left or right) before 0 (without ball) can get there. Alternate attacker and defender. Scoring: One point for the player who gets to the cone first Switch partners after five minutes.
3.
1\
<
o
20%
>
1\
Change of speed and direction Use a clearly defined 'fake' Use of hips and shoulders to 'fake' defender
.... -X.__·.·.. ~
Skill Development: 1 v 1
1\ X begins with the ball on his/her End line with 0 poised on the other End line without a ball. On X's first touch 0 can move forward to defend. Scoring: X scores by stopping the ball on O's line. 0 scores by stealing the ball and counterattacking to X's line. Alternate attacker and defender. Switch partners after five minutes
1
20%
Be positive Accelerate into space behind defender
o
4. Conditioned Scrimmage: 2 v 2 Condition: Man to man marking. On receiving the ball a player MUST attempt to beat the first defender. If ball goes off the sideline then game restarts with a dribble. After each goal tne scoring team must run to their own goal before advancing to defend the b.all thus giving time for the other team to 'break out'. First pass from the GK is always free.
Approach with pace but close control
X
l
r
Head up to see the space Be positive and aggressive
GK
20% 2V2 All the above Decision: Pass I dribble or shoot
GK
1
5. Regular Scrimmage
I
25%
21
~
Elit:e
Session Title
2 v 1 Attacking
Objectives
To Improve Passing Technique To Improve 2 v 1 Combination Play
SESSION PLAN
PHASE & ACTIVITY 1.
Warm up
Ball each warm up. Players execute turns, changes of direction and speed, toe taps, ball boxes etc. See P15.
DIAGRAM
x
X
TIME
x
X
X
X
X
X
X
X
X
15%
Players get into pairs. They pass and move between each other in the designated area.
Communication Quality of receiving touch
Progression: Add two defenders (in pinnies) to the game who attempt to get as many touches on the different balls as possible. Change defenders. Scoring: Each pair starts with ten lives and loses a life if their ball is touched by any other player (or ball) or if it goes out of area.
20%
Non-kicking foot points toward target Timing of the pass
r
I
GK1
Awareness of defender
~X2
X1
-----\ 01 \
Conditioned Scrimmage: Zones
GK2 I
r
I
0"---'"
20%
Be positive
All the above
° 20%
X
Progression: Player can penetrate the next zone with a dribble but must return on transition 5.
Regular Scrimmage
I
22
I
Angle and distance of support Decision: Dribble or pass
02
I
GK Players must remain in their designated zones. Game is constantly restarted with the coach feeding the ball into different players. Rotate pairs of players to different zones.
Look up before passing the ball Use inside of foot with ankle locked
3. Skill Development: 2 v 1
4.
Close control Keep head up Use both feet Dribble to space
2. Technical Development
GK1 rolls ball out to X1 or X2. On X's first touch 01 or 02 can come forward from their goal to challenge for the ball. If ball goes out of play then restart with GK2 playing into O's who attack X's goal (X1 or X2 defending). Scoring: Team in possession aims to combine and score on goal. Defending player aims to steal the ball and counterattack to opposition goal.
COACHING POINTS
25%
~ Elit:e
Session Title
Receiving The Ball Along The Ground
Objectives
To Receive The Ball Close To The Body To Direct The Ball Away From Pressure
SESSION PLAN
PHASE & ACTIVITY
TIME
DIAGRAM
COACHING POINTS
"
1.
Warm up
Dribbling warm up with turns, fakes, moves etc. Ensure players use both feet and different surfaces. See P15.
2.
X
X
X
X
X
X
X
X
X
X
X
X
Technical Practice
X's run towards and receive a ball from F, control and pass back. X's then return to the center cone and go to a different feeder. Scoring: The first X to make five passes is the winner
~
IF
F"",
~
X
The coach continually passes balls into the X's who turn away to attack one of the other goals or pass to a teammate. If 0 wins the ball they attack any goal. The coach then feeds into another player in space. Scoring: A point is awarded each time a goal is scored. First player to five goals is the winner. Rotate positions.
Move towards the ball
F
/
6.
20%
X X
X
~
/~ F
Skill Development
Lateral movement to get in line with the ball
I
X
~X
F
Progression: As above but receive the ball towards a different feeder. Playa double pass and then go to another feeder. Therefore X's always keep the same ball.
3.
15%
-
1
F
1
GK X
[
0
X
GK
0
/
X~
X
GK
Head up on receiving the ball
0
20%
Awareness of defenders Awareness of the goal
X
Receive ball towards goal if possible but away from pressure
'GK I ....
I
Select the controlling surface 1
Conditioned Scrimmage
1
GK As above but with two equal teams and only one ball being fed in from the coach at anyone time. Players can pass to team-mates and can score on any goal
Set body to receive the ball Weight and direction of the controlling touch
Progression: Play with one ball. X's must make three passes before scoring. 4.
Soft touch on the ball Keep bal! close Head up
Communication s1 Directior} of 1 touch
-
[
GK
GK
4V4
]
20% -
GK 5. Regular Scrimmage
I
23
I
25%
~ Elit:e
Session Title
Receiving Air Balls
-----------------
Objectives
To Direct The Ball Away From Pressure To Receive the ball close to the body.
SESSION PLAN
PHASE & ACTIVITY 1.
TIME
DIAGRAM
COACHING POINTS
Warm up
Players dribble around area performing a range of turns and moves. Incorporate the players throwing the ball in the air and controlling (cushioning) with their laces and thighs. See P15.
X
X
X
X
X
X
X
X
X
X
X
X
,
15%
Head up Close control Laces: Bend knee with toes pointing up Cushion the ball
~
2. Technical Practice
6
4.
6
X
6
r
-
Movement to get in line with the ball Cushion the ball
X
20%
6 6
Select and present surface
I Quick movement towards point of control Settle yourself before presenting surface
GK
[
X
G:~GK 0
20% Body shape on receiving the ball Call for the ball Control towards 'open' goal
X GK I
I
I
I
GK
F1
F2 -
20%
0
3V3 -
F3
F4
GK
Regular Scrimmage
I
24
Vertical movement to take the ball out of the air
F-' X
X
Conditioned Scrimmage
Ball is fed in the air from the F that the coach calls out. The ball must be controlled out of the air and play ensues. If the ball goes out of play the coach calls another number. Rotate players. Feeder should throw the ball towards a player, not aimlessly. Coach may call two numbers.
5.
6~
Skill Development
Each X receives a ball from F's and attempt to score on goal. They then return to the center to receive another ball from a different feeder. First player to score three goals is the winner. Rotate positions. The coach acts as a passive defender.
F~
6
6/~
Progression: X's must receive the ball from the feeder and pass to a different feeder. Receive the same ball and repeat the process. First player to five gates is the winner. 3.
6~F
F6 ......... X
F throws the ball (underarm) to X who controls it and passes back to F. X then runs to a different feeder and repeats the above. Practice before competition. The first player to visit five gates is the winner.
I
25%
Awareness of defenders Receive ball away from pressure and towards goal if possible Communication between players
~ Elit:e
Session Title
Short Passing
Objectives
To Develop Technique Of The Push Pass To Pass At The Right Time
SESSION PLAN
PHASE & ACTIVITY
DIAGRAM
TIME
COACHING POINTS
15%
Head up Close control Use of both feet and different surfaces
1. Warm up Players dribble around the area with a ball each and respQnd to a variety of commands from the coach. See P15.
2.
x
x
x
X
x
x
x
X
x
x
x
X
Change of speed and direction
Technical Practice: Passing
Players are in pairs with one ball between them. Players pass through the goal to each other using one touch to control and one pass to return the ball (practice for one minute). Competition: Players make five passes with their partner and then both run to a new gate and repeat. The first pair to five gates is the winner.
Use inside of foot with ankle locked to pass
20%
Step into pass for momentum
Progression: Repeat the above but only make one pass through each gate. Introduce two defenders who move to block the gates but cannot steal the ball.
Follow through to provide 'crispness' of pass Receive ball with the inside of foot
3. Skill Development 3 v 1 keep away in a square. Change the defender after 1 minute. Scoring: Which group can make the largest number of consecutive passes in a minute without a mistake?
Communication
x
I~ x...
Accuracy
20% Strength of the pass
X
Timing of the pass
Progression: 3 v1 to two goals. GK1 plays into X's and after three passes they can score in either goal. Rotate. o can shoot immediately on winning the ball. 4.
Non-kicking foot alongside ball and pointing towards target
st
Direction of 1 touch
r
ConditionedcScrimmage: 6 v 6
l GK
Must make three consecutive passes before team can score.
20%
5V5
GK
5. Regular Scrimmage
I
25
25% I
~
Elit:e
Session Title
Possession
Objectives
To Improve Technique Of Pass To Improve Support Play
SESSION PLAN
PHASE & ACTIVITY 1.
Warm Up
Individual ball skills and dribbling including toe taps, boxing the ball, fakes etc. See P15. 2.
X
X
X
X
X
X
X
X
X
X
X
X
15%
Close control Balance
Technical Practice X
X
X'"
0
0
Maintain shape / space Quality of pass Movement Communication
X
x----. X
Progression: Add additional balls to each group Progression 2: The teams must use both halves of the field
20% 0
o~ ~
Skill Development
Number X's and O's one through six. When the coach shouts a number, that player runs to the other team to try to steal the ball. Coach has option to call more than one number Scoring: Team that maintains possession for the longest gains a point. Restart. Progression: As above but place a goal in the centre. A ball is fed to one team whilst the other team sends a defender (or more) across. After four passes the team may shoot on goal. 4.
COACHING POINTS
Head up
Players pass and move in their area Scoring: Start with five points and gain a point for each successful pass. Lose a point if the ball or any player stops moving or if the ball goes out of area.
3.
TIME
DIAGRAM
Quality of pass: X1
Accuracy Weight Timing
X2
~X5
X3
X4
X6
-
20% Gain eye contact before passing
01
02/04 05
04
06
Conditioned Scrimmage
5 v 5 + GK's. Team must make three consecutive passes before a goal can be scored. Two players from each team must remain in their half of the field. One player from each team can roam between the halves.
I
I
0
v
X
Awareness
GK X 0
"
0
X
20%
I
26
-
'"
'"'
Composure
XO
GK 5. Regular Scrimmage
Quality of control
I
25%
Shield if there is no available pass
~ Elit:e
Session Title
Possession
Objectives
To Develop The Quality Of Pass To
SESSION PLAN
PHASE & ACTIVITY 1.
Angles Of Support
TIME
DIAGRAM
COACHING POINTS
Warm Up
Ball each dribbling skills including change of speed and direction, use of left fool, right foot, toe taps in a forward and backwards direction, ball boxes in a forward and backward direction. See P15. 2.
Provi~e
X
X
X
X
X
X
X
X
X
X
X
X
15%
Close control Head up Use of both feet Awareness of space
,
~
Technical Practice: Passing
In groups of four, players pass and move within their area maintaining a diamond shape. Must be two touches. Scoring: How many consecutive passes without a mistake? Progression 1: As above but after five passes the group moves clockwise into the next quadrant and repeats Scoring: The first team back to their starting position are the winners. Repeat. Progression 2: Visit the quadrants in any order.
Maintain shape: Length; width and depth
X
X
x~
X
X
20%
X
X
X
Quality of pass Movement after pass Communication
X
X
Quality of receiving touch
X -
3. Skill Development: 4v2(or1) Four players in the area aim to possess the ball. Two players try to steal the ball from the four. Scoring: How many consecutive passes can the four players make before losing possession? Two defenders score by stealing the ball and dribbling out of any safe side of the area. 4.
Conditioned Scrimmage: 4 v 4
Angle and distance of support
X
X
0
I>x
X/
Accuracy of pass Strength of pass Timing of pass Maintain 'diamond' shape
r---
~
GK
GK
20%
4 v 4 scrimmage to two wide goals. After five minutes the four GK's come out to form a team whilst one of the outfield teams becomes GK's.
-
-
All the above
4V4
0
-
GK
GK 5. Regular Scrimmage
20%
L-
----.J
27
25%
~
Elit:e
Session Title
Possession
Objectives
To Be Patient and Composed In Possession To Improve Vision and Decision Making
SESSION PLAN
PHASE & ACTIVITY
TIME
DIAGRAM
1. Warm up Ball each dribbling skills. Players perform moves, changes of speed and direction using left and right feet. See P15.
X
X
X
X
X
X
X
X
X
X
X
X
15%
COACHING POINTS
Head up Close control Both feet Different surfaces -
2.
,
[XXXX)
Technical Practice
X
X's possess two balls between them. The O's attempt to steal the balls and dribble them to the outside of the area. This ball is now out of the game. X's then take another ball from the specified area and continue. Scoring: Can the X's survive the time period without running out of balls?
x/o O/X ~X
20%
Composure Timing of the pass Shield if there is no pass available
(XXXX)
Distance and angle of support
3. Skill Development 4X's keep the ball away from the 20's ~. by dribbling, shielding and passing. If X's are struggling then link the two O's with a pinnie.
Awareness of defenders and te!;lmmates
L:::.
6 6
X
X~
Scoring: X's score by dribbling the ball through one of the gates. O's score by stealing the ball and dribbling out of the area.
6
\
X
° 6
6
Awareness of space to exploit
X
20% Communication
°6 6
Be positive
6
Progression: X's must pass the ball through the gate to a teammate to score.
4.
Conditioned Scrimmage
-1
I
4 v 4 to four goals. Must take a minimum of two touches. Rotate GK's after five minutes. Set up as a tournament where each team plays theother two teams.
All the above
GK
20%
.-
f-
4V4
GK
:
GK
'-
-
f-
5. Regular Scrimmage
25%
GK
I
28
T
~
Elit:e
Session Title
Breakaways
Objectives
To Remain Composed When 1 v 1 with GK To Remain Aware Of GK And Defenders Position
SESSION PLAN
PHASE & ACTIVITY
DIAGRAM
TIME
COACHING POINTS
1. Warm up Players move around the area with a ball each practising turns and moves on coach's commands. Introduce defenders who are trying to steal the balls. See P15. ~
2.
X
X
X
X
X
X
X
X
X
X
X
15%
Head up Close control Use of move to beat defender: Change speed and direction
Technical Practice 1st touch out of feet Awareness of GK in relation to goal
X4
X and Y attack opposite goals simultaneously and have five seconds to score. They then join the line the other side (initially as a retriever) of the goal to attack the other way. The two GK's on each side switch after each shot. Practice time, then competition. Scoring: First player to three goals is the winner. Rotate GK's. 3.
X
X3
I
I
X2L::,
GK1
X16
GK2
.. 20%
~
Skill Development: Introduce defenders
I
I
GK4
If GK stays on line then shoot to the corners Timing of shot
Y16 Y2/\
GK3
If GK comes forward then beat GK with a move
Be aggressive to goal
Y3
Y4 As above but players have starting positions indicated by cones. Once X1 has taken his/her first touch X2 may give chase. Switch roles when they attack the other way. X's and V's go simultaneously. GK2 and GK4 act as retrievers. Rotate after first game. Scoring: First player to get to three goals is the winner. No points if attacker is caught before shooting. 4.
20%
X's receive the ball from GK1 and attack towards GK2. If they score they then attack towards GK1. O's attempt to steal the ball and then attack . towards GK3 or GK4. If they score they attack the other way. Thus X's are playing North-South and O's pttack East-West.
0
...
Conditioned Scrimmage ~
GK1 X
-
0
GK3
~r
•
I
I
f--
/0 0
I
29
20%
GK4 L-
X
X '\.GK2
5. Regular Scrimmage
Positive attitude to goal
0 X
I
Awareness of defender Quality of dribbling touch
25%
~
Elit:e
Session Title
Shooting
Objectives
To Develop Technique Of Shooting To Encourage A Positive Attitude To Shooting
SESSION PLAN
PHASE & ACTIVITY
DIAGRAM
TIME
COACHING POINTS
1. Warm up X
X
X
X
X
X
X
X
X
X
X
X
Players dribble around the area with a ball each performing turns, moves etc. on the coaches commands. See P15.
1:'%
Head Up Balance Use of both feet and different surfaces Close control
2. Technical Practice X stands in a goal and opposes a. X shoots at :O's goal. After saving / retrieving the ball a rolls the ball forward and immediately shoots at Xs goal. Play is continuous for two minutes and speed of play is essential. Switch players to play against someone of similar ability. Play three or four games.
6,
X
It\
1\
~
Strike the centre of the back of the ball
20% Approach at an angle Non-kicking foot to the side of the ball and pointing towards target
/\
y
Weight over the ball
I
I
GK
~
:xt-
...
y
4A's
-
.....
GK
Progression 1: Y's act as feeders and pass the balls into X's. Progression 2: As above but add defenders who aim to steal the balls and attack a different goal.
GK
\
'-
4.
X
Strike the ball with the laces and ankle locked
-~
~
0
3. Skill Development X's start in the central area with all the balls. a's play as GK's and v's behind the goal as second GK's / retrievers. X's dribble and shoot on any goal and then return to the centre to get another ball. Scoring: How many goals can Team X score in 1 minute? Rotate roles.
D.
20% y
Aggression
I-
Attitude: Positive
GK
Awareness of GK position I
I
y
Conditioned Scrimmage I
I
4 v 4 to four goals. Regular scrimma~ie but team can score on any of the four goals. GK then feeds in to any player who must attack a different goal. Variation: Use two balls 5. Regular Scrimmage
GK ~
I-
GK
20%
GK
4V4
-
'-
GK I
30
Accuracy
I
25%
~
Eli'te
Session Title
Shooting
Objectives
To Improve Shooting Technique To Improve Decision Making Near Goal
SESSION PLAN
PHASE & ACTIVITY 1. Warm up Players move around area with a ball each, performing turns, f~kes etc. on the coach's commands. See P15.
TIME
DIAGRAM
X
X
X
X
X
X
X
X
X
X
X
X
COACHING POINTS
Head up
15%
Close control Balance Use of both feet
2. Technical Practice
xu.
X and O's take it in turns to take shots on goal. Alternate left and right feet. Ensure the player controls the ball and then looks to take the shot quickly. Rotate GK every two minutes. Progression: On receiving the ball the player takes the ball around the rear cone and shoots, as the ball is moving forward. Game speed. Rotate GK. Alternate left and right feet.
D
Strike with laces and ankle locked
b
GK
GK
6.
0
0
1\
1\
Scoring: How many goals did X and 0 score as a team?
t-.
20%
Non-kicking foot is placed alongside the ball and points towards the target Step into the ball Follow through
-
3. Skill Development T plays the ball into an X in space. X's combine to score on the goal. O's attempt to steal the ball and score on the same goal. After a shot on goal T plays another ball in but this time to the O's who attack the goal. Scoring: The first team to make three goals can choose to stay in the outfield or become GK and T.
X
l
I
GK 0
\
XV T
1\
4. Conditioned Scrimmage: 6 v 6
Good controlling touch to create space
20%
Head up on receiving the ball Decision: Shoot immediately or beat the defender
1\
II
GK
Regular scrimmage but must shoot from outside the designated areas. If the ball comes to a player inside the goal zone (e.g. from a rebound) then the shot must be taken first time. The ball cannot be passed to a player in the zone.
20% -
5V5
GK
5. Regular Scrimmage
L.-J
31
25%
Positive attitude towards goal
~
Elit:e
Session Title
Individual Defending
Objectives
To Apply Pressure To Opponent To ,Use Correct Defensive Stance
SESSION PLAN
PHASE & ACTIVITY 1.
QIAGRAM
TIME
COACHING POINTS
Warm-Up
Individual ball work with turns, fakes, -.:hange of speed, ball rolls etc. See P15,
2. Technical Practice X dribbles in a small area whilst 0 remains as close as possible. Scoring: 0 gains a point if within touching distance when coach freezes play. Switch roles. As above but 0 attempts to win possession by stealing the ball. If the ball goes out of play then 0 begins with the ball in the center. Scoring: Player in possession at the end of the minute is the winner. As above but begin the game with a block tackle in the centre. Switch partners.
X
X
X
X
X
X
X
X
X
X
X
X
15%
,
, Apply pressure to opponent Stay touch tight :
X
X
Close control Head Up Soft touches
0
0
-
Defend sideways on X
X
0
20%
0
Block Tackle: Non-kicking foot alongside the ball Weight over the ball Use inside of foot with ankle locked
0
X
0
Poke ball away with the front foot
X
-
3. Skill Development: 1 v 1 On X's first touch 0 may leave his / her cone to defend. Scoring: X scores by stopping the ball at O's cone. 0 scores if the ball goes out of the area or by stealing the ball and counterattacking to X's cone Alternate who starts with the ball. Progression: Players defends the End line instead of a cone
~X
U 20%
\
l!\
4. Conditioned Scrimmage Regular soccer rules but players can only challenge their designated opponent (man to man marking). GK passes or rolls the ball to a player. First pass from GK is free. Variation: Play 5 v 5 (man to man marking) with two balls.
Pressure 'Surfing' position-sideways on Patience: Don't over commit
Angle of approach
0 ;\
II GK X ()
X
20%
0
l-.J
32
0
-
GK
5. Regular Scrimmage
Stay close to opponent Timing of challel'lge
25%
I
i
~
Eli-te
Session Title
Defending
Objectives
To Apply Pressure to 1 attacker
st
st
To Provide cover for 1 defender
SESSION PLAN
PHASE & ACTIVITY 1.
Warmup
X's begin on the outside of the large area whilst O's begin on the outside of the small central area. Scoring: X scores by beating his/her opponent and penetrating the inner area. 0 aims to prevent X's penetration and counterattack to outer line. Switch positions.
2. Technical Practice: 1 attacker v 2 defenders X1 and X2 begin alongside the goal and on 01 's first touch come forward to defend the goal. Restart with GK2 playing into X's if ball goes out of play or if a goal is scored. Scoring: 0 scores by shooting past ~GK into the net. X's score by counterattacking and shooting into O's goal. Rotate GK's.
3. 2 v 2 to Goal
DIAGRAM X ..".-
";~
TIME
COACHING POINTS
.£X~
..
0.0"
15%
X
Pressure Patience Position
o x
X
X1 I I X2 Communication 1sl Defender: Pressure nd 2 Defender: Cover
20% Distance and angle of cover Recovery run if beaten GK1
L-J 02
01
X1 I I X2 nd
2 defender covers 1 defender
X's begin with the ball and attack O's goal. 01 and 02 move forward to defend as soon as X's have taken their first touch. If the ball goes out of play then begin with a player dribbling or passing onto the field. After a goal set up again with O's in possession. Rotate GK's regularly.
20%
01-r==J' 02 II
4. Conditioned Scrimmage Players must stay in designated zones creating 2 v 1 and 2 v 2 situations. -Progression: One player from the central zone can penetrate final third when attacking but must recover to central zone on loss of possession
51
GK
x X
0
o
o
X
33
()
X
0 GK
5. Regular Scrimmage
20%
X
25%
Play goal side but step forward to intercept if possible Fast Recovery
~
Elit:e
Session Title
Defending
Objectives
To Organize The Defensive Three To Provide Pressure, Cover and Balance
SESSION PLAN
PHASE & ACTIVITY
TIME
DIAGRAM
COACHING POINTS
1. Warm up 9 v 3 keep away. Nine attackers possess the ball whilst three defenders try to steal it. The three defensive players switch after three minutes. Scoring: Each time the attackers make five passes they get a goal. Defenders score by stealing and making three passes.
2. Functional Practice
X
X
X
X
/----. o
O~X
_
X
X X
~
Pressure 'Surf' po,:;ition
15% 0
X
-
I
Coach feeds a ball into the four O's in midfield who aim to pass into the two O's in offensive positions. The three defending X's attempt to steal the ball and pass up to the two X's in midfield who in turn attempt to pass to the coach. If the ball is continuously lost in midfield then coach can feed directly into the offensive O's to increase frequency of practice.
I
GK
X
st
1 Defender: Pressure nd 2 Defender: Cover 3'd Defender: Balance
X X
0
0
\
30%
0 0
X
X
...
Coach begins by feeding the ball into the 20's who attack the goal. If X's win the ball they play into the coach, who attacks the other goal by playing into the X's or by penetrating. Defenders always play into the coach who goes with the flow of possession. Progression: After a goal4s scored the GK feeds the defensive~three who must now play out of the back and into the coach.
Communication
•
COACH
3. Conditioned Scrimmage
I
I GK
X
X 0
~ ..
Anticipation of pass
0
/
30%
X
0'
X 0
0
25%
GK
34
Don't allow the attacker to turn. Quality of distribution
/C
I
Defenders get goal side of the ball Step in front of the attacker if feasible to win the ball
0
0 Progression: One midfield 0 player can penetrate the offensive zone after the pass or by dribbling. Rotate positions.
4. Regular Scrimmage
Small steps and bent knees Communication Work together
I
~ Eli"te
Session Title
Long Passing
Objectives
To Develop The Technique Of The Long Pass To Decide When To Possess v Penetrate
SESSION PLAN
PHASE & ACTIVITY 1.
Warm up
Ball each warm up following the commands of the coach. e.g. changes of direction / speed / surface etc. See P15. 2.
b) X1 and X2 exchange passes until X3 calls for the ball. X1 or X2 plays the long pass to X3 and follows the ball to support. Now repeat the process.
X
X
X
X
X
X
X
X
X
X
X
15%
Close control Head up Awareness of other players
Strike with laces and ankle locked.
•
X1'"
X3 X2 ~
I
X1 X2
!
I
Touch the ball forward and to the side to allow a run up
20% Step into the ball and follow through in the direction of the target
~X3
Non kicking foot alongside the ball but not too close Point towards target
Skill Development
The coach plays the ball into the X's who possess the ball until which time they can playa long ball across the zone into the O's. One Y (Y1) can move into X's zone to steal the ball. If the ball reaches the O's a new Y (Y2) moves into that zone whilst Y1 recovers to the central zone. Scoring: X's and O's score by delivering the ball across the zone. V's score by stealing the bal!. 4.
X
COACHING POINTS
Technical Practice: Long Pass
a) X1 plays a double pass with X2, touches the bailout of the feet and plays a long pass to X3 who repeats the process with X2. X2 should move to the player rather than standing still in the middle.
3.
TIME
DIAGRAM
Conditioned Scrimmage: 4 v 4 to End zone
X X ..------
~
Jl\\
IY1 0
X All the above
20% Y4
Y2 Y3
Awareness of defender Awareness of space Importance of the 1sl touch Shape
\
•
"f 0
0
0
S2
S1
Coach starts the game by feeding into any player. Scoring: Goal for passing to one of the neutral support players on the opposite End zone. This player then feeds into the team that conceded a goal. 5. Regular Scrimmage
-
20%
4V4
S3
-
S4
35
Head up on receiving the ball Look to penetrate early
25%
~
Eli1:e
Session Title
Transition
Objectives
To Maintain Possession To Improve Support Runs
SESSION PLAN
DIAGRAM
PHASE & ACTIVITY 1.
Warm up
Players move around area with a ball each, performing tl~rns, fakes etc. on the coach's commands. See P15.
TIME
X
X
X
X
X
X
X
X
X
X
X
X
COACHING POINTS
Head Up
15%
Close control Dribble to space
2.
Technical Practice
3X's keep the ball away from O. Change defender after two minutes.
.X
X
a
20%
Scoring: X's score by making four consecutive passes. 0 scores each time he / she wins the ball. 3.
Quality of pass: Accuracy Weight Timing
*
Skill Development: 3 v 1 (+2)
3X's v 10 in one half of the field. 20's in the other half of the field. X's attempt to keep possession and 0 tries to steal the ball. Once 0 steals the ball he / she passes into teammates and follows the pass to make a group of three. One X can go after the ball to try and win it back Scoring: Team scores a goal on making four consecutive passes
X"
X
X~
Speed and angle of support run
a 20%
a
Distance and angle of support
a
Positioning of two support players to receive the ball in space-provide length
Progression: Can do this with 3 v 2(+1),4 v 2 (+2) or 6 v 3 (+3) 4.
Conditioned Scrimmage
Each team has three players in the defensive half of the field and two in the offensive half. GK can act as a sweeper keeper. The attacking players must always remain in their half. A defensive player can progress into the attacking half with the ball or after it has been passed in. If the ball is lost any penetrating player must recover to their own half.
1
I
X/a
GK
a
X\ \/
20%
~ Xa
/a
Decision: Who penetrates and when
X
X
a GK
I
I
25%
5. Regular Scrimmage
36
~ Elit:e
Session Title
Width in Possession
Objectives
To Maintain Width To Attack Out Wide When Appropriate
SESSION PLAN
DIAGRAM
PHASE" & ACTIVITY 1.
Warm Up
Individual ball work practising moves, turns, changes of speed etc. Include rolling the ball with the sole of the foot, toe taps and boxing the ball. See P15. 2.
TIME
X
X
X
X
X
X
X
X
X
X
X
X
Progression: X's must make three passes before scoring
Head up
15%
Find space Close control
-
,
Technical Practice
T1 plays into X's who combine to get the ball to T2. T2 then passes into X's who attack the other way to get ball to T1. Scoring: Score by passing to target player. If 0 wins the ball he/she attacks in the opposite direction to the X's and score by passing to a T player.
COACHING POINTS
~ ..
...........
T1
~
'\
X
20%
~ ~
.......
Quality of pass Quality of 1sl touch
\X
°
~
Maintain width
-
Distance and angle of support Speed of decision
':4. T2
.~
3. Skill Development -
X1 begins with the ball. The X's attempt to get the ball to X4. If X's are successful they then attempt to get the ball to X1 on his/her End line. O's begin on cones for each restart (until players understand the game) and can attempt to steal the ball and score by dribbling to X1 or X4's End line. Rotate positions. Note: Area should be wide but short. 4.
~ ..
,
X4
Decision: Pass or dribble
.0
X2 ~
20% X3
/
~ ...........
................. :....... ~
X1
Composure on the ball Play away from pressure
.....
....... ....... ~
II
Conditioned Scrimmage
GK 3X's v 30's with two wide neutral players in each half of the field. Neutral players cannot be challenged but the ball is not allowed to stop. N's must remain in their own half. Progression: Neutral players can only have three consecutive touches on the ball.
5.
Maintain shape
As above N
N
20%
3V3 0
N
-
GK
'---J
RegUlar Scrimmage
37
N
25%
~
Elit:e
Session Title
Switching Play
Objectives
To Change The Angle Of Attack To Maintain Width
SESSION PLAN
PHASE & ACTIVITY
DIAGRAM
TIME
COACHING POINTS
1. Warm Up Five balls between twelve players. Pass and move in area. Encourage players to move wide to receive the ball and stretch the field. Condition to pass with lefUright foot, inside/outside of feet. Progression: Encourage longest pass available
,
X
X
X
X
X
X
X
X-
X
X
X
X
15%
Vision Movement wide to creatp space Quality of pass Quality of 1sl touch
~
-
2. Technical Practice X
4X's keep the ball away from 20's. Scoring: Four consecutive passes=one goal for X's. Two consecutive passes=one goal for O's. O's can be joined by a pinnie if there is a need to reduce pressure. 3.
4.
x/o";:
~;:
Skill Development
4X's v 40's (+4 support players). Reduce number of defenders if necessary by having one player 'take a knee'. The team in possession use the wide players for support. Scoring: A goal is scored each time the ball is played to a wide player. On receiving from one support player the ball must be transferred to another support via the central players. Rotate positions after five minutes
Conditioned Scrimmage
4 V 4 to three small goals. Each team has two GK's who can move to defend all three goals on their side.
Maintain width, depth and length
20%
X
Quality of pass Open up to field on receiving the ball
T Distance and angles of support
T
X~
x/o x~
T
20%
Movement of T players to receive the ball
X
Maintain shape
0
Head up on receiving the pass
0
""'-T
.... ··GK1··'~ ...... ·
II
GK2"'~
r-
II
Maintain width, depth and length. ~
20%
4V4
Communication
~
Note: Area should be wide but short.
5. Regular Scrimmage: 6 V 6
Play away from pressure.
-
LJ GK3c=:J
.....
...~
38
....
,.,
...
GK4
L.J ....
,~
25%
~ Eli"te Date of Birth
Name
Roster
Address
City
Phone Number
E-Mail .
-
-
-
39
~ Eli"te
Attendance At Training ,Sessions
Day Date Name
-
-
40
~ Elit:e Game
1
Game Day Line Up
2
3
4
5
6
7
8
9
10
11
12 13 14 15 16
Name
,
~
-
-
,
-
Enter Position of Player:
F= FOlWard M= Midfield D= Defense S= Substitute 41
-
~ Elit:e Game
1
Y 9
J
_ _ _ _ _.....p.....l.....a....._in..........T_i.....m.....e 2
3
4
5
6
7
..
8
9
10
11
12
13 14 15 16
Name
,
~
-
-
1_.. . . .
~
...
Y 9 E .....n_t_er....T ...h....e....p...,l_a....i.... n _Ti... m.....e....F....o....r.... E.... a.... ch_p_la.... Y:.....
42
-
]
~ Eli"te Date
'Opponent
1
G_a_m_e_D_e_t_a_ils HT Score
,
~
-
0
43
FT Score
Scorer
Assist
~ Elit:e Date
I
Injury Log
'----Nature of Injury
Name
,
-
-
0
44
Treatment
Parent Follow Up
II a
f
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