ORGANIZATION
The key to running a good practice session is preparation and organization. A good coach goes into every session with a plan on where they want to get to and how they want to get there. This can be a simple session on learning the correct way to pass for younger children or a more advanced session on passing and moving to break down the opponent’s defense with an older group.
Below are general time scales which you may like to follow so that your session runs smoothly and according to plan.
- U5 – U8
Warm Up (with ball)10 Minutes
Fun Game15 Minutes
Technical Skills Practice15 Minutes
Fun Game15 Minutes
Open Game30 Minutes
Cool Down 5 Minutes
Session Length1 Hour 30 Minutes
U9 – U11
Warm up10 Minutes
Fun Game10 Minutes
Technical Skills Practice10 Minutes
Conditioned Game10 Minutes
Open Game15 Minutes
Cool down 5 Minutes
Session Length1 Hour 30 Minutes
- U12 – U15
Warm up10 Minutes
Technical Aspects/
Soccer Specific Movement25 Minutes
Tactical Awareness20 Minutes
Defense v Attack25 Minutes
Evaluation/Feedback 5 Minutes
Cool down 5 Minutes
Session Length1 Hour 30 Minutes
ADAPTATION of PRACTICES
It is commonplace for coaches to give practices to children which do not take into account the different and varying abilities within the group.
Too often, the activities the children are involved in are tailored to accommodate the needs of the middle of the ability range or, worse still, they are given exercises that re so basic, the whole group can cope too easily. Consequently, it may be that the children are not being presented with realistic and challenging objectives.
It is the responsibility of the good coach to try and present skill practices in such a way that children can experience a realistic challenge at their own level. Giving standard practices to the whole group cannot stimulate and challenge everyone. The good coach must be aware of how to adapt practices.
The Core Practice
In Practical terms, all this means is that the coach gives an exercise which he feels will be appropriate and challenging for the majority of the group. This is called the CORE practice. As the coach observes the group working he quickly assesses where there is a need for adaptation of the practice.
If there is a player or players in need of a greater challenge, an EXTENSION practice is introduced.
Similarly, if there is a player or players who are having difficulty, a SUPPORT practice is appropriate for those children.
Extensions to practice:
These can come in many forms
Using the weaker foot only
Completing move at game speed
Linking moves together e.g. turns
Use of size 3 or 2
Here is an example of a season consisting of 16 practices, 2 a week. These themes are the basic and the bases of the game. One practice per week on this theme, the other maybe correcting game day mistakes.
Session 1 Dribbling
Session 2Turning with the ball
Session 3Beating a player
Session 4Control
Session 5Passing and moving
Session 6Finishing
Session 74 v 4 shape diamond
Session 8Coaches choice
The following pages will supply you with lessons for
Turing with the ball
Beating a player
Control
Passing and moving
Lesson Key:
Main outline:
- U5 and up
- U8 – U12 (after U5 has been completed)
- U12 and up (after U5 – U12 has been completed)
These are guidelines and never restrict your players to information.
Equipment:
As player get older, try to use less cones/markers for drills. Don’t spoon feed them, ask them questions.
Use a smaller soccer ball than they play with for games at end
S.E.T. 1
Session 2
Theme:Turning with the ball
Coaching points:
Do not put foot down while turning (turns 1-4)
Accelerate away after turn
Ball must be kept no more than one step away
Look at ball when turning then lift head
Warm-up:
Equipment: Ball each, 4 markers
Players:Individual
Area:Box, (Approx. 2 steps for every player)
Body parts dribble:
Players dribble around inside the box controlling the ball with the body part called out by the coach.
Essential King:
Players dribble around inside the box trying to knock out any other player’s ball. When a player is knocked out they wait outside the box juggling or perfecting a drill.
Soccatag:
The designated player dribbles around the box with a ball. All other players do not have a ball. The designated player tries to tag out another player by hitting them below the knee with the ball.
Skill practice
Drill 1:Coerver Square
Equipment:A ball each. 16 markers
Players:Individual
Area:large 12x12 squares and small 3x3 square
Procedure:
Players dribble from outside marker to inside one. The player performs turn at inside marker and dribbles back to their outside marker. Then next player goes. Demonstrate each turn first clearly showing coaching points. Players should be performing at least an inside hook, outside hook, drag back and cruyff turn.
Game Related Practice
Equipment: 1 ball between 2 players
Players: In pairs
Area: Players stand approximately 20 steps away from each other
Player’s in pairs. One player dribbles through goals second player follows.
A)Use the command “change to get the players to change which one has the ball”
B)How many gates can the players go through in one minute with second player and a little pressure?
C)Let the second player try to stop the first player
Conditioned Game
4 Corners (for U9s set up two games running simultaneously)
Equipment:1 ball, 16 markers, pinnies for one team.
Players:Two equal teams.
Area:30 x 30 square with small 2 x 2 square in each corner. (Depends on age)
Players play a normal game of soccer and can only score by dribbling the ball into their nominated corner. One team scores in the red goal the other in the blue.
Full Game
Play a proper game with all the rules
Cool down & feedback:
Light jogging and stretches ask players about coaching points.
TURNING WITH THE BALL
- INSIDE HOOK
Player uses inside of foot to hook around the ball and pull ball back in the direction they have just come. Player does not put foot down when hooking the ball, but pulls ball back in one motion and accelerates after turn. Players standing foot should be behind the ball to allow the swivel motion when turning.
- OUTSIDE HOOK
Player uses outside of foot to hook around the ball and pull ball back in the direction they have just come. Again, player does not put foot down when turning and accelerates after turn. Standing foot should be slightly in front of the ball to allow the turn to be completed successfully.
- DRAG BACK
Player puts standing foot next to ball and other foot on top of ball. Player then drags ball straight back underneath body and back in the direction they came. Player uses sole of the foot to turn and must be able to see the ball at all times. For this to happen, player must turn the correct way after the turn e.g. turn right if using right foot to drag ball back and left if using left foot on the ball.
- CRUYFF
Player puts both feet either side of the ball so ball is in the center of body. Player picks up one foot and turns ankle so toes are facing in the way towards other leg. Player uses this foot to tap ball back through their legs and then turns body onto the ball. Again, player must be able to see the ball at all times. To be able to do this the player must turn the correct way during procedure. If player uses right foot to tap ball through legs they then turn left onto the ball and accelerate away with ball. If player uses left foot then player turns right onto ball. As usual player should not put foot down until body is turned and player is moving away.
- STEP AND DRAG
Player has ball in front of them in the middle of their body. Player turns 90º and steps over the ball with one foot so ball is still in between player’s legs but player is now facing a different direction. Player picks up other foot and puts sole of foot on the ball and drags ball back in opposite direction of where they are facing. Again, player must be able to see ball at all times and should turn right if right foot is used to drag ball back and vice versa.
- HALF ZICO
Player fakes to strike ball, lifts foot and steps over ball with one foot, turns ankle out and puts foot down on ground in front of the ball. Player then uses an outside hook to change direction and come back the way they came.
- FULL ZICO
Player fakes to strike the ball as in a Half Zico and steps over the ball putting foot down on the ground past the ball. Player then pivots on foot that has stepped over the ball. If the player has stepped over the ball with right foot, they then pivot on that foot, turning right and taking ball with inside of left foot. If left foot is used to step over the ball player will pivot on that foot and turn left taking ball with inside of right foot.
- MCALLISTER
Player does exactly the same movement as in a Cruyff putting both feet either side of the ball. Player picks up one foot, turns toes towards other foot and taps ball with inside of foot through their legs. Player then turns the appropriate way as in a Cruyff. If player has used their right foot to tap the ball through their legs then they will turn left onto ball. However, as player is turning they use their standing foot to flick the ball another 90º with the outside of that foot. Altogether, the player is turning 270º keeping the ball no more than a step away from them at all times. Player has to make sure that when they tap the ball through their legs that it is a soft tap so they can flick the ball with outside of standing foot.
- SEVEN
Player starts with ball on outside of body with outside of one foot touching outside of ball. Player then rolls foot over to the other side of ball then turns hips and points toes towards other foot moving foot to the front of the ball and then pushing ball through their legs. The player is drawing a number seven with the ball and then turns and takes ball with inside of foot that was on the ball. If player uses right foot on the ball then player will turn left pivoting on left foot. Process is reversed for using their left foot.
S.E.T. 1
Session 3
Theme:Beating a player
Coaching points:
Drive towards opponent
Big Fake
Change of direction
Change of pace
Warm-up:
Equipment: Ball each, 16 markers
Players:Individual
Area:Markers placed randomly on field approx. 5-7 steps apart.
Networks:
Players move from marker to marker performing various movements specified by coach e.g. jump at first marker, squat at second; side-steps changing leading foot at marker etc.
After players have begun warming-up a ball is added and players then have to dribble between markers performing a turn then change of pace at each marker they come to. Players then have to dribble to a marker and leave ball there then sprint to find another ball at a different marker.
Skill practice
Drill 1:Coerver Square.
Equipment:A ball each, 8 markers
Players:Individual
Area:A large square 20 steps x 20 steps approx. with smaller square (2 steps x 2 steps approx.) in center. More than 1 area may be required depending on player numbers.
Procedure:
Players stand at red markers and dribble towards yellows. Before reaching yellow marker players must perform a fake to take them round the yellow box and on to the opposite side. The two lines diagonally opposite go at the same time with the other two lines starting when first two have finished.
Different skills can be taught, e.g. single/double matthews (see attached sheet)
single/double step-overs (see attached sheet)
Emphasis must be placed on - the fake – change of direction – change of pace - to take player across area.
- Game Related Practice
Drill 2:1 v 1
Equipment:Ball between two, markers, pinnies, goal
Players:Split into two sides, 1 side with pinnies on
Area:15 steps x 30 steps with goal in middle of narrow end
YYYY
X
XXX
Procedure:
Players are split into two teams. One team is defending (X) and have a ball each. The defenders stand beside goal. The second team is attacking (Y). The attacking team stands at the far end of area without a ball.
One at a time the defender plays a pass to the attacker then comes forward to defend, the attacker then moves forward with the ball to try and beat the defender before scoring.
When attacker receives the ball emphasize coaching points to aid them.
Goalkeepers can be used at coach’s discretion.
Conditioned Game
Wingers Game
Equipment:Full field, 1 ball, markers, pinnies
Players:Two equal teams.
Area:Full field with a 5 step channel on either side.
Players play a normal game of soccer but with a player in either channel from each team. Encourage ball to be played out wide for a 1v1 to take place in the channel.
No other players are allowed inside channels.
Change players in the channels regularly.
Goals can be scored both the normal way into the net or by the wide player beating his counter-part and running to end of channel.
Full Game
Play a proper game with all the rules
Cool down & feedback:
Light jogging and stretches ask players about coaching points.
- Single Matthews
A single Matthews is essentially a fake to one side before taking the ball the other way. The following description is for a matthews where the player fakes left and takes the ball to the right. To perform this move to the left by faking right the exact same procedure is used but the right and left feet/directions are swapped.
Players have the ball at their feet and drive towards the opponent at pace. Before reaching the opponent the player has the ball on his right foot.
The player then fakes by taking a big step to their left and dropping their left shoulder in order to make their opponent think that is the direction they are going to take the ball.
Using the outside of the right foot, the ball is pushed to the right passed the opponent. The player then takes a step with his left foot; he then uses the inside of his right to straighten up his run as he passes his opponent.
To ensure success the player then changes pace to accelerate away from his now beaten opponent.
- Double Matthews
The double matthews is a natural progression from the single matthews to further confuse opponents. The procedure is the same except that after the first fake to either the left or right, a second fake is added in the other direction before pushing the ball the same way as the first fake.
For example; if the player fakes left he then fakes right before finally pushing the ball to the left.
The technique remains the same as the single matthews.
Drive towards opponent at pace – fake – change direction – change pace. Use the outside of the foot to push the ball when changing direction, take a step with the left then straighten up by touching the ball with the inside of the foot.
Note that because players are doing more actions before they reach the opponent this move has to be started earlier than a single matthews.
- Single Step-over
The single step-over is similar to a single matthews. The main difference between the two is the action that is performed as the fake.
Instead of simply stepping to one side to fake, players step over the ball by moving their foot in a circular motion around the front of the ball ensuring their foot lands on the outside and the ball is still between their legs.
Then, as in the Matthews, the player changes direction by pushing the ball the opposite way with the outside of the foot that did not perform the step-over.
A step is then taken before straightening up using a touch with the inside of the foot before changing pace and accelerating away.
Note that due to the increase in action before changing direction this moved has to be started earlier than a single matthews.
- Double step-over
After the single step-over has been learned players can progress to a double step-over in the same way they progressed from a single matthews to a double matthews. Again remember that the move will have to start even earlier due to the actions involved in completing it successfully.