CJ Sandison
Name: | CJ Sandison |
---|---|
City: | Edinburgh |
Country: | United Kingdom |
Membership: | Adult Member |
Sport: | Football/Soccer |
Learning determines our sessions - What is the focus?
What is the context of the group?
What are the players' needs?
Coaching Actions - How will you facilitate the focus?
Players Expected
AMc (GK), MCan, JJ, BC, MG, MMc, CM, CT, HM, AI, NI, ACav, MCra, RC, OM, MD(T) - 14+1 (GKs from)
Unavailable - ACe
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Description: 5v5+6 two zone game. Teams look to complete set number of passes in the working zone before switching to opposite zone where they then must look to score in either mini goal to convert the goal - they can take as little or as few passes to do this but must complete at least one pass in zone before scoring. Pressing team look to win it and switch it out to earn the right to keep. One player from possessing team can work in middle zone to link game by setting to play through, pressing team always keeps players out to make it a 4v4+4 in working zone.
Timings: 6 x 4 mins
Progression:
A = Set number of passes is now one and can switch at any time but must be 1st time
B = Player in middle zone can now turn and play if on to
C = 1st time finish only (+ 1st time assist)
D = 2 touch, if they take 3, next person on 1.
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Description: Oranges are on 1/2 touch to move the ball and retain unopposed in attacking zone, coach blows whistle at any point and they attack the defensive 3 who have just moved with the ball before. On whistle, two outside maroons recover to create a 6v5. Two maroons remain in middle zone as end players. If maroons win it they look to find one of them who must set back into zone before looking to score in end zone as teams transition.
Progression:
A = Extra maroon can recover upon certain condition (time, pass count etc?)
B = Teams flip if they manage to get out
C = Teams stay but 20 seconds come off attacking teams time each time defensive team score at other end.
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Description: 7v7 (1 gk for one team, 6+ playmaker for team attacking the big goal). 5 minutes on clock for attacking team, 20 seconds off for every goal the defensive team scores in mini goals. Ball always starts with coaches who fire balls in. Attacking set plays, none for defensive teams.
Timings: 3 x 10 mins
Dimensions: Full Academy Synthetic
Progressions: All players must be over 1/2 way and GK up past certain point for goal to account
Coaching Points - How does this meet the focus? Encourages players to move with the ball, and get up, allow for counter press to be better, and get in good habits.
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Warm Up With Ball Rhythms (10 mins)
Phase 1 (Raise): The main focus of this phase is to increase respiration, heart rate, and blood flow to the muscle tissue. All exercises in this phase of the warm up should be executed at low intensity over the length of (10-15m)
1. Jogging up and back x 2 (3 more reps if it is a cold day) 10 -12m
2. Skips with arm rolls 10 -12m
3. Skips across the body 10 -12m
4. Knees over the gates (outward to in) 10 -12m
5. Knees over the gates (inward to out) 10 -12m
6. Carioca on way to top cone then back (facing the same way) 10 -12m
7. Side shuffles to half-way then change 10 -12m
8. Backwards Jog to 10 -12m
9. Shin Kicks to top 10 -12m
10. High Skips knee across 10 -12m
11. High Skips 10 -12m
12. Zig Zag Cutting 10 -12m
Phase 3 (Potentiation): The main focus of this phase is to ‘prime’ the athletes for their session or match. This phase of the warm-up will now incorporate sports-specific movements that compare to the levels that players will face in training or the match. Building up intensity is a safe strategy to use (quick - quicker - quickest).
1. Quick feet then jog back x 1 (5-6m)
2. High Knees x 1 (5-6m)
3. Side Shuffles walk back then repeat on other side (5-6m)
4. Diagonal shuffles forward then same movement backwards run (Jockeying) (5-6m)
5. Lateral step over cone then run to middle to turn to backwards run to top (10-12m)
6. Lateral step over cone then run to top (10-12m)
Reaction Drills:
1. First 3 players stand on half turn and they all go when one decides to go to middle (10-12m) x 3 *first one of these can be 5-6m and the others can be a zig zag run and up to end (10-12m)
2. Repeat x 2 *last run can be further around 15-20m
Ball Rhythms
1) Inside taps (*10 each foot), 2) Sole taps (*10 each foot), 3) Roll, stop (*10 (5 each foot)), 4) Outside, inside cut (*10 (5 each foot)), 5) Ball juggle (*10 each foot)