| Name: | Stu Field |
|---|---|
| City: | Brome |
| Country: | United Kingdom |
| Membership: | Adult Member |
| Sport: | Hockey |
Coach Ed session at Chelmsford. Focus on game play (looks like the game) activity design to develop highly skilled actions within the game. Also exploring activity design to develop game understanding and principles and phases of play.

See the guidance at the top of this page to understand why you are not seeing interactive Hockey images.
Once you have your pitch dimensions for your activity, you need to think about the scoring mechanism (goal/outcome rather than incentives/affordances). See above different types of scoring targets
1- Goals/Mini-Goals
2- Zones/Boxes
3- Gates
4- Rebound Boards
5- Combinations of above
The CHANGE IT model can be applied to alter the dimensions, location, position and combination of targets depending on the THEME of your session.
With your chosen target in place you can then select the 'how you score'. This may be related to 'highly skilled actions'
- Options with goals
- Can only score with push / slap / hit / flick / 1-touch
- Score Xpts for scoring with a specific technique
- Options with zones
- Can only carry / pass (push/hit) into zone
- Score Xpts for carry / pass into zone
- Score different pts for different zones (to incentivise direction of play or areas to play in)
Scoring can also be applied to incentivise the use of 'highly skilled actions' depending on the THEME of the session. Use of the skill can result in the rewarding of points regardless of where on the pitch they happen.

See the guidance at the top of this page to understand why you are not seeing interactive Hockey images.
This pitch setup looks at the use of different zones/areas to develop tactical aspects and game understanding. Again, dimensions and location of the zones can be adapted to the session THEME. Whilst this type of setup lends itself to technical development, it also allows exploration of PRINCIPLES and PHASES (IN/OUT of POSSESSION).
The markers determine the game rule. Here are some examples:
IN POSSESSION
- Can't carry over red line / Can't pass over red line OR Carry/Pass over line = 1pt
- Pass over 1 line = 1pt / Pass over 2 lines = 3pts
- Pass back over line (guard player) = pts
- Pass over mid-line (transfer) = pts
OUT of POSSESSION (pressing, denying space and winning the ball)
- Turnover in a zone = pts
- Turnover in multiple zones = different pts per zone
- Turnover in left OR right side of pitch

See the guidance at the top of this page to understand why you are not seeing interactive Hockey images.
This pitch setup looks at the use of a zone in the centre of the playing space and below gives examples of some game rules.
IN POSSESSION
- No play through box OR Ball can, player can't go through box.
- Coach feeds all dead balls from inside the box.
- Possession in the box (pass OR carry) = pts
- Can only pass forward/backward from within the box.
- Block out sides of box (red markers top/bottom OR sides) and can't play through blocks
OUT of POSSESSION (pressing, denying space and winning the ball)
- Turnover in box = pts
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Activity Dimensions
The following sessions can be delivered in a range of spaces (full or half pitch, a channel, or smaller area) depending on the nature of your session. The game design principles are all transferable and can be applied to both IN and OUT of POSSESSION phases, again depending on the THEME of your session. The game designs can also be adapted using the CHANGE IT model.
For the purpose of the explanations, the sessions will be shown in a 23m channel.