Andrew Mcleod
Name: | Andrew Mcleod |
---|---|
City: | EAST ORANGE |
Country: | United States of America |
Membership: | Adult Member |
Sport: | Football/Soccer |
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Organization:
1.20 x 20 yard area set up as shown
2.8 players set up as shown
3.10 balls
Story/Description:
1.Pirates (players) are all battling to be the Captain of the Ship
2.To do this they have to get from one end of the pirate ship to the other without getting hit by a cannon ball (soccer ball)
3.The cannon balls are being fired by the coach
4.Coach yells CANNON BALLERS, ARE YOU READY? to which the players respond FIRE IN THE HOLE! (This only happens when the first player is out)
5.Coach yells PIRATES ARE YOU REDAY?pirates shout RRRRRRRRRR. Coach then yells CANNON BALL RUN and all the pirates run to the other end of the ship
6.Any pirate that gets hit with a cannon ball then becomes a cannon ball-er and helps fire cannon balls
7.The last pirate left is the Captain
Coaching Points:
1.Keep your eye on the cannon balls and use different movements to not get hit
2.Move quickly across the pirate ship
3.Keep your eye on the cannon ball when you hit it
4.Try to time the firing of the cannon ball so that the pirates run into it
Developments:
1.P – Make the pirate ship wider
Visual Cues:
-direction of ball
-awareness of space
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Organization:
20x30 area
1 ball per player
Instructions:
Players drive their bumper cars trying not to bump into another bumper car or not the barriers (dribble outside area).
Coaching Points:
Push pedal gently so dont go too fast and out of control (small pinky toe touches) if lots of bumper cars around, if find somewhere where no bumper cars are, can you speed up to get their (bigger touches)
Watch out for other bumper cars (look up, head up)
Can you steer out of their way if about to crash (changes of direction)
Progressions:
Add defenders (people without bumper cars) who hold pinnies, if they bump you out your car (touch your ball) they get to drive it and you have to bump someone else out their car
Visual Cues:
-positioning of other players
-awareness of space
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Organization: 20 by 20 area
6 players
supply of balls by coach
pinnies tied to each goal to mark them
Instructions: 1. The Coach splits the group into two teams and asks them to come up with their team name for the MLS Cup shoot Out.
2. Each team makes a line ready for their turn.
3. The Coach then calls out the number of players that go out and play from each team(1=first player in line 2=first and second player in line).
4. The game is over when a goal is scored or the ball leaves the area.
5. Players then return to their team and the coach calls out a new number.
Coaching Points:-quick to the ball
-find space
-get body between player & goal to defend
Visual Cues:-distance to ball
-distance to goal
-other player's positioning
-awareness of space
Progressions:P-players run around a corner marker before being allowed to enter game
R-Call numbers in order
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Organization: two 20 by 20 areas
4 teams of 3(12 players total)
1 ball per game(additional on the outside)
Instructions: Players play small sided 3 v 3 game.
Normal game rules apply(corner kicks, throw-ins, goal kicks).
If a goal is scored, scoring team must run back and touch their goal before being allowed to defend.
Play for a set time and then switch teams.
Coaching Points:-head up
-play at speed
-attack defender's front foot
Visual Cues:-defender's positioning
-awareness of open space
-distance to defender
© Copyright 2022 Sport Session Planner Ltd.
Developed with Partnership Developers, a division of Kyosei Systems.
Animation Controls (PCs, Macs, Laptops):
Play animation
Play step-by-step
Repeat (toggle)
Full Screen
Pause
Stop
Back/Forward: Drag timeline button
Tunnel Tag (10 mins)
Organization:
20 x 25 yd setup
No ball
Instructions:
Taggers have 30 seconds to catch all the players. If the taggers catch a player they must stand with their legs open to make a tunnel and shout for help. To be freed, another player must crawl through their tunnel and out the other side.
Coaching Points:
- Keep your head up to see where the taggers are.
- Use changes of speed and direction to get away from the taggers.
Progressions:
Play with a smaller area or Add more taggers
Regressions:
Reduce the number of taggers or Make the area bigger.
Visual Cues:
-distance & positioning of taggers
-awareness of open space