Soccer Fundamental Skills



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Skills

Soccer Fundamental Skills

I. Kicking (pass or shoot)

Kicking is primarily used for passing, shooting, and clearing. The rotation (spin) on the ball depends on proper or improper contact. Different parts of the foot can be used to contact the ball.

A. Learning Cues- Inside of foot, pass, and shoot

1. Alignment to ball- Position your body and shoulders straight to the ball.

2. Grounded foot- Place the ground foot toward the target, position it to the side of the ball approximately 6”-12” and either even with or slightly behind the ball.

3. Knee slightly flexed- Foot is raised, with the toe pointed out, feet pointed out, knee out, and ankle joint locked at a 90 degree angle- Ankle locked, bring the leg backward from the hip in a straight line. Bending the knee with the inside of the foot facing the ground, positioned head, slightly behind the ball, arms set away from the body for balance.

4. Ball contact- The correct contact surface is the hard area near the heel of the foot and ankle area with the inside of the foot facing the ball.

B. Learning Cues- Outside of foot kick

1. Your kicking foot is lifted with the toe pointed down and is inward. Knee facing in and ankle is locked. Then lift the heel backward and upward.

2. Ball contrast- The contact area is the hard area on the top outside part of the foot. The ball is contacted near the middle, or low part of the ball with the outside part of the foot.

3. Follow through.

II. Dribbling

The skill of dribbling involves propelling the ball with the feet to move the ball to another area without losing possession to another player. Different surfaces of the foot can be used to dribble.

A. Learning Cues- Inside of the foot dribble

1. The body in directly behind the ball

2. The grounded foot is behind and to the inside of ball while the other foot is slightly off the ground for contact.

3. When advancing the ball, continue running making repetitive contacts with either foot and the ball.

4. The contact surface (inside of foot) depending upon how hard of soft you kick the ball determines how close to the body to keep the ball.

5. The toe of the contact foot is pointed out, knee out, foot slightly off the ground, and sole parallel to the ground.

* There is a continuous running action with repetitive kicks by either foot, moving the ball along the ground with complete control of the ball.

B. Learning Cues- Outside of the foot dribble

1. The contact surface (sole of the foot) is applied to the ball with the force necessary for either stopping it or moving it in the desired direction.

2. The sole of the foot should kick the top of the ball.

3. Follow through.

III. Trapping

Many surfaces of the body can be used to trap the ball. Trapping means controlling or stopping the ball and directing the ball to a receiver. When a body trap is used, a foot trap usually follows in order to “settle” the ball to the ground.

A. Learning Cues- Sole of foot trap

1. Alignment to ball. Position your body to the path of the ball, the contact leg is raised with the sole facing the approaching ball. The ankle of contact foot is flexed with the toe higher than the heel, toe up, providing a wedge like surface for ball contact. The contact leg and foot are extended in front of the body. The hips and shoulders should be 90 degrees to approaching ball. Arms are slightly away from the body to provide balance.

2. Ball contact- The ball is contacted on the top and slightly to the rear by the sole of the foot. The trapping foot is at a 45 degree angle with the ground providing a wedge between the sold of the foot and the ground.

B. Learning Cues- Inside of the foot trap

1. The ball is stopped by wedging the ball against the ground by the contact foot.

2. The correct contact surface is the soft area on the inside of the foot near the arch.

C. Learning Cues- Chest Trap

1. Position your body to the path of the ball.

2. Your feet are one in front of the other (depending on what feels comfortable).

3. Whole body position- The knees are bent, hips are forward- bending backwards, shoulders back further than the hips, placing the upper chest almost parallel with the ground, the head above the rear foot, and the arms are away from the body for balance.

4. The ball bounces off the chest falling to the ground near the feet. Turning the shoulders at impact causes the ball to rebound to the side of the body.

5. The contact surface is the high flat part of the chest just below the throat.

IV. Heading

The head is used to play the ball when shooting, passing, or clearing the ball.

A. Learning Cues- Power heading, standing

1. Position yourself to a direct line with the path of the ball.

2. The whole body snaps forward. The upper body starts forward as the arms are brought backward. The weight transfers to the front foot. The neck snaps and then you bring your head towards the ball.

3. The contact surface is near the hair line on the forehead. The contact on the ball depends upon the direction you want the ball to go. Low ball contact brings the ball upward, middle contact brings the ball straight forward, while high ball contact brings the ball downward to the ground.

B. Learning Cues- Power heading, jumping

1. The arms are close to the side, the back arches, and the neck snaps and is prepared for contact.

2. The upper body snaps forward to meet the ball while suspended in mid-air.

V. Throw In

The throw in is the only time that the players other than the goalkeeper can use their hands to move the ball. This is allowable only when the ball goes out of bounds over the side line.

A. Learning Cues- Standing throw in

1. Face in the direction that you want to throw the ball.

2. From the stance the back arches and arms bring the ball over and behind the head. Snap forward of the arms, wrists, and upper body throwing the ball.

3. The body weight put on the front foot. The back foot must stay on the ground through the throw.

4. The hands must be on the side of the ball and the ball is thrown with both hands over the head.

B. Learning Cues- Overhand throw

1. The ball is held near the shoulder at the side of the thrower.

2. The ball is held in one hand and brought behind the head high with the arm flexed. The non throwing arm is extended in front of the body. The knees are slightly bent. The hips and shoulders are angled with the throwing arm.

VI. Goalkeeping

The goalkeeper uses their hand and body for fielding and blocking the ball and for clearing it. Catches are made in different positions.

A. Learning Cues- Kneeling catch

1. Position your body in a direct line with the path of the ball.

2. Kneeling the knee of one leg and foot of the other are placed on the ground on opposite sides of the path of the ball for blocking purposes.

3. Kneeling, the hands and arms are extended downward in front of the body to catch the ball. The kneeling leg is placed at an angle (45 degrees or greater) directly behind path of the ball to block it if it gets past the hands. The head is directly above the ball and the shoulders are in the path of the ball.

4. The hands make initial contact as the ball is curled to the forearms, biceps, and chest.

5. The fingers are spread and palms are facing the approaching ball.

B. Learning Cues- Catch

1. The feet are even in a parallel stance.

2. The hands and arms are extended in front of the body reaching for the ball.

C. Learning Cues- Catching a rolling or bouncing ball

1. In a straight stance raise the knee of one leg forward while the weight is supported on the other. The hips and shoulders are straight with the goal line, while the arms extend upward and forward to the heights for fielding the ball.

2. When the ball is caught it is brought to the chest area.

3. The thumbs of both hands are close together, all fingers are spread apart and the palms are facing the approaching ball.

D. Learning Cues- Catch fall to side

1. With the ball coming from the side, drop to the ground on the side of the body, trying to stop the ball with your hands or body staying in line with the ball, blocking it.

2. Leaning on your side and the arms are extended as far as necessary to stop the ball.

3. After the ball is stopped, it is brought to the chest area then both knees are brought forward curling around the ball for protection.

E. Learning Cues- Punt

1. The ball is held with both hands in front of the body.

2. From a walking or running motion the body weight is transferred to one foot while the other foot kicks the ball.

3. The kicking leg is brought behind the body with the heel raised, the arms are extended in front with the ball in the hands ready to drop it.

4. The contact leg is snapped forward to meet the ball as it is dropped.

5. The ball is kicked in the back/bottom area. The ball is kicked with the top, hard part of the foot.

SOCCER TECHNIQUE TIPS

Nothing can beat a good demonstration. In the absence of a skilled demonstrator, a video is particularly effective because the technique is shown from the beginning to the end of the action. A video is even more helpful because of the modern VCR allows for each stage in the execution of a technique to be “paused” and studied.

What are the Key Techniques?

PASSING -Playing the ball with the feet. This is the most widely used of all techniques, and therefore, the most important to practice.

CONTROL -Receiving the ball, passed along the ground or in the air, using any part of the body to control the ball except for the arms and hands.

HEADING -Playing aerial balls with the forehead.

TACKLING -Using the feet to win the ball and the body to correctly challenge for a ball in possession of an opponent.

DRIBBLING -Running with the ball and manipulating it with the feet.

SHOOTING -Trying to score by playing the ball with the feet or head, towards the opponents’ goal.

PASSING

Learning the technique of passing and applying it in fame situations is a necessity for all young players.

Side Foot Pass- Playing the ball along the ground with the inside (or the outside) of the foot is the most widely-used pass in the game. This technique is the easiest to learn and simplest to execute. The pass is used in all areas of the field and is effective over distances of 5 to 25 yards.

Position: Body shaped to allow foot to turn out; a slight sitting back posture to open hips; arms to the side.

Low Drive- The execution of the low instep drive requires good timing and therefore much practice. A driven pass along the ground is an effective, quick method of changing play in a game. Low, driven crosses across the face of the opponents’ goal are also effective because they are difficult for opponents to counter. The most common and rewarding use for the low drive is when shooting the ball towards the opponents goal.

Position: Head looking down; body and non-kicking knee flexed over the ball; arms and hands help “orchestrate” the movement.

Lofted Pass- The lofted pass, where the ball is played through its underside with the lower instep (top of the big toe), is the most common crossing technique. It can be used effectively in all areas of the field to make aerial passes of over 25 yards.

Position: Body leaning away from the ball to open up the swing for the lofted kick- with full extension of leg and foot; arms loose, balancing the movement.

The Chip- The chip is a delicate aerial pass, played with the front of the foot (top of the toes) through the underside of the ball. This technique is designed to get the ball in the air quickly and drop it into the target area quickly; the backspin on the ball will also stop the ball quickly.

Position: Body hunched down, with head rounding downwards; arms are pulled down and locked on striking to enhance clipped action.

Swerving Pass- The swerving pass is used to curl the ball in the air. The technique is affected by striking the ball through its lower center with the inside or outside of the foot, or by striking the lower outside of the ball directly with the instep.

Coaching Points

Constant practice will improve the quality of passing techniques. However, the following coaching points should be taken into consideration when applying these techniques to the game itself.

1. Weight or pace of pass- The pass should be played with the right amount of weight (pace) to either the feet of the receiver or the space into which the receiver is running, so that the receiver is able either to control the ball easily or play the ball comfortably with one touch.

2. Accuracy- It is important that all passes are made accurately to “feet” or into “space.”

3. Timing of the Pass- The player in possession of the ball should not pass the ball if the intended receiver is not looking at the ball, is not yet ready, or is not moving into the space to receive the ball comfortably. A poorly timed pass often results in loss of possession.

4. Timing of the Run- The player making a run to receive a pass should ensure that the player in possession of the ball has the ball under good control, is ready to make the pass and is looking up and aware of his/her teammate. Not only is a poorly timed run a waste of energy, but also it could result in loss of possession.

5. Support- It is vital that the player in possession of the ball has immediate help from his teammates. The more options a player has to pass the ball, the easier it is for him to keep possession.

Skills

Demonstrate when teaching skills as you explain them. Actions speak louder then words.

▪ Kicking

Inside of the foot kick (punch pass). Open up the kicking foot. (have them stand like a penguin) the kicking foot should be almost a 90- degree angle with the standing foot. The standing foot should be planted next to the ball. Kick the ball with the center of the foot. (Ask the kids to find the ‘dent in on the inside of their shoe, explain that was put there especially for kicking a soccer ball) the ball should be kicked with a sweeping motion, being sure to follow through. Keep the foot low and level with the ball through the kick.

▪ Dribbling

Key points to stress: Keep the ball close to you; nudge the ball with your foot more so then kicking it. (Little touches), Try not to stare at the ball. Keep your vision about 5 feet in front of you. This way the player can see the rest of the field including passing opportunities, and for the older groups try to work on shielding the ball so as to allow less chances for the ball to be stolen by another player.

▪ Passing

Key points to stress: Always look for open players, pass hard enough to get the ball to the intended receiver, but not too hard as for it to be out of control, look at the intended receiver as you make the pass, this will help with aim, pass with the inside of the foot, try to stay spread out from your teammates by moving to open spaces, if you are open call for the ball, and finally try not to be selfish because nobody likes a ball hog.

▪ Trapping

Inside of the foot trap: The trapping foot should be held about six inches off the ground just prior to the arrival of the ball. Foot is slightly tilted with the inside tilted slightly toward the ground. Ball should be caught between inside of the foot and the ground. The ball will probably not be brought to a complete stop, but will be brought close to the feet or in a desired direction of travel. Important: Try to let your foot absorb the impact from the ball.

Sole Trap: Lift trapping leg slightly, foot off the ground. The toe is high; heel is low. Keep leg, especially the ankle relaxed. Catch the ball between the sole (bottom) of the shoe and the ground. The slightest downward pressure will do the trick.

All traps will be taught far more easily and successfully if one of the coaches is able to demonstrate rather than merely describe the skill. Once the traps have been demonstrated, players should pair up and preferably with a player of similar ability. Each pair is given a ball and instructed to practice each trap. Coaches should wander from pair to pair giving help where needed.

▪ Shooting

At this level of play shooting can really be explained as just a hard kick to the net. If possible making it to the other goal where the goalie is.

DRILLS

Dribble, pass, shoot- Have each coach take one team to one end. Line the children up, each with a ball, in the center arc of their respected end. The coaches will position themselves at the top of the penalty box slightly off the center. Each child will be instructed to dribble up to the coach ( to demand more control instruct them on a certain # of touches before they get to the coach) pass the ball to the coach, run by the coach, look back, receive a pass from the coach, dribble up and take a shot on the net. Make sure that after their shot they sit around the corner flag so they don’t get hit by other shots.

Pair Passing- Pair children up. Line the pairs up either along the half line or anywhere. Make sure they are spread out an appropriate distance apart. Have them pass and trap back and forth. If desired after a certain # of passes instruct them to take a step back. Coaches should try to check on each group at least 3 times during the drill to see the players form.

Circle Passing- Have the group join hands and form a circle. Have them drop hands and take 2 steps backwards. There are 2 variations that work well. Either have everyone go around and say his/her name. Then before you pass the ball to someone they have to tell the person’s name to which they plan to pass to. Otherwise you can just have it be a silent game and that way everyone has to be watching to get a pass directed at him/her.

Around the Perimeter- Set up four cones to create a square and have a child stand at each cone. Then choose either clockwise or counterclockwise and that is the direction the ball should be kicked. See if they could try to keep the ball outside the coned off square. To change things up during the drill you can call out the other direction and have them switch as soon as they here you say it.

Cone Weave- Set up cones about 4 feet apart (if you want you could make the cones a different distance apart, to make the drill more challenging). Then just have the children dribble through the cones

Keep Away- Have everyone stand inside either the goal box or the penalty box (if desired you could mark off an area with cones) with a ball. After start is called each player must dribble around the area trying to kick everyone else’s soccer ball out of the area while protecting their own. If a player’s ball is kicked out then they follow their ball out and sit on the sideline until all but one dribbler remains. Another variation is called dogfight where everyone is set up in the center of the circle.

3 Player Passing- Divide players into groups of three. Each group has a ball. Player B passes to player A who passes back, then player B runs around and passes to player C and the drill continues. After a while change order so that there is a new player B.

Pass through the legs- Divide players into pair, each group with a ball. Have them stand ten feet apart. One player stands stationary with their legs shoulder width apart. The other player passes the ball through the other player’s legs. After releasing the ball the kicker runs around the stander to retrieve the ball. Switch spots after a few tries.

3 Line weave- Organize players into three lines with balls on the middle line. The first person on the middle line passes to the first person either the right or the left line, and then they follow behind the person the pass to.

Cross Passing- Organize the players into two lines at the center of the field. The ball should start on the line farthest to the sideline. The first person dribbles down the field and the center person runs down the middle and receives the crossing pass, shoot a goal.

Count the Passes- The drill simply consists of playing regular 6 on 6 but in order to score a goal, a team must complete a designated # of passes in a row before they can shoot.

GAMES

Star Wars- Divide the players into 2 teams, use half of the field for each team. Within each half place 7 or 8 cones. The player stands around the edges of the square, 2 or 3 on each side. Tell them that the cones are “imperial starships” that have blasted out of the sky. Each team has two balls, their laser bombs, which they will shoot at the “starships”. To shoot they try by passing the ball into the square to knock the cones down. The first team to knock down all the cones is the winner.

Variation: “Knockdown the Cone” Line up cones about even, at about the center circle on either side. Each team has 5 to 6 balls and they try to knock down the other team’s cones. The players must stay on their sides. Guarding, standing close to the cones is not allowed. Deflecting the ball from a distance, and then charging it counts.

Bear in the House- Line up players around the center circle. Pick one player to be the bear. The bear can only walk, not run. Use two or three balls. The balls are rocks and the players on the circle are trying to hit the bear, to get him/her out of the house. While the players are passing if they hit the bear, that child becomes the bear and the game continues.

Monkey in the Middle- Pretty self explanatory.

Clean out your backyard – Divide the players into 2 teams. One team goes to the end of the soccer field, the other team to the other end. The object of the game is to get all of the soccer balls into the other team’s yard. Players must stay on their side, and must be using the proper technique.

All Together Now: STRETCH

❖ Warm ups and cool downs that help prevent injuries and sore muscles!

The American Academy of Orthopedic Surgeons (AAOS) – the doctors you go to for many soccer injuries- recommends that players do stretching exercises before and after each practice and game. No Exceptions! Once you learn the routine, warm ups and cool downs should take no more than a total of 20 minutes.

Before you do warm up exercises, slowly run in place or walk for a few minutes. Do each exercise described here slowly and carefully; speed is not important. Never bounce, jerk, or pull so hard that you feel discomfort.

To cool down after playing, do the same exercise you used to warm up. Take the time every time- and you’ll spend more time playing soccer and less time recovering from injuries!

Seat Straddle Lotus- Sit, place soles of feet together and drop knees toward the floor. Place forearms on inside of knees and push knees to the ground. Lean forward, bringing chin to feet. Hold for 5 seconds. Do 2-3 times.

Seat Side Straddle- Sit with legs spread; place both hands on one ankle. Bring chin to knee, keeping leg straight and feet flexed. Hold for 5 seconds. Repeat with opposite leg.

Seat Stretch- Sit with legs together, feet flexed, hands on ankles. Bring chin to knees, hold for 5 seconds. Do 3-6 times.

Iliotibial Band Stretch- From seated position, pull knee to chest and ankle across the body until stretch is felt in the Iliotibial band (the large muscle on the outside of the thigh and knee). Hold for 5 seconds. Do 3-6 times. Repeat with opposite leg.

Knees to Chest Stretch- Lie on back with knee bent. Grasp tops of knees and bring them out toward armpits, rocking gently. Hold for 5 seconds. Do 3-6 times.

Standing Quad Stretch- Always use a wall for support when doing this exercise. Pull foot toward buttocks. Hold for 5 seconds. Do 3-6 times. Repeat with opposite leg.

Forward Lunge- Kneel on right leg; Place left leg forward at a right angle. Lunge forward, keeping back straight. Stretch should be felt in right groin. Hold for 5 seconds. Do 3-6 times. Repeat with opposite leg.

Side Lunge- Stand with legs apart; bend left knee while leaning toward the left. Keep back and right leg straight. Hold for 5 seconds. Do 3-6 times. Repeat with opposite leg.

Crossover Stretch- Stand with legs crossed; keep feet close together and legs straight. Touch toes (or try to). Hold for 5 seconds, without bouncing. Do 3-6 times. Repeat with opposite leg.

Soccer Tips

A coach has to be very precise with instructions, especially when dealing with children. If a coach asks 12 youngsters to “give me a ball,” that is exactly what he or she is likely to get - a dozen soccer balls. Of course, that does not always happen, but it illustrates that there are certain dos and don’ts in the teaching of soccer.

By the way, that is really what we are doing here, teaching – not coaching. Coaching is done with a squad of players who already know the basic skills and concepts of the game. By far the biggest mistake that youth coaches make is that they talk too much. Children do not respond well to verbal instruction. If you explain an action in words, they will simply not understand it. They will become disinterested and will turn off. Instead give them 5 or 6 good demonstrations and let them try it. Kids are fantastic imitators of visual things. Their brains are much more prepared to translate visual stimuli into action than verbal stimuli, so as a general rule demonstrate and do.

If possible demonstrate the skill yourself, (this may require some private practice before the session). If you cannot demonstrate yourself, it is likely that a boy or girl on your team can do the demonstration. Or why not enlist the help of an older player? However you present your demonstration, make it short, sharp, and good quality. Keep your players active with plenty of purposeful activity. This is especially important when the weather is wet, cold, or windy.

Incidentally, kids love to play soccer in the rain. So instead of canceling practice and wasting valuable time, simply structure the session so that players are on the move at all times. Let the parents know that in case of rain, layers should bring an extra layer of clothing and appropriate footwear. It is vitally important that a coach has a plentiful supply of soccer balls at each practice session. One ball per player is the ideal situation, but you should aim for at least one ball between two players. The more ball contact young players have in a learning situation the better.

Once you have your players working, give plenty of positive reinforcement in the form of verbal (praise) and non-verbal (thumbs up) feedback. Concentrate on highlighting the things they do well, not their mistakes. Of course the most effective form of feedback is success. It is therefore important that the tasks set in your drills are not too easy so players become bored or too difficult so players become frustrated.

Drills should be structured so that every boy or girl has a chance to be successful. Make drills objective in nature, setting targets for players to aim at. This gives the drills more purpose and the participants more urgency in their approach. Give the better players harder tasks to perform in order to maintain their incentive to improve. Remember that success breeds motivation.

Do not present too many teaching points all at once. If you do, the children will never remember them, let alone be able to perform for them. For 6-9 year olds, present teaching points one at a time. Pick out the most important teaching point and emphasize that first, then add another later. In general keep it simple.

Excerpt taken from Simon Whitehead’s “Teaching of Soccer” manual.

Practice, Practice, Practice

When Gary Romer, a police officer in New York City, was asked by a visitor how to get to Carnegie Hall, his answer was as playful as it was true: “Practice, practice, practice.” It’s an old story, but you don’t have to be a performer or even a soccer coach to understand what it is saying. To become skillful at anything, you have to practice. This concept is as true about playing soccer at it is about playing a musical instrument, driving a car, or flying a plane.

Sometimes we forget that face in AYSO. With the hectic schedules parents face today, some moms and dads come to realize that whether or not they can get their children to practice during the week, the kids still play half the game on Saturday. Being one of those parents with hectic schedules, I can understand how this can happen. But then a strange thing happens at game time: The same parent’s who weren’t concerned about whether their children came to practice now want their children to be stars on the field. They forget the moral of the Carnegie Hall story – “Practice, practice, practice.”

Mom, Dad – you need to make every effort to get your son or daughter to practice, and not just to help your children become better soccer players. There is much more to learn at practice than how to strike a soccer ball. Like teamwork. Cooperation. Sportsmanship. Leadership. And “Fellowship.”

These skills are as critical to player development as any soccer skill. And the socialization skills your kids develop at practice will be used every day of their lives. Just like with their soccer skills, kids need to practice their teamwork and socialization skills if they are to become truly skillful in these areas. So by making sure your son or daughter makes it to every practice, you help them in their development as soccer players, and as human beings, too.

Coaches Make it Fun!

Meanwhile, coaches need to work on making practice a time the players will look forward to, and a time they will feel bad about missing. The best way to do that is to make practices fun. Make sure you have a lesson for each practice. Know what you are going to do. Move quickly and interesting between techniques, drills, and games. Then end your practice with a small sided game to reinforce the technique or tactic you’ve taught. The kids are playing soccer because they want to play – so give them the chance to practice too.

Make every practice as much fun as possible. Who knows? You may even have a good time, too. And make sure your practice is organized, efficient and smooth. Nothing makes a practice feel longer and less fun than when it appears the coach isn’t prepared. Ensure each player has a soccer ball to work with. Have enough equipment, cones, vests, flags, and nets for the lessons you plan to teach. Bring water to each practice, and make sure you have medical release forms and a first aid kit with you.

Our goal in AYSO is to make sure kids have a good time making friends and developing as human beings, while learning and playing the game of soccer. One of the primary places where we can achieve that goal is at practices.

If moms and dads will work at getting their children to practices, and coaches can work at making practices fun and interesting, the kids are the ones who come out ahead.

Soccer Training Games

1. Red Light/Green Light- Have a starting and a finishing line. Players dribble on the call of “green” and stop on “red.” The caller turns and catches those who can’t stop dribbling the ball on a red light.

2. Knockout- Make an area for dribbling. Players dribble around the space freely until the coach calls out a color or a number to indicate which players can knock the others ball out of the area. The idea is to dribble your own ball and knock the other balls out of the area.

3. Bomb, Bomb dribble Away- Players try to dribble from one side of an area to the opposite side without losing the ball. A player who is it starts in the middle and tackles as many balls as possible. Those who are tackled join the tacklers. Leaving the last dribblers to try and get caught.

4. Duck Duck Grey Duck- Make a circle with the players. One person is the Duck, and goes around the circle dribbling, and chooses a person for grey duck. They tap that person on the head and they must dribble around the circle and sit down.

Variation: The Duck must tag someone, who will then dribble their ball down to a goal and try to shoot while the Duck would try to play defense.

Dribbling

Just as a child cannot run until he/she has mastered crawling and walking, the player cannot train or play effectively until he/she has mastered dribbling. Dribbling, as defined in this manual, is the art of maneuvering the ball with the feet in order to maintain ball possession. Much of the skill amounts to speeds. Deceptive body movements in combination with foot maneuvers are used to beat the opponent. The mastering of dribbling should be accomplished before emphasizing other techniques.

An effective dribbler can:

▪ Keep the ball until a teammate is in a clear position to receive a pass.

▪ Get past a defender thus gaining numerical superiority on the attack.

▪ Clear oneself for a shot on goal.

Key Points:

▪ The upper body should be tilted slightly forward – to further screen the ball.

▪ The ball should be played (touched) on the side of the toe using either the inside or outside of the foot.

▪ The eyes should be fixed partially on the ball- in addition to peripherally encompassing “the action around the player.”

Warm-Up (before stretching)

The purpose of this segment is to:

Prepare the body for stretching.

Begin working on one’s dribbling techniques.

Have some Fun!

Fun Games

Simon Says- Follow instructions after hearing “SIMON SAYS.” Coach calls out “SIMON SAYS dribble around the cones. Player not following “Simon says” is eliminated.

Crab Monsters- Dribblers maintain ball possession against the “crab” players. Dribbler attempts to move to the end of the playing area. The crab tries to kick the player’s ball out of bounds. The players that lose their soccer balls can become crabs as well.

Jaws- One player is Jaws. That player goes onto the designated area, and tries to kick the other player’s balls out of bounds. The object of the game is to keep your ball away from jaws.

Musical Soccer Ball- One player starts the game without a ball. On a signal the player enters the field and tries to steal another player’s ball. If they do then that player must try to steal a ball from someone else. The player however, may not steal the ball that they had just gotten stolen.

Where am I going- All players try to touch a numbered marker. Each corner must be numbered one through 4. Player moves to numbered corner as directed by coach, as fast as they can. The last person to the corner is out.

Mass Migration- Try to get your group into the second square as fast as possible; Keeping the ball under control. The hard part is, the coach will yell out “right foot only” and then the player can only dribble with his/her right foot. On signal all players run and dribble into the second grid.

Martian Invaders- 12 soccer balls are placed in the center of a grid. Try to be the first one to get four balls into your corner. Once there are no balls left in the center, you may steal a ball from another player. First to get four balls to their corner is the winner.

Cat and Mouse- Try to maintain ball control in the grid. In this game there are a set of partners. One partner is the cat, and one is the mouse. The cat tries to get the ball from the mouse, before the ball goes out of bounds or gets kicked away. Then switch positions.

Daily Routine

To develop ball sensitivity, coordination, flexibility, agility, body control- in short, confidence in keeping possession of the ball.

Dancing Stork- Place right sole on the ball- then hop on left foot with right returning to ball. (Switch feet). While hopping on right foot, move the ball right, left, forward and backward using the sole of left foot. Ball contact foot touches with outer-inner instep.

Kangaroo Dance- While hopping, alternate foot touches (sole) with the top of the ball.

While hopping, move the ball right, left, forward, and backward while alternating right and left foot touches (sole).

Soccer Boxing- In one spot- while dancing tap the ball from the inside of the other foot. Moving around- while dancing tap the ball from inside and move left, right, backward and forward. The ball can also be tapped from one instep to the other while applying the above instructions.

Controlling the ball in zigzag patterns: Encourage touches with the ball on every stride (rhythm of tap-step-tap-step-tap).

Note: zigzag patterns may be marked out or left to the imagination of the players.

Zigzag pattern left foot two touch play- touch twice outside left, touch twice inside left. Continue by repeating.

Zigzag pattern right foot two touch play- touch twice outside right, touch twice inside right. Continue by repeating.

Zigzag pattern left foot one touch play- touch once outside left, touch once inside left. Continue by repeating.

Zigzag pattern right foot one touch play- touch once outside right, touch once inside right. Continue by repeating.

Zigzag pattern using both feet two touch play (start left)- touch twice outside left, touch twice inside left, touch twice outside right, touch twice inside right. Continue by repeating.

Zigzag pattern using both feet two touch play (start right)- touch twice outside right, touch twice inside right, touch twice outside left, touch twice inside left. Continue by repeating.

Zigzag pattern alternating feet one touch play (start left)- touch once outside left, touch once inside left, touch once outside right, touch once inside right. Continue by repeating.

Zigzag pattern alternating feet one touch play (start right)- touch once outside right, touch once inside right, touch once outside left, touch once inside left. Continue by repeating.

Four ways to change direction:

a. Touch, Stop, Step, and change direction.

b. Rolling tap cut- touch the ball across the body.

c. Inside of instep cut- touch the ball across the body with the inside of instep (along big toe).

d. Instep cut- touch the ball across the body with the instep (lace area).

The use of instep for shooting

Scoring goals is what the game of soccer is all about, It is actually fun to be able to score a goal, if in practice or in the game. The most widely used technique used for this purpose is the instep kick, which consist of:

The approach:

Slightly from the side (angular)

The plant foot: (Non-kicking foot)

Relaxed monkey stance (knees bent)

Placement of this foot determines the height and direction of the kicked ball

Kicking Leg:

On backswing-

Bring heels as close to the buttocks as possible. Make toes rigid and lock ankle.

On forward swing-

Keep toes rigid and ankle lock.

Snap knee at contact with ball.

Toes move across the open palm of opposite hand.

Fun Games

Juggling:

▪ One ball for every player

▪ Controlling the action of the ball

▪ Hold ball shoulder height, arms extended with elbows locked.

▪ Release ball to the ground.

▪ After bounce on ground have player, using instep, tap ball in air to return to ground. Repeat.

▪ Right instep – bounce – left instep – bounce

Around the Server:

▪ The kicker sprints around each server.

▪ Each server whose kicker has gone around passes ball into penalty area.

▪ Kicker takes an immediate shot on goal.

▪ Continue sequence by going around next server.

Variations: Increase distance of servers from goal

Timed event points for goals scored

Contest among players

Numbers Shooting:

▪ Split group into two equal teams.

▪ Give correspondent numbers to each pair of players.

▪ Coach calls a number and passes the ball into play.

▪ Player whose number was called challenge for the ball and a shot on goal.

Pressure Shooting:

▪ Kicker stands inside penalty area and shoots each ball released by servers (first time).

▪ Server passes next ball at the moment ball has crossed goal line

Numbers shooting (Sideline Soccer):

▪ Split group into two equal teams.

▪ Give correspondent numbers to each pair of players.

▪ Coach calls two or more numbers – those become teammates and challenge the same numbers from the opposite side.

Soccer Marbles: One vs. One

▪ Start the game with one player passing the ball in any direction.

▪ Players alternate attempts to hit partner’s ball.

▪ Score two points for hitting or moving the ball.

▪ Score one point for hitting stationary ball.

Soccer Golf:

▪ Nine targets, one ball per player

▪ Hit each target with minimum number of passes

Over the Line:

▪ Pass ball so that it stops on target line with open pass.

▪ All passes must originate from behind the serving line.

▪ Player stopping the ball closest to the target line out of a set number of passes.

Soccer Croquet:

▪ Dribble your ball, and pass your ball through the gates.

▪ The player with the least amount of touches/ passes is the winner.

Soccer Bowling:

▪ Ten objects which can be knocked over are needed.

▪ Try to knock over the objects in the least amount of passes.

Moving Goals:

▪ You need to have an extra t-shirt for this game.

▪ Divide the players into two teams

▪ There will be two players as the goal. They hold the t-shirt and run around the field.

▪ Teams try to pass the ball underneath the shirt, while the players are circling around the field.

Fox Hunt:

▪ Need a colored shirt for the fox to wear.

▪ Divide the players into two teams.

▪ Try to touch the fox with the ball (below the waist).

▪ Team with the most fox touches, captures the fox.

Wall Pass

Ball handling skills should be mastered to a high degree before “combination play” is introduced. “Combination play” means the ability of two players to coordinate body/ball movement in order to get past an opponent. Skilled coaches establish verbal and physical cues for the pattern of play to be attempted.

To execute a proper wall pass the following players are necessary: player with the ball (dribbler), teammate in proper position (wall), and an opponent (defender).

Step 1: Dribbler moves toward the defender (physical cue).

Step 2: Teammate adjusts right or left of defender (“Reads” upcoming wall pass).

Step 2: Dribbler passes ball to “wall” who first times ball behind the defender.

Step 4: Dribbler explodes past defender opposite side of “wall” to pick up the through pass.

Key Points: for Dribbler

▪ Go straight at the defender

▪ Approach at a controlled pace

▪ Give a properly paced pass: too slow and it may not reach the “wall.” Too fast and it may be deflected out of control

▪ Explode past defender.

Key Points: for Wall

▪ Sprint into a positive position (facing the dribbler) right or left of the defender.

▪ Give verbal communication (verbal cue)

▪ Approach the ball and give first time return.

▪ Pass (behind defender) in front of teammate.

Square Dance

Organization:

▪ Mark a square approximately 15 yards by 15 yards, depending on number of players.

▪ Each player should have a ball

▪ If not, use the “change soccer” principle: half the players inside the square each with a ball half outside without a ball. Trade places or shout change.

▪ Three instructions are given to the players inside the square:

“STOP” Put foot on top of your ball quickly and freeze like a statue.

“GO” Move right or left with the ball, fast, for three of four yards.

“TURN” Turn 180 degrees quickly with the ball and move three or four yards.

Teaching Points:

▪ Encourage players to keep the ball close to their feet.

▪ Occasionally insist on using left foot only or right foot only.

▪ Encourage the players to keep their heads up while playing.

▪ See how many different ways they can turn the ball with.

▪ When introducing the instructions, do so one at a time with practice in between to avoid giving players to much at once.

▪ Later incorporate your own ideas

Target:

▪ Stay in area with ball.

▪ No contact with other players or with other balls.

The Corner Shot

Organization:

▪ Place balls at corners of playing area.

▪ Coach rolls ball by foot or by hand.

▪ Coach shouts “GO” – player at first cone must go around second cone.

▪ Shooting player goes behind goal to retrieve next shot, then returns to the end of the line.

▪ No goalkeepers, so players practice accurate kicking.

▪ Change players and cones to opposite side.

▪ Progression- players take corner kick themselves with simple rotation of players, but this is more difficult, so let them master the simpler practice first.

Teaching Points:

▪ As they become better, narrow the goal or deliver quicker passes.

▪ Point out that most shots in illustration will be taken with the left-footed. When practice is switched, they will be predominantly right-footed.

▪ Total concentration- head down, with eye on the ball.

▪ Encourage accuracy rather than stressing power shooting.

▪ Use inside of foot, like a hockey stick.

▪ Encourage players to strive to become “two-footed.”

Target:

▪ To record the number of the team’s scoring attempts that succeed 20 shots, and keep score for each practice.

Mack 1

Organization:

▪ Two marker cones placed five yards in from each sideline 15 yards from the goal.

▪ No goalkeeper and goals are narrowed.

▪ First player on right “throws-in” to coach, who rolls ball for a first-time, right-footed shot.

▪ Player retrieves ball, then goes to the back of the left line.

▪ First player at left marker cone does the same exercise but shoots with left foot, retrieves ball and goes into the right line.

Teaching Points:

▪ No goalkeeper, so players don’t sacrifice accuracy for power or poor technique.

▪ Encourage careful, accurate shooting.

▪ For weaker players, roll ball closer to goal.

▪ As all players improve, roll ball at a 90 degree angle or greater, or move cones back to force more power in shot without losing accuracy.

▪ Don’t change practice conditions too soon, Each team should try beating its record.

Target:

▪ How many of 20 shots by the “team” are successful- record results for future competition.

Mack 2

Organization:

▪ Identical practice to Mack 1 except every player must control the ball first before shooting. Shot must be left-footed from left, right-footed from right.

▪ Coach may vary his service to encourage different types of controlling touches:

a) Initial practices – roll ball for ground control

b) Later, bounce or roll ball quickly at the incoming player to force quick decisions regarding the controlling surface.

c) Serve ball in the air for control with thigh, chest, and foot.

Teaching Points:

▪ The controlling touches can be affected with foot or any part of the body except hands.

▪ The shot must be with the right from the right, and with the left from the left. Therefore, control ball to the appropriate side to provide an angle for shot.

▪ Cushion ball with part of body controlling the ball.

▪ Encourage “two-touch” play- the first to control, the second to shoot, whenever possible. But don’t make it compulsory.

▪ This is a much more difficult exercise than Mack 1, so allow players as many touches as they need before shooting with the right or left foot, whichever is required.

Target:

▪ To control the ball and to score, keeping of results optional.

Goalie 2

Organization:

▪ Two players kneel in an upright position, facing one another four yards apart.

▪ Ball is rolled two to four feet to either side.

▪ Player receiving the ball rolls sideways collects the ball and rolls back to the kneeling position with the ball.

▪ Once back in the upright kneeling position, the sequence is repeated for the second player.

▪ Player should be encouraged to roll the ball to both sides of their partner- but not necessarily systematically.

▪ Use as part of warm ups.

Teaching Points:

▪ Roll on side, not on stomach or back

▪ Receive the ball with hands and arms in front of body.

▪ Pull ball into midriff.

▪ Roll from side- driving position back to kneeling position.

Target:

Ten rolls (five for each player), with continuous pendulum action.

Game One- a 3 vs. 1 game to develop passing and support

Game Rules:

▪ Three attacking players against one defending player inside and area 10 yards by 10 yards.

▪ Attacking team tries to keep possession as long as possible.

▪ Defending team has one player inside the area, and two players outside.

▪ Attacking team loses possession if the ball goes outside the area or if the defending player makes a tackle or intercepts a pass.

▪ At loss of possession, defending player is immediately replaced by a teammate.

▪ Game is over when all defending players have been in the area.

▪ Number of successful passes accumulated during the three phases is noted.

▪ Attacking team and defending team change roles.

▪ Winning team is one with greater number of passes.

▪ Overall winner is the team which first achieves five wins.

Note: The coach should have several balls to replace ones kicked out of area.

Player objectives for attacking trio:

▪ Player in possession: to achieve pace, accuracy and timing of pass.

▪ Supporting players: to time runs to support the player with the ball, and to provide the correct supporting angles.

▪ All players on offense: to use all available space in area.

Game Two- A challenging skills practice to develop passing and control

Game Rules:

▪ Set game up with four players

▪ Size of grid, size of goals and distance between grid and goals should be determined by coach, according to age/ability.

▪ Server plays the ball through grid to receiver.

▪ Receiver starts five yards behind grid, moves towards ball and plays it with the “first touch” into right side of grid and with the “second touch” (from inside the grid) plays ball through either goal. Next ball is controlled into left side of grid.

▪ Twenty balls are served.

▪ Goal counts only if ball in controlled into grid, and played from grid through either goal.

▪ Player keeps his/ her score.

▪ Rotate all four players: winner is player to score most goals.

Note: If possible have coach or parent as server to give greater consistency of service.

Player objectives:

▪ To get a good “first touch” to control and maneuver the ball.

▪ To pass accurately.

Note: As players improve, the service may be varied (thrown) so that players have to deal with balls out of the air as well as on the ground.

Game Three- A game to develop heading technique

Game Rules:

▪ Set up game with four players.

▪ Goal is three yards wide and distance between goal and dotted lines is four yards: dimensions may be varied according to age/ability level of players.

▪ One team competes against the other, alternating as either “heading team” or “goalkeeping team.”

▪ Coach serves ball GENTLY from four yards in the air ultimately to players who must HEAD BALL from BEHIND respective lines and try to score.

▪ Goalkeeper is changed after 10 “head shots.”

▪ After 20 serves (10 to each team), teams change.

▪ Winning team is one to score more goals.

Note: The coach dictates the quality and variation of the service.

Player objectives:

▪ To be light on feet and adjust to line of ball.

▪ To look at ball at all times and “throw the eyes” towards it.

▪ To head ball down towards the goal.

Game Four- A passing, dribbling and shooting game where one side is given an extra player (2 vs. 1).

Game Rules:

▪ Have substitute players replace those who are playing.

▪ One team has a single outfield player; the other, two; and both a goalkeeper.

▪ Several balls should be kept behind each goal to keep a ball in play quickly.

▪ Make the goal four yards wide, and create a play area 25 yards by 15 yards.

▪ Encourage both teams to score even though one has a manpower advantage.

▪ When the ball is out of play, start the game at the goal line by the goalkeeper.

▪ A ball in play cannot be played back to the goalkeeper.

▪ Keep score.

Player objectives:

▪ Watch the ball but keep head up to observe opponents and the goal.

Team with 2 outfield players:

▪ The player in possession has two options- pass the ball or keep it.

▪ Pass to teammate with pace and accuracy, and use teamwork to score.

▪ For the player not in possession, support teammate by being visable.

Team with one outfield player:

▪ Player in possession keeps the ball until the angle to shoot exists, then tries to score.

▪ Manipulate ball, keeping body between the opponent and ball.

▪ Change pace and direction.

Game Five- A side game which emphasizes dribbling, passing, and shooting.

Game Rules:

▪ A normal 3 vs. 3 game in an area approximately 30 yards by 20 yards, except that it is played around one goal rather than two.

▪ Emphasize shooting at goal at the earliest opportunity.

▪ Players combine to create goal-scoring opportunities.

▪ Team in the dark uniforms can score only from the left side of the field, and the team in the white can only score from the right side of the field.

▪ Re start game with a throw in any time the ball goes out of bounds.

▪ When goalkeeper makes a save from one team, he throws the ball into the opposing half of the field.

Player objectives:

▪ To take early shots from within shooting distance of the goal.

▪ To provide support for the player with the ball.

Game Six- 2 vs.2 game to encourage players to create shooting positions.

Game Rules:

▪ 2 vs. 2 (plus goalkeeper) inside area 20 X 20 yards.

▪ Both teams try to score in same goal (six yards wide).

▪ When ball goes out of play, coach delivers another ball.

▪ If goalkeeper makes a save, ball goes to coach.

▪ After five balls are served, outfield players leave playing area, keeping score.

▪ Two more pairs enter area to compete, also keeping score.

▪ Score is ongoing and winner is team with more goals after 10-15 minutes of play.

▪ With large group of players (16 or more) half of players play small-sided game (4 vs. 4) and then change groups.

Player objectives:

Player with the ball:

▪ To manipulate ball to avoid challenges and to open up shooting positions.

▪ To keep head up and observe teammate, opponents, and goal.

▪ To shoot when opportunity is there.

▪ To change direction- turn with the ball.

▪ To shield ball where necessary.

▪ To change pace.

Player without the ball:

▪ To provide support for teammate.

Game Seven- Practice to develop turning with the ball

Game Rules:

▪ Set up several identical areas, having groups of three players as shown.

▪ Each playing area is 10 X 20 yards.

▪ Play starts at one end.

▪ Ball is played to middle player who turns with ball and plays it to teammate.

▪ End player may control the ball or play it first time back to middle player who turns and plays it to the third player, with no more than two touches.

▪ End players must play ball from behind respective lines.

▪ Each time ball returns to first end player, team scores one point: a point does not count if ball goes over sidelines, or if it is not played from behind endlines.

▪ Winning team is first to score 20 points.

▪ Change middle player with one of end players and repeat game.

Note: A key to being successful is the middle player’s ability to turn quickly

Player objectives:

▪ To develop correct turning techniques.

▪ To achieve pace and accuracy during passing.

Game Eight- A 2 vs. 2 game to encourage the wall pass.

Game Rules:

▪ Set up with eight players in an area 20 X 30 yards.

▪ 2 vs. 2 within area; other four players each stand on corner area.

▪ Play starts with one of corner players who passes ball to one team. Each team must pass at least twice before playing to one of the corner target men/women within marked areas. If opponents win ball, they must do the same. Each successful target pass scores one point.

▪ Each successful wall pass to team playing ball to him.

▪ When ball goes out of bounds on the side, re start play with kick in from which wall pass can be used.

▪ Game is played for two minutes, then players change.

▪ Combined total of points should be kept; winning pair has more points after 10-15 minutes of play.

Player objectives:

▪ To achieve pace and accuracy in passing.

▪ To recognize wall pass.

▪ To execute wall pass.

Game Nine- A fun game which encourages good kicking technique and develops passing skills.

Game Rules:

▪ Mark out an area approximately 15 yards by 10 yards with a goal three yards wide in the middle.

▪ Each player remains behind his own line.

▪ A shot can be played with the inside or outside of the foot through the goal.

▪ The receiving player controls the ball behind his line and tries to pass the ball through the goal (if by lack of control, the ball rebounds into the goal, it does not count).

▪ As the players improve, increase the length of the area or decrease the size of the goal.

▪ Limit the touches to three or, as the players improve, to two.

▪ Play the game for five minutes and have the players keep score.

Player objectives:

▪ To increase shooting and passing accuracy.

Change Soccer- To involve every player in a 2 vs. 2 or 3 vs. 3 fun game emphasizing cooperation and skill development.

Organization

▪ Group is split into two; if odd number coach joins in or plays strongest squad a player short.

▪ Three players on each team are collective goalkeepers – no handling and positioned no more than two yards off each goal line.

▪ Coach shouts “Change” and on field teams run back to goal line without touching the ball again – and become the “goalkeepers.”

▪ “Goalkeeping” teams become the on field teams and move quickly to win possession.

▪ Coach shouts “Change” at anytime.

▪ Make goals wide enough so that it’s not too difficult to score.

▪ Any major infraction means a free shot from half-way line, with no goalkeepers.

Teaching Points:

▪ Encourage players to pass frequently in order to create scoring chances.

▪ Encourage “goalkeeping” team to move sideways together as a wall.

▪ Defenders should help each other and should stay on their feet as much as possible.

Target:

▪ To outscore the opposition

Dribbling Game:

▪ Game Rules:

▪ Eight players with a ball each dribble inside the marked area shown (20 yards by 20 yards).

▪ Four additional areas are marked on the outside of each corner with Frisbees or cones, and are designated as being the red, yellow, green and blue areas.

▪ Each player tries to prevent the ball rolling into another player or another players ball.

▪ All players try to keep within the marked area at all times.

▪ On the command “STOP” the players freeze with one foot on top of the ball.

▪ On the command “Red” or “Yellow” or “Green” or “Blue,” the players dribble quickly to the appropriate corner while trying to avoid other players.

Player Objectives:

▪ Maintain control of the ball, manipulating the ball to avoid collisions.

▪ Develop change in speed and direction.

▪ Keep your head up to see the other players while looking down to see the ball.

Shield the Ball

Game Rules:

▪ Eight players with a ball each dribble inside the center circle.

▪ Each player manipulates and protects the ball but also tries to kick other balls outside the circle.

▪ If a player’s ball is kicked out, that player retrieves it quickly and continues with the game.

▪ A player may only attempt to kick another player’s ball while in possession of his/ her own; if his/ her own ball has been kicked out of the circle, player may not kick another’s ball.

▪ A player is eliminated when the ball is kicked out of the circle three times.

▪ The winner is the only player who does not have a ball kicked out three times.

Player objectives:

▪ Shield the ball – keep the body between the ball and the challenging players

▪ Keep control of the ball, turn with it and accelerate with it to avoid a challenge.

▪ Keep your head up to see the other players while looking down to see the ball.

Attack and Defend

Game Rules:

▪ Place five sets of goals (made with cones) around the center.

▪ Make each goal two yards wide.

▪ Divide eight players into four pairs; one player of each pair with the ball, the other an opponent.

▪ The player with the ball tries to maintain possession under pressure from the opponent and tries to score through any of the five goals.

▪ While the area outside the center circle may be used, a goal is scored only inside the area.

▪ To score, the player must dribble the ball through one of the goals- but may not pass the ball through- and successfully maintain possession.

▪ A loss of possession occurs when the player: a) loses the ball to opponent; b) allows the ball to collide with any other ball in the playing area; c) collides with a goalpost while trying to score; or d) passes the ball through a goal rather then dribbling.

▪ The score is kept in each 1 vs. 1 dual.

▪ The game should be no longer than two minutes before allowing players to rest, because the 1 vs. 1 nature of the game presents great physical demands. Quality of play deteriorates as players become fatigued. It is important that they are given time to recover.

Player objectives:

▪ Maintain control under pressure of opponent, keeping the body between the ball and the opponent.

▪ Turn away from the opponent and not into the opponent.

▪ Change direction and pace.

▪ Keep an eye on the ball, but with head up to avoid collision and to see which goal is open.

Score through Back Door or Front Door

Minutes: 15-20 Player: Two equal teams 3-5

Objective: Develop passing combinations and player movement away from the ball; develop endurance.

Setup: Using markers, outline a square 30 by 30 yards. Use cones or flags to represent two small goals within the area. There are no goalkeepers. One ball required.

Procedure: Begin with a kickoff from the center of the area. Regular soccer rules apply, except that teams can score by kicking the ball through either goal. In addition, shots may be taken from both sides of the goals, scoring though the “back door” or the “front door.”

Scoring: Team scoring most goals wins.

Practice Tips: Require teams to use 1 on 1 marking of opponents. Stress the importance of immediate transition between defense and attack on change of possession. As a variation, add a third goal.

4 Goal Game

Minutes: 25 Players: Two equal teams of 5 – 8

Objective: Improve ability to change point of attack; develop endurance.

Setup: Using markers, outline a square 50 by 50 yards. Use cones or flags to represent a small goal 3 to 4 yards wide on the center of each of the 4 sidelines. Colored scrimmage vests differentiate teams. One team has the ball.

Procedure: Begin with a kickoff from the center of the field. Each team defends two goals and can score in two goals. Coach designates which goals for each team to defend and attack. Teams score by shooting the ball through either of the opponent’s goals below waist height. There are no goalkeepers. Regular soccer rules apply, except that the offside law is waived.

Scoring: Team scoring the most goals wins.

Practice Tips: Restrictions can be placed on advanced players to make the game more challenging (for example, limit of two touches to pass and receive the ball.) As a variation, play with two balls at the same time.

4 Corner Support Game

Minutes: 20-25 Players: 8

Objective: Develop the passing combinations required to maintain possession of the ball.

Setup: Using markers, outline a square 25 by 25 yards. Place a cone at the midpoint of each of the four sides. Station a “support” player at each cone. Organize remaining players into teams of 2 and station both teams in the center of the area. One team has the ball. Scrimmage vests differentiate teams.

Procedure: The team with the ball tries to maintain possession. Support players join with the team in possession to create a 6 vs. 2 player advantage. Support players are restricted in their movements and must remain within one yard of either side of their cone. They are also limited to three touches to receive and pass the ball. Support players may receive the ball from l and pass it to, the central players only; they may not pass among themselves. Loss of possession occurs when a defending player steals the ball or when the ball goes out of play. Play for 4 to 5 minutes after which central players switch positions with the support players.

Scoring: Teams get 1 point for 8 consecutive passes. The team scoring the most points in 4 to 5 minutes wins.

Practice Tips: Impose restrictions to make the game more challenging for advanced players. For example, prohibit support players from passing the ball back to the same player who passed to them. For young players reduce the area and award 1 point for 5 consecutive passes.

Too Few Balls, Too many Players

Minutes: 10-15 Players: Two equal teams of 4-8

Objective: Improve dribbling speed and develop endurance.

Setup: Using markers, outline a rectangular area 25 by 50 yards, divided by a midline. Station teams on opposite end lines with players an equal distance apart. Facing the center of the field. Place balls along the midline (two fewer balls than the total number of players involved.) Colored scrimmage vests differentiate teams.

Procedure: On the command “Go,” players from both teams sprint to the midline, compete for possession of a ball, and attempt to return it over their own end line by dribbling. Since there are two fewer balls than players, the players who do not immediately secure a ball try to steal a ball from one of their opponents and return it over to their own team’s end line. Replace all balls on the midline and repeat the round. Play at least 10 rounds.

Scoring: Team gets 1 point for each ball returned over its end line. A ball must be dribbled under control over an end line to score a point. The team scoring the most points wins.

Practice Tips: As a safety precaution prohibit slide tackles

Wolves and Sheep

Minutes: 10-15 Players: Unlimited (two equal teams)

Objective: Improve dribbling speed and control

Setup: Using markers, outline a rectangular area 35 by 40 yards. Designate a safety zone 5 by 5 yards in each corner of the area. Assign a name to each team.

Procedure: All players dribble randomly but not in the safety zones maintaining close control of the ball. After 30 – 45 seconds the coach shouts one of the team names. For example “Sharks,” All the Shark players immediately try to dribble into a safety zone. The other team tries to tag the “Sharks” while they are dribbling to the safety zone. At first allow the players to leave their ball where it is to go tag, once they are more skilled allow them to keep their ball.

Scoring: Each Sheep (running with ball player – Safety Zone) who reaches a safety zone before getting tagged gets 1 point. The team scoring more points wins.

Practice Tips: Encourage sheep to use quick changes of speed and direction to avoid being tagged.

Passing by the Numbers

Minutes: 10-15 Players: Unlimited

Objective: Develop passing and receiving skills and improve endurance.

Setup: Using markers outline a rectangular area about 30 by 40 yards for each group and position each group in an area. Number the players in each group, beginning with #1 and continuing up through the number of players in the group. Give 2 players in each group possession of a ball to begin the game.

Procedure: All players begin jogging within the area, the two with a ball dribbling it. Those with a ball locate the teammate numbered directly above and pass to him/ her. All players should move continuously during the exercise as they pass to the teammate numbered above them and receive passes from the teammate numbered below them.

Scoring: None

Practice Tips: encourage players to pass and receive the ball in a smooth controlled manner. The ball should never be completely stopped; rather, it should be received and controlled in the direction of the player’s next movement. Make the game more challenging by placing restrictions on players (for example: require them to pass only with their weakest foot, or pass only with either the outside or instep surface of foot.

Crabs and Fishes

Minutes: 10-15 Players: Unlimited

Objective: Improve dribbling skills in a warm up activity.

Setup: Using markers outline a rectangular area about 20 by 30 yards, with a safety zone 3 yards wide at each end. Designate 3 players as crabs and station them, without a ball, in the center of the area. Crabs assume a sitting position, with body off the ground, supported by their arms and legs. All remaining players are fishes and are stationed in one of the safety zones, each with a ball.

Procedure: On the coach’s signal Go, the fish attempt to dribble from one safety zone to the other. The crabs try to steal and then kick the balls out of the playing area. A fish whose ball is kicked out of the area retrieves the ball and practices ball juggling until the game is over. Crabs must remain in the crab position and may not use hands to play the ball. Fish who dribble from one safety zone to the other remain there until the coach commands them to dribble back to the original safety zone. Fish continue dribbling from zone to zone, until caught.

Scoring: None

Practice Tips: Dribblers must not chip the ball over the crabs. In this exercise the dribblers’ must try to penetrate through a line of defenders (crabs) on their way to the goal (safety zone.) Reduce the width of the area to make the game more challenging.

Dribble Freeze Tag

Minutes: 3 per round Players: Unlimited

Objective: Practice dribbling skills in a warm up activity.

Setup: Using markers outline a rectangular area about 20 by 30 yards. Designate 2 players as “it” and position them outside the area, without balls. Station reaming players, each with a ball, within the area.

Procedure: Players begin dribbling randomly within the area. At the coach’s command, the “it” players enter the area to chase and tag the dribblers. A dribbler who is tagged is considered “frozen” and must sit on his or her ball. Free dribblers can release those who are frozen by dribbling close and touching them on the shoulder. Repeat the game several times with different players designated as “it.”

Scoring: A player who is “it” gets 1 point for every dribbler they freeze.

Practice Tips: Adjust the size of the playing area to the ages and number of players. Older players often require more space than younger players.

Escape From the Crab Monsters

Minutes: 5 repeated Players: Unlimited

Objective: Developing dribbling skills

Setup: Using markers outline a rectangular area about 15 by 25 yards. Designate 5 or 6 players as “crabs” and station them within the area. They must move about in the “crab” position. All remaining players, each with a ball, station outside the area.

Procedure: Players dribble into the area. The crabs chase the dribblers and try to kick the balls out of the area. Crabs must remain in the crab position and not use hands to play the ball. Crabs can work together to force dribblers into making mistakes. Dribblers should use quick changes of speed and direction, coupled with deceptive body fakes, to elude the crab. A dribbler whose ball is kicked out of the area should quickly retrieve it and return to the game. Repeat the game several times using different players as the crab for each game.

Scoring: Crabs get one point for each ball kicked out of the area. Crab totaling the most points wins.

Practice Tips: Decrease the area or increase the number of crabs to make the game more challenging for the dribblers. Caution players not to step on crabs hands.

Circle Pinball

Minutes: 10-15 Players: 5-8

Objective: Warm up players prior to vigorous training and develop one touch passing technique.

Setup: Using markers outline a circle about 30 feet in diameter. Station a defender within the circle; position all other players (attackers) an equal distance apart outside the circle, along the perimeter. One attacker has a ball.

Procedure: Attackers attempt to keep possession of the ball from the defender by inter-passing across the circle. They area allowed to move along the perimeter of the circle to receive passes but are not permitted to enter the circle. Attackers may pass to any teammate but must use one touch passes only. If the ball goes out of the circle, or if the defender intercepts a pass, the ball is immediately returned to one of the attackers and the game continues.

Scoring: Attackers get 1 point for 8 consecutive passes without loss of possession. Defender gets 1 point for each time he/she intercepts a pass or causes an attacker to use more than one touch. If the ball goes out of the circle the defender will also score one point. Play to a score of 10.

Round the Circle Dribble

Minutes: 10 Players: 6-10 two equal teams

Objective: Improve fitness and dribbling speed

Setup: Using markers outline a circle about 20 by 25 yards in diameter. Pair each player with a partner from the opposing team. Number each pair. Position the players on the perimeter directly across the circle from their partner. One player in each pair has a ball.

Procedure: Begin by calling a pair number, for example “number 3’s” these two players immediately sprint counterclockwise around the perimeter of the circle, the one with the ball dribbling, the other one trying to get them. (Like duck duck grey duck.)

Scoring: Team gets one point when the dribbler completes a circle before getting tagged. Teams scoring most points win.

Practice Tips: Adjust the circle size to the age and ability of players. The circumference should give the chaser a reasonable chance of catching the dribbler. Vary by requiring the dribbler to make 2 laps around the circle without being tagged.

Nutmeg Competition

Minutes: 10 (two 5 min periods) Players: unlimited ( 2 equal teams)

Objective: Warm muscles and prepare body for more vigorous training; improve the ability to dribble in confined area.

Setup: Using markers outline a rectangular area about 25 by 30 yards. Position team 1 players randomly within the area as stationary targets with 2 feet to 3 feet apart. Station team 2 players, each with a ball, outside the area.

Procedure: Team 2 players dribble into the area and attempt to pass the ball through the legs of as many opponents as possible during a 5 minute period. Opponents must remain stationary with feet planted. A dribbler may not nutmeg the same opponent 2 times in a row. Teams reverse roles for the second round.

Scoring: Each player counts the number of nutmegs he or she scored. Combine all scores for a team score.

Practice Tips: Adjust the playing area to the number of players. Encourage dribblers to keep their heads up as much as possible to ensure optimal field vision.

Noah’s Ark (2 by 2)

Objective: To combine in attack and defense in a challenging game with 2 players on each side.

Organization:

▪ Area 30 x 30 yards area with goals eight yards wide

▪ 6 vs. 6 – with partners assigned on each team. Each partner given a number 1 to 3

▪ Coach shouts number (1-3) and rolls ball into play

▪ The two pairs with that number come out of goal to compete against each other

▪ Remaining players must stay on the goal line and defend goal without using hands

▪ Goals can only be scored below the knee

▪ When ball goes out of play, coach can immediately serve in another to same pairs or allows pairs to go back to the end line.

▪ Ball can be played by goalkeepers who must play ball back after no more than 2 touches.

▪ Do not let goalkeepers move off goal line. Penalty kick from 6 yards out if they do.

Coaching Points:

▪ When defending, one player should go to player with the ball.

▪ Supporting player must watch other attacker, mark the dangerous space and cover partner all at the same time.

▪ Coach should encourage dribbling, passing, and shooting to the team in possession.

▪ Encourage goalkeepers to defend as a wall together and to move as a unit to block shooting angle.

Challenge:

▪ One team vs. the other, also pairs to keep count of goals scored and conceded.

Side Kicks

Objective: To introduce crossing from the side of the goals and to convert cross balls by accurate shooting, plus goalkeeping experience for all players.

Organization:

▪ Use existing field with goals or improvise area with cones, markers and corner flags.

▪ Split group into 2 even teams.

▪ One team “attacks” the other “defends” as goalkeepers.

▪ Crossing players start from rear cone take ball forward and must cross over beyond second cone.

▪ Goalkeeper must stand at near post otherwise crossers can’t shoot.

▪ Ball is “crossed” to teammate who moves from “far post area” cone to shoot one touch only.

▪ “Defenders” take turns in goal by rotating after each cross.

▪ Attacking players alternate from crossing file to shooting file.

Coaching Points:

▪ Low ground cross easier to convert than high ball, other than for heading.

▪ Goalkeeper be alert for slow cross go out and intercept but without anticipating.

▪ Accuracy of shot usually more important than power.

▪ Shooter at far cone should time run and not move off cone too early.

▪ Goalkeeper should move from near post across the goal face shot and “stay big”.

Challenge:

▪ Each team gets set number of attacks (example: 20 team that scores most wins.)

Criss-Cross

Objective: To allow all players the opportunity of experiencing the goalkeeping role, in catching high balls and as an introduction to cross ball situations.

Organization:

▪ Whenever possible work with two groups.

▪ Use “catch and hug” as part of the warm up. Players, five yards apart, throw to each other.

▪ In criss-cross, catchers come from one marker; attackers from the other; and change places.

▪ Attackers are not allowed to physically challenge for the ball.

Coaching Points:

▪ When catching high balls, form a W with thumbs and index fingers.

▪ In both introductory and crossing practice as players shape to catch ball, palms should be facing ball: arms forward and reaching but comfortable.

▪ In “catch and hug”, after the “catch” let ball drop into body for “hug”.

▪ In criss-cross, body should be half turned position – towards ball and opponent.

▪ Whenever possible the “catcher” should take ball in front of attacker.

Challenge:

▪ To catch ball cleanly and secure it.

The Four Goal Game

Objective: To encourage “composure” on the ball, “awareness of teammates” and team cooperation.’

Organization:

▪ Area 30 X 30 yards.

▪ Four goals are set up by cones or markers 5 yards out from each corner. Goals are one yard wide.

▪ Three players in possession combine to score in any of the four goals.

▪ They can only score through front of goal and may dribble or pass through goal and still maintain possession.

▪ When ball goes out of play, re start with either a throw in or pass in.

Coaching Points:

▪ Encourage players to “switch” the play by passing, as three defending players can quickly mark three out of the four goals.

▪ Encourage players to turn away with ball if one goal becomes marked by opponent.

▪ If attacking teams are not having success, consider giving them a further option. Let the team in possession also score a “goal” by getting four consecutive passes.

Challenge:

▪ To outscore the opposition.

▪ If the 4 pass scoring rule is also being used, the challenge for the coach is to keep the score (and pass count).

The Zone Game

Objective: To develop combined offensive and defensive play in a 3 vs. 3 game.

Organization:

▪ Area 30 X 20 yards, with additional five yards zones at each end.

▪ Normal 3 vs. 3 but the only way to score is by “touch down” of ball with foot in the end zone.

▪ If ball goes out of play over end zone line or at side of end zone, game re started by defending team with “goal kick” or “dribble in” from end line.

▪ If ball goes out over side line (not including end zone) play is restarted by “pass in” or throw in if coach prefers.

▪ Condition game to disallow any slide tackling.

Coaching Points:

▪ The only way to score is by dribbling or passing into end zone. Both methods should be encouraged.

▪ Player attempting to score should screen ball from opponent as he/she “touches down” both to protect ball and player.

▪ Defending team must work collectively to stop “dribbler” and at same time avoid being “blindsided” by pass.

Challenge:

▪ To outscore opposition.

3-5 YEAR OLDS

DRIBBLING GAMES

ANATOMY

• Players dribble around in a grid.

• Coach calls out “Stop the ball with your knee!” or other body parts.

• Other ideas include: 3 elbows (players must find a partner to do this with), 2 feet, 2 elbows (players can do this by themselves or with a partner), 4 right feet (must do in a group), etc.

• Idea is for players to keep ball close when dribbling and be creative in their thinking!

BIG TOE/LITTLE TOE

• Players start on one side of the grid & go across.

• Zig-zag dribbling (big toe/little toe/right foot)

• Zig-zag dribbling (big toe/little toe/left foot)

• Zig-zag dribbling (big toe/little toe/alternate feet)

Small steps, light touches, inside-outside of foot.

• Encourage player to dribble using other surfaces on their foot.

Ask: How many surfaces can you use?

COMMANDO: INSIDE,OUTSIDE, SOLE OF FOOT TURN

• Warm up by commanding the players to follow directions

• Dribble with the right foot

• Dribble with the left foot

• Turn and change direction (change speed)

• Keep head up (Call out the number that the coaches fingers are raised)

DRAG RACE

• All players pair up to race down a straight channel.

• When coach yells go, players dribble their ball from start line to finish.

• Players must stop their ball on the line to finish.

• Can do in whole group for Ultimate Drag Champion!

RACE CAR

• Scatter cones in large area.

• Each player has a ball and is the driver of his/her car.

• Driver moves through the grid changing speeds and directions while avoiding other drivers and cones.

• Encourage short bursts of speed (you may call out 10 mph, then 70 mph) and direction changes.

• Make up stories about where they are going. At red lights, cars “idle” have drivers do step ups or pendulum touching ball in a stationary position.

PASSING GAMES

BUNNIES AND HUNTERS

• Coaches are the hunters with soccer balls at their feet on the long sides of a rectangle channel

• Players are the bunnies and are lined up without the ball on the short side of the rectangle

• On the command “Go Bunnies!”, players attempt to hop through channel without being hit in the foot by a ball being kicked by a coach

If they are hit 1X, player hops on one foot. If they are hit 2X’s, players crawl. If they are hit 3X’s, they are out of the game and must help the hunter kick balls at the feet of the bunnies

FREEZE TAG WITH BALL

• Give a few players pinnies. They are “It”.

• Rules of freeze tag apply.

• Everyone dribbles when they play.

• To unfreeze players you must pass the ball through their feet.

GOLDEN ARCHES

• Partners, each with a ball.

• One partner makes an arch with their legs, holding their ball on top of head

• Other partner tries to see how many arches they can get the ball thru in 1 min.

PAC-MAN

Grid 20 x 20

• 2 players have a ball and are the PAC MANS, others without a ball

• PAC MANS try to pass and hit other players with the ball below the knees

• If hit, must go and get a ball and become a PAC MAN

• Last two players without a ball are the winners and become the next PAC MANS

WILD HORSES

• Set out a series of gates in an area.

• Each set of partners see how many gates they can pass the ball thru.

• After each round, get a new partner.

• Encourage improvement, doing better than the round before.

SHOOTING GAMES

CANNONBALL

• Have two teams on opposite sides of a center channel about 15 yds. apart

• A large ball is in the center called “the Cannonball”

• Players on each team shoot their balls at the Cannonball trying to knock it into their opponents territory

• If ball gets stuck in the middle, you can call “reload”

• Team that knocks “the Cannonball” into their opponents territory wins

COCONUT CHALLENGE

• Have two teams play against each other, each team alternates shooting

• Place 3-5 balls on cones between two groups

• The team which knocks the last ball off the cones wins

• Variation: team that knocks off the most (each ball off cone + a point)

CROSSFIRE

• Make a large X with cones.

• In each of the 4 sections, place a team and 3 tall cones.

• Teams attempt to knock opponent’s cones over by shooting their balls at them.

• Once a team’s cones are down, they need to sit. May need to make a rule about guarding cones too closely or encourage risk-taking and to try to hit cones rather than just protect.

• If game goes on too long, call team with most cones up the winner.

STEAL THE BACON

• Form 2 teams. Each team lines up facing each other on long side of channel.

• Coach gives each player a number 1- 5.

• The coach tosses a ball into the middle of channel.

• When the coach calls a player’s number, he/she runs out and tries to score a goal past the opponents remaining players who are GK & can use their hands.

• Each goal = 1 team point.

• Give players a time limit of 20 sec.? before ball is dead.

6-8 YEAR OLDS

Warm-Up Games

BLOB

• Coaches stand in the middle of an area holding hands – “The Blob”.

• Players have balls on the end line and try to dribble by “the Blob”.

• If a player loses her ball, she joins “the Blob”.

• When there are more then 5, a new Blob forms.

CAPTURE THE BALL

• Like capture the flag, but there is a grid with 10 balls in it.

• Teams try to capture all of the other team’s balls w/o being tagged.

• If tagged, they must drop the ball and go to Jail.

HANDBALL

• Two equal teams. 1 ball.

• Play to goals w/no GK.

• Players can’t run with the ball. But may use 1 step to throw to teammates..

• If more than 1 step, if tagged, or if ball hits the ground, the ball changes possession.

• Emphasize runs off ball, communication, and field vision. Keep track of score.

FLAG TAG

• Distribute pinnies to some players. Players put end of pinnies in their shorts or pockets.

• On the whistle, players try to take pinnies from those who have them.

• After 1 minute, stop and stretch.

• Continue playing. Whoever ends up with pinnies wins.

• Note: Play in a grid

Variation: All players dribble a ball while playing.

SLIDE TAG

• Players lie on the ground with partners. Choose a player to be “It”.

• Player chases their partner.

• If they tag their partner, they reverse rolls.

• If they lay down by another group of partners, the outside partner is chased.

• You may have more than one player be “It”.

DRIBBLING

There are two types of dribbling: 1. Possession (inside, outside, sole) in tight spaces/Midfield and 2. Speed (laces) in open spaces/ Forward on breakaway/ Defender attacking on outside

TECHNIQUE/COACHING POINTS

1. Lean forward, balance over ball

2. Bend knees and be on the balls of your feet

3. Relax body

4. Can use inside, outside, sole, instep—no toes!

5. Keep ball within reach so player can change direction quickly if needed

6. Keep head up as much as possible

Footskills for 6-8 year olds

COERVERS

• Stationary:

1. Step-Ups: lightly touch top of the ball with sole of foot, alternating (R) and (L). Get knees up and eyes up.

• Forward Movement:

1. Inside/Outside Touches with right foot only

2. Inside/Outside Touches with left foot only

3. Inside/Outside Touches alternating feet

• Lateral Movement:

1. Drag/Step/Stop: Drag with sole laterally across body (R), step down with same foot (R), stop ball with sole of opposite foot (L). Drag with (L), step (L), stop (R).

2. Magic 8 Touch: inside, inside (R-same foot), outside, outside (L-opposite foot), inside, inside (L), outside, outside.

3. 4 Touch: inside (R), outside (L), inside (L), outside (R).

4. 3 Touch: inside (R), outside (L), outside (L). inside (L), outside (R) outside (R).

5. Drag/Inside/ Outside: Drag with sole laterally across body (R), touch with side of (L) foot inside, explosive touch with outside of (L) foot.

6. Pendulum: inside (R), inside (L).

DRIBBLING GAMES

CONE TOSS

• Players dribble in grid.

• Coach has a cone in hand & looks to toss it to any player to catch while dribbling.

• If player catches cone, they toss it back and continue dribbling. If player misses cone, they must do 3 step-ups and continue dribbling.

• Ask: What helps you be successful in this activity? Looking up when dribbling/ Vision.

COPS & ROBBERS

• Make a large grid with smaller “camps” at the corners.

• Divide into 2 teams.

• Place all balls on center line or divide equally in each camp..

• All teams run (or dribble) the balls into their camp.

• After all the balls are gone, see who has the most. Then…play more with stealing.

• Add 2 prisons and a dividing line.

• If a player is tagged on the foreign turf, they are sent to prison.

• Win by getting all the balls into your camp or by putting the other team in prison.

KNOCK-OUT

• Each player has a ball in the grid.

• Coach tries to knock balls out.

• If players ball is knocked out, and they reach it before it stops, free re-entry.

• If the ball stops, then player must do 3 step ups or 2 juggles before they can get back in.

KNOCK-OUT –VARIATIONS

• Players dribble in a marked area.

• Each player tries to poke another player’s ball outside the area while maintaining possession of her own. Winner is last one in.

• Each player tries to poke another player’s ball outside the area while maintaining possession of her own. If the ball goes out of area, player must do 3 juggles or 20 touches and then they may return.

• Team knockout. Divide into 2 teams. Each player dribbles their own ball and tries to knock the other teams balls out.

• Team knockout. Each player on one team dribbles in area, another team is sent in to try to knock balls out.

• Time how long it takes for them to kick every ball out of area. Switch. Compare times.

SPACE INVADERS

• Coach shows players a large channel. Says: This is a galaxy and it is your job to travel through the galaxy (by dribbling) without being captured by the forces of darkness.

• If a player is tagged by coach (force of darkness), while dribbling across, he/she joins coach by holding hands to capture other space travelers.

• Force of darkness needs to be in pairs and start at ½ line to give space travelers a chance to map path.

PASSING

The push pass (inside of the foot) is the most accurate pass. This technique is most often used for short passes or passing in tight spaces. It is important to note that this technique or kick is difficult for young players because of the body management and mechanics involved.

TECHNIQUE/COACHING POINTS

1. Approach to the ball is straight in line with the intended target.

2. Plant foot is next to or slightly behind the ball.

3. The kicking leg is rotated out at the hip and slightly bent.

4. The kicking foot is pointed out, toes are up and the ankle is locked.

5. Hips and shoulders are square to the target.

6. Eyes on the ball.

COMMON MISTAKES

1. Poor approach angle or preparation touch.

2. Plant foot too close to the ball.

3. Plant foot too far behind the ball.

4. Kicking leg is not rotated out enough at the hip.

5. Player turns body sideways.

6. Leg swing is across the body.

QUALITIES OF A GOOD PASS

1. Weight or pace of pass should be appropriate for the distance.

2. Accuracy.

3. Timing: Pass to receiver when receiver is in a good position to receive the ball.

4. Disguise, when appropriate.

PASSING GAMES

STAR WARS

Divide group into two teams with each team playing on half of a 40x40 yd. field

• Put one cone 10 yds. back from the center line.

• Everyone has a ball

• One player from each team is “Luke”

• Luke stands at the side of the cone, so she is safe

• Players pass ball over the middle line, trying to hit their opponents feet

• If a player gets hit, they are frozen and must raise their hand

• The only way to get “unfrozen” is to have Luke come and touch them

FREEZE TAG WITH BALL

• Give a few players pinnies. They are “It”.

• Rules of freeze tag apply.

• Everyone dribbles when they play.

• To unfreeze players you must pass the ball through their feet.

GOLDEN ARCHES

• Partners, each with a ball.

• One partner makes an arch with their legs, holding their ball on top of head

• Other partner tries to see how many arches they can get the ball thru in 1 min.

SORCERER’S STONE

• Divide players into two teams

• Each team has to defend five tall cones or discs with balls on them

• Play in a large grid with 1 ball, then add more

• A team wins by knocking down all their opponent’s cones or balls

TOP GUN

• 3 or 4 teams in a large grid.

• One team has balls the others don’t.

• Coach times to see how long it takes team with balls to pass and hit other players (below the knees) with their pass. If players are hit, they must sit.

• Remind players to use the sides of their feet, not toes!

• Give each team a turn to pass.

• Team with lowest time is the Top Gun team.

SHOOTING

When shooting, contact should be made in the middle of the ball and the player’s body should be over the ball. The surface should be either the inside of the foot (for accuracy) or the instep (for power). For bending or hooking the ball, contact is made across the ball, toes pointed up upon impact for hooking with the inside of the foot. The toes are pointed down upon impact when bending or slicing the ball with the outside of the foot. It is extremely important to encourage an aggressive attitude towards taking even the slightest opportunity to shoot.

TECHNIQUE/COACHING POINTS

1. Approach the ball from an angle, prepare the ball by touching it outside the body line

2. Non-kickign foot is bent

3. Plant foot next to and slightly behind the ball

4. Kicking leg is slightly bent

5. The kicking foot is pointed down, slightly out and the ankle is locked

6. Hips and shoulders should be kept as square as possible to the target

7. Eyes on the ball and head still

8. Strike through the center of the ball

9. Land on the kicking foot

10. Placement always over power

Hit the target, there are no second chances if we don’t hit the target

COMMON MISTAKES

1. Poor approach angle or preparation touch

2. Plant foot too close to the ball

3. Plant foot too far behind the ball

4. Leg swing is across the body

5. Toes come up

6. Jerking head up

7. Not landing on kicking foot

8. Over swinging

SHOOTING GAMES

SHREK IN THE SWAMP

• Coach (Shrek) stands in middle of small grid (the Swamp) surrounded by tall inflatable cones (mud covered trees & seaweed).

• Players surround swamp with ball and try to clean up the swamp by shooting their balls at the mud covered trees & seaweed.

• Praise each hit!!

PRESSURE SHOOTING

Race to Shoot

• Start on goal line.

• Race around 2 cones.

• Shoot after turning around 2nd cone. First to score gets a point.

Race against defender

• Start on goal line.

• Defender must go additional 3 yds. Tries to stop short.

• Start on attackers 1st touch. Defender cannot touch ball until past cone.

Modification:

• 2 teams, 1 team on each side of the goal.

• Each team has defenders and attackers; first goal scored gets a point.

PIN DODGE BALL

• Make a large square with 4 sections

• Place 5 bowling pins or tall cones in each section

• Pick 4 teams and have players spread out in their small square

• On the coach’s signal, players try to knock down the other 3 pins or cones

• If all of a teams pins are knocked down, they must sit down

• Players may move around their grid only to get a better angle

CANNONBALL

• Have two teams on opposite sides of a center channel about 15 yds. apart

• A large ball is in the center called “the Cannonball”

• Players on each team shoot their balls at the Cannonball trying to knock it into their opponents territory

• If ball gets stuck in the middle, you can call “reload”

• Team that knocks “the Cannonball” into their opponents territory wins

9-12 YEAR OLDS

Warm-Up Games

BLOB

• Coaches stand in the middle of an area holding hands – “The Blob”.

• Players have balls on the end line and try to dribble by “the Blob”.

• If a player loses her ball, she joins “the Blob”.

• When there are more then 5, a new Blob forms.

CAPTURE THE BALL

• Like capture the flag, but there is a grid with 10 balls in it.

• Teams try to capture all of the other team’s balls w/o being tagged.

• If tagged, they must drop the ball and go to Jail.

HANDBALL

• Two equal teams. 1 ball.

• Play to goals w/no GK.

• Players can’t run with the ball. But may use 1 step to throw to teammates..

• If more than 1 step, if tagged, or if ball hits the ground, the ball changes possession.

• Emphasize runs off ball, communication, and field vision. Keep track of score.

FLAG TAG

• Distribute pinnies to some players. Players put end of pinnies in their shorts or pockets.

• On the whistle, players try to take pinnies from those who have them.

• After 1 minute, stop and stretch.

• Continue playing. Whoever ends up with pinnies wins.

• Note: Play in a grid

Variation: All players dribble a ball while playing.

SLIDE TAG

• Players lie on the ground with partners. Choose a player to be “It”.

• Player chases their partner.

• If they tag their partner, they reverse rolls.

• If they lay down by another group of partners, the outside partner is chased.

• You may have more than one player be “It”.

DRIBBLING

There are two types of dribbling: 1. Possession (inside, outside, sole) in tight spaces/Midfield and 2. Speed (laces) in open spaces/ Forward on breakaway/ Defender attacking on outside

TECHNIQUE/COACHING POINTS

1. Lean forward, balance over ball

2. Bend knees and be on the balls of your feet

3. Relax body

4. Can use inside, outside, sole, instep—no toes!

5. Keep ball within reach so player can change direction quickly if needed

6. Keep head up as much as possible

SAMPLE FOOTSKILLS

BIG AND LITTLE TOE

• Direction of the ball

• Use sequence big toe, little toe, big toe, little toe

• Use sequence big toe, little toe, sole of foot

• Sole of foot right and left

• Box the ball, use sole and outside of foot sequence

• Push the ball

• Introduce simple Coervers

COERVERS

• Stationary:

1. Step-Ups: lightly touch top of the ball with sole of foot, alternating (R) and (L). Get knees up and eyes up.

• Forward Movement:

4. Inside/Outside Touches with right foot only

5. Inside/Outside Touches with left foot only

6. Inside/Outside Touches alternating feet

• Lateral Movement:

7. Drag/Step/Stop: Drag with sole laterally across body (R), step down with same foot (R), stop ball with sole of opposite foot (L). Drag with (L), step (L), stop (R).

8. Magic 8 Touch: inside, inside (R-same foot), outside, outside (L-opposite foot), inside, inside (L), outside, outside.

9. 4 Touch: inside (R), outside (L), inside (L), outside (R).

10. 3 Touch: inside (R), outside (L), outside (L). inside (L), outside (R) outside (R).

11. Drag/Inside/ Outside: Drag with sole laterally across body (R), touch with side of (L) foot inside, explosive touch with outside of (L) foot.

12. Pendulum: inside (R), inside (L).

• Change of Direction:

1. “U”: Ball in front… Pull ball back with sole of (R) foot, pass ball across body with inside of (R) foot, push ball straight out with laces/instep of (L) foot, stop with sole of (L) foot.

2. “V” (same foot): Ball in front… Pull ball back with sole of (R) foot at an angle, push ball with inside of (R) foot at an angle.

3. “V” (alt foot): Ball in front… Pull ball back with sole of (R) foot at an angle, push ball with inside of (L) foot at an angle.

4. Cap/Cut Back: 180 degree change cutting the ball with the inside of the foot

5. Cut Back Variation: 180 degree change cutting the ball with the outside of the foot

6. Pull Back: 180 degree change pulling the ball back with the sole of the foot, spin toward foot that pulls the ball back

7. Kryuff: 180 degree change pulling the ball behind (L)leg with inside of (R)leg.

8. Scissors: Feint, stepping over the inside to the outside of the ball with (R), stepping down, and accelerating in opposite direction with the outside of (L) foot.

9. Step Over: Feint, stepping over the outside to the inside of the ball (R), planting, dropping shoulder, and accelerating in the opposite direction with the outside of the (R) foot.

10. Shielding/Stepover: Ball in front… Step over ball (R)/shield, cut ball with outside of (L) foot to turn and go in same direction.

11. 360: Cut ball in tight circle with small touches (at least 3) with inside of (R) foot and accelerate off in same direction

12. 360 Variation: Cut ball in circle with outside of foot.

DRIBBLING EXERCISES

GATES

• Place numerous 3 yd. “gates: and divide players into 2 teams

• Have players count how many gates they can go through in 2 minutes.

• Lots of space “speed” dribble with laces

• Meet with team to count total

• Losing team, shortens gates to a little bigger than ball width

• Play again, using a “control” dribble (inside of foot) for tight spaces

GATES- VARIATION #1

• Five 6 foot goals made up of cones or flags are spaced evenly around a circle

• Simultaneous 1 v. 1 games occur for 60 sec.

• The attacker is awarded a goal when he/she stops the ball with 1 foot between a set of cones/flag (the goal).

• If the defender wins the ball, he/she returns it to the attacker.

• Change roles after 60 sec.

GATES- VARIATION #2

• Same as Variation #1’s set up

• The game begins with one player per pair in possession of the ball outside the circle, the other defending outside the circle.

• The attacker attempts to enter the circle at any point, but may only score by exiting the circle with the ball through one of the goals

• If the defender wins the ball, he returns it to the attacker

• Change roles after 60 sec.

KICK-OUT

• Each player has a ball in the grid

• Coach tries to knock balls out

• If players ball is knocked out, and they reach it before it stops, free re-entry

• If the ball stops, then player must do 2 juggles before they can get back in

KICKOUT –VARIATIONS

• Players dribble in a marked area.

• Each player tries to poke another players ball outside the area while maintaining possession of her own. Winner is last one in.

• Each player tries to poke another players ball outside the area while maintaining possession of her own. If the ball goes out of area, player must do 3 juggles or 20 touches and then they may return.

• Team knockout. Divide into 2 teams. Each player dribbles their own ball and tries to knock the other teams balls out.

• Team knockout. Each player on one team dribbles in area, another team is sent in to try to knock balls out.

• Time how long it takes for them to kick every ball out of area. Switch. Compare times.

ATTACKING W/SPEED DRIBBLE

• 20x30 Grid. W/4 to a Grid.

• Attacking player will receive the ball from the defender at the other end of the grid and look to attack the opposing end line.

• After each exchange, the roles of the players in the grid are reversed.

• Defensive pressure should gradually intensify.

• Starting defender cannot move until attacker has touched the ball

• Rotate 2 outside players in.

• Add small goals. Both players can attack their goal.

• Players can use resting players for support.

• Players should shield and possess the ball until an opportunity presents itself.

• Emphasize change of speed and direction too.

DRIBBLE CHALLENGE

• Make a channel about 15 yds. wide.

• Players stand across their partner with 1 ball

• Player with the ball passes to partner and closes space

• Partner tries to dribble past to the other side (2pts.)

• If stopped by defender, defender gets 1 pt.

1v.1 TOURNAMENT

• 12 X12 grids in a channel.

• Dribbling over end line is a point. Start by “checking” the ball.

• After a point, player who scores passes it. Play for 1 minute.

• Rotate. Winners move up. Losers down.

Coaching Points: Dribble with speed.

Change direction

Get defenders on your back

Shield ball as you dribble using furthest foot

STEAL THE BACON

• Divide group into 2 equal teams giving each player a number 1.2.3…

• Each team stands on opposite sidelines

• Call out a number, then roll 1 ball out

• Have players with that number from each team go 1v1 to their own goal.

• After everyone has a turn, call 2 or 3 numbers at a time for 2v2 or 3v3

SPACE INVADERS

• Coach shows players a large channel. Says: This is a galaxy and it is your job to travel through the galaxy (by dribbling) without being captured by the forces of darkness.

• If a player is tagged by coach (force of darkness), while dribbling across, he/she joins coach by holding hands to capture other space travelers.

• Force of darkness needs to be in pairs and start at ½ line to give space travelers a chance to map path.

PASSING

The push pass (inside of the foot) is the most accurate pass. This technique is most often used for short passes or passing in tight spaces. It is important to note that this technique or kick is difficult for young players because of the body management and mechanics involved.

TECHNIQUE/COACHING POINTS

1. Approach to the ball is straight in line with the intended target.

2. Plant foot is next to or slightly behind the ball.

3. The kicking leg is rotated out at the hip and slightly bent.

4. The kicking foot is pointed out, toes are up and the ankle is locked.

5. Hips and shoulders are square to the target.

6. Eyes on the ball.

COMMON MISTAKES

1. Poor approach angle or preparation touch.

2. Plant foot too close to the ball.

3. Plant foot too far behind the ball.

4. Kicking leg is not rotated out enough at the hip.

5. Player turns body sideways.

6. Leg swing is across the body.

QUALITIES OF A GOOD PASS

1. Weight or pace of pass should be appropriate for the distance.

2. Accuracy.

3. Timing: Pass to receiver when receiver is in a good position to receive the ball.

4. Disguise, when appropriate.

PASSING EXERCISES

TRIANGLE BASE GAME

• 1 player in each base. 2 dribblers with balls.

• Players with balls dribble & pass to a player on a base & take their place

• … 2 v.0 (2 balls) then add change of direction move after leaving base

• …3 v. 1 (3 balls) add an attacker w/ ball & 1 defender

• …4 v. 2 (4 balls) add an attacker w/ball & 1 defender… 4 v. 3

• Remove extra bases as you add attackers and defenders.

AJAX PASSING

• 12 x 12 grids.

• Player on each corner, with a line of remaining players with balls at one corner

• Pass to outside of cone & follow pass

• Inside right foot 2 touch, then 1 (counterclockwise)

• Inside left foot 2 touch, then 1 (clockwise)

ANGLED PASSING: TACTICAL

• 60 x 45 grid (3-15 yd. wide zones/lengthwise) with goals set at the end of each zone

• Play 2 v 2 in each zone (6 v 6 in total)

• Players must stay in their zones

• Ball cannot be passed to a player in same zone

• Progression:

Players can move into other zones but cannot be passed to a player in the same zone

Finally, remove zones, leaving but two goals on the end lines or field

BREAD & BUTTER/ 5 V 5 WITH NEUTRAL SUPPORT: TACTICAL

• 50 x 30 grids to 2 end line goals

• Both teams have both end line and sideline players for additional support

• Players can score goal with combination play off end targets

• Player must dribble through goal to score

• Player can relieve pressure by using a sideline support pass

CIRCLE STRIKE

Needed for the game – one soccer ball, several plastic cones, and a passing partner

• Begin by marking a circle about 20 feet across and stand the cones in different parts of the circle

• Player starts outside the circle with ball at their feet and their partner across from them

• Dribble around the circle

• Partner walks around the opposite side of the circle so that they are always across from one another

• Player kicks a push pass through the circle to their partner without knocking over any cones

• Partners need to return the ball as quickly as possible

• Keep on walking and dribbling ball around the circle, sending passes back and forth whenever they can for 1 minute

• Score 1 point for every pass made but subtract 2 points for any cones that have been knocked down

STAR WARS

• Divide group into two teams with each team playing on half of a 40x40 yd. field

• Put one cone 10 yds. back from the center line.

• Everyone has a ball

• One player from each team is “Luke”

• Luke stands at the side of the cone, so she is safe

• Players pass ball over the middle line, trying to hit their opponents feet

• If a player gets hit, they are frozen and must raise their hand

• The only way to get “unfrozen” is to have Luke come and touch them

• If Luke gets hit off the cone, they are frozen and can no longer unfreeze their teammates

• Once a team is frozen the game ends

TOP GUN

• 3 or 4 teams in a large grid.

• One team has balls the others don’t.

• Coach times to see how long it takes team with balls to pass and hit other players (below the knees) with their pass. If players are hit, they must sit.

• Remind players to use the sides of their feet, not toes!

• Give each team a turn to pass.

• Team with lowest time is the Top Gun team

SHOOTING

When shooting, contact should be made in the middle of the ball and the player’s body should be over the ball. The surface should be either the inside of the foot (for accuracy) or the instep (for power). For bending or hooking the ball, contact is made across the ball, toes pointed up upon impact for hooking with the inside of the foot. The toes are pointed down upon impact when bending or slicing the ball with the outside of the foot. It is extremely important to encourage an aggressive attitude towards taking even the slightest opportunity to shoot.

TECHNIQUE/COACHING POINTS

1. Approach the ball from an angle, prepare the ball by touching it outside the body line

2. Non-kickign foot is bent

3. Plant foot next to and slightly behind the ball

4. Kicking leg is slightly bent

5. The kicking foot is pointed down, slightly out and the ankle is locked

6. Hips and shoulders should be kept as square as possible to the target

7. Eyes on the ball and head still

8. Strike through the center of the ball

9. Land on the kicking foot

10. Placement always over power

Hit the target, there are no second chances if we don’t hit the target

COMMON MISTAKES

1. Poor approach angle or preparation touch

2. Plant foot too close to the ball

3. Plant foot too far behind the ball

4. Leg swing is across the body

5. Toes come up

6. Jerking head up

7. Not landing on kicking foot

8. Over swinging

SHOOTING EXERCISES

3 PERSON SHOOTING

• 3 players stand in a line with 1 ball

• Ball is at the feet of an end player who shoots at the center player who is the Goalkeeper

• The Goalkeeper rolls the ball to the player on the other side and that player shoots

• Switch Goalkeeper after 5 rounds

PRESSURE SHOOTING

Race to Shoot

• Start on goal line.

• Race around 2 cones.

• Shoot after turning around 2nd cone. First to score gets a point.

Race against defender

• Start on goal line.

• Defender must go additional 3 yds. Tries to stop short.

• Start on attackers 1st touch. Defender cannot touch ball until past cone.

Modification:

• 2 teams, 1 team on each side of the goal.

• Each team has defenders and attackers; first goal scored gets a point.

4 V 4 TO GOAL

• 2 teams play while 2 teams watch behind opposite goals

• The team that gets scored on is out and the team behind the goal comes in

• Resting teams play in new balls if balls go out of bounds

OPEN TRIANGLE GOAL

• No boundaries/ 2 or 3 Teams

• Build attack on one side and switch for a shot on the opposite side of goal

• GK can run through goal to defend the other side

• Coach keeps track of goals

• Can play with 2 balls

PENALTY BOX SHOOTING

• Defending team (3 in goal, 4 defenders)

• Attacking team 7 players in the penalty box (or similar breakdown equal in number to defenders)

• Play for 5 minutes and rotate teams

• Discuss spacing, support and movement off the ball

3 GOAL GAME

• Set up 3 goals in a 30 x 40 yd. grid

• Divide players into three teams

• Each team defends their own goal while attacking either of their opponents goals

• Encourage spreading out, changing directions and communication

3 V 3 +1 TO FULL SIZED GOAL:TACTICAL

• Use half the regular field and divide it into two zones

• Objective is to develop the player’s abilities to recognize chance to shoot

• Defenders cannot go into other zone

• Player that passes the ball to a teammate can go in the other zone and support the attack

• If the Goalkeeper distributes the ball into the attacking half

• Closest player may support the attack

• Progression: Remove the zones and restrictions and play 6 V 6

2 GOAL LINE SOCCER: TACTICAL

• Players are divided into two teams

• Create two 5 yard goals 20 yards apart on each side

• Call out numbers, kick out one ball

• Players who are goalkeepers must link arms

• Players may attack one of two goals

• Eventually play where everyone is on the field, two goals

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