Football/Soccer Session (Beginner): St. Thomas SC: Learning to Train (U9-U12): Session #4

Profile Summary

Ian McClurg
Name: Ian McClurg
City: Ancaster
Country: Canada
Rank: Elite – 2 points
Membership: Adult Member
Sport: Football/Soccer
Football/Soccer Session Plan Drill (Colour): Warm-Up

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Football/Soccer Session Plan Drill (Colour): Warm-Up
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Warm-Up (20 mins)

Objective:

Fun game that gives good practice in throwing and catching.

Develops supporting play and appreciation of space.

Organization:

Work in an area 30 x 20 yards approx. with full sized goals or five cones spaced 2-feet apart on the goal line. If using full-sized goals, goals only count with balls rolled into goal. If using cones, the team has to knock a cone over with a throw to score. Ball can only be moved by throwing to team-mate. Players cannot run with the ball. All passes must be caught before touching the ground.

Opposition gets possession if ball hits ground from a misplaced throw or a mishandled catch.

Interceptions can be made by opposition; everyone can use their hands.

Partial interceptions can be disputed and claimed by either side by diving on the ball.

No tackling allowed - only screening.

3-second rule. If one player is holding on to the ball the coach begins the count: "One, Two…" if the ball is not thrown before "Three" it is turned-over to the opposition.

Teaching:

Team in possession must support well. All players should recover to own goal quickly after team loses possession. Ball will need to be passed around in front of the "goals" to make an opening for the shot if the defending team has recovered well.

Target:

To outscore the opposition.


Football/Soccer Session Plan Drill (Colour): Micro Soccer

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Football/Soccer Session Plan Drill (Colour): Micro Soccer
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Micro Soccer (20 mins)

Objective:

To give each player plenty of opportunity to kick the ball in a 3 vs 3 game.

To gain a fundamental understanding of the game of soccer.

Organization:

Field size 20 x 30 yards. Six-yard "boxes," marked by cones or lines, within which each designated goalkeeper may handle. Center line marked by cones/lines. Each player takes a turn in goal for two to three minutes. When ball goes out of play, game is restarted by:

Sideline - throw-in (or pass-in - opponents must stay 5-yards away.)

Endline - goal kick or corner kick (5-yard rule) depending on which player last touched ball.

After a goal, re-start with either goal kick or center kick (if center, opponents must retreat to own six-yard line).

In practice with numbers greater than six, either have two 3 vs 3, or if less than 12, have three teams with a separate practice operating and rotate in and out of the 3 vs 3 game.

Teaching:

This is the introductory session for Micro Soccer. You will need to show just what a Throw-In is, but don't get bogged down on the correct technique of the Throw-In just yet (this is covered in Mack 1 & 2 in subsequent sessions). Encourage at least one player to go fully wide on goal kicks or when goalkeeper has ball in hands. Encourage goalkeeper to move off line to support attacks or to intercept through balls (this will take time, too!).

Encourage players to pass, dribble and communicate with each other.

On throw-ins, encourage non-throwing attacker to look for a forward shooting chance - and not to go too close to thrower.

Target:

To outscore opposition.


Football/Soccer Session Plan Drill (Colour): 3v1's

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Football/Soccer Session Plan Drill (Colour): 3v1's
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3v1's (20 mins)

Objective:

To progress the possession games (Carl's Keep Away, 4 v 1 and Keep Away Tennis).

further develop the importance of moving and taking up good supporting positions

Organization:

Mark two or three 10 - 12 yards squares.

With 9 players have three groups of three; with 12 players have four groups of 3 players.

With odd numbers improvise with the numbers; for instance, with 10, two groups of three and one of four (still play 3 vs. 1, but use a sub system with the 4).

Use pinnies to distinguish the groups. 3 vs. 1 in each of the squares.

Spare defenders can change "on the fly." Coach times each period of one minute. At the end of the period, the team of three that achieved the least number of consecutive passes become the defenders.

When the defender wins the ball or forces the ball to be played out of the area the team of three restarts with another ball. The coach keeps a supply of balls handy so after an interception or a ball is kicked out of play he/she can kick or roll another ball in. If you have an assistant or co-coach, each takes one of the squares.

Teaching:

3 vs. 1 is much more difficult than 4 vs. 1. In 4 vs. 1 the four attackers can just take a corner each and so give good support. In 3 vs. 1 the two players "off-the-ball" have to move and work hard to open up a good passing angle for the player with the ball. The player with the ball may have to screen the ball away from the defender while awaiting a better supporting angle from a team-mate.

All attackers need to communicate - particularly the two players "off-the-ball" ("Hold it!" "Wait!" "I'm here!") -- as they become the "eyes" of the player with the ball. Coach must assess whether the playing area is too big or too small and make adjustments if necessary.

If it is too difficult consider reverting back to 4 vs. 1. For the first few minutes allow the players to play in a non-competitive way so that when a mistake is made, the coach can recreate the situation and then ask the player who made the mistake what the alternatives are. If they can see what should be done or how their team-mates could have helped they will learn more quickly to do it when the ball is in play. After a few minutes go into the one-minute stopwatch competition described above without any interventions by the coach other than putting the ball back in play.

Target:

To keep the ball for the longest time; for the defenders to win the ball or force errors as quickly as possible.


Football/Soccer Session Plan Drill (Colour): 4v4's

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Football/Soccer Session Plan Drill (Colour): 4v4's
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4v4's (20 mins)

Objective:

To create a Jamboree atmosphere.

Allow the children to enjoy playing without any coaching

Organization:

Any number of players above 15 can create a Jamboree atmosphere. Consider joining up with another team who practice at the same time. If less than 16 make up three teams of 4 or 5 players. Have a second activity area as one team waits to play. With 16 or more put in two fields or more, depending on numbers. With more than one field synchronize the play. The time-keeper starts the game for everyone with a whistle. One long blast signals the start of play. A short blast signals the end of each period. After the end of each period the substitutions/rotations take place and the game is recommenced as quickly as possible without a signal from the time-keeper.

Restart is with an indirect free kick from the part of the field where the period ended with the kick taken by the team that was in possession. A short blast, followed by a long blast signifies the end of the game. Use 4-period (quarter) games, but make sure to organize the rotations for the next game to ensure equal time on the field and in goal. Play two to three minute periods.

Try not to have more than 6 players on a team. With 5 players, at the end of each period, one of the subs becomes the goalkeeper, the goalkeeper moves out onto the field. One field players comes off. With 4-quarter games, start the next with the player in goal who was not in goal in the first game and so on. Use the same principle with 4 players or 6 players (equal time in goal and on the field).

Teams work on a Round-Robin format.

Teaching:

Coaches have to work hard to say...nothing!

Target:

To enjoy good fun soccer.


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