Football/Soccer Session (Beginner): Land Park U8 Activites

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Jeremy Williams

Profile Summary

Jeremy Williams
Name: Jeremy Williams
City: Palo Alto, CA
Country: United States of America
Membership: Adult Member
Sport: Football/Soccer

Description

Key Learning Outcomes:

• Fun

• Ball Control

• Dribbling Techniques

• Short distance passing (<10 Yards)


Football/Soccer Session Plan Drill (Colour): Hungry Hippos

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Football/Soccer Session Plan Drill (Colour): Hungry Hippos
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Hungry Hippos (15 mins)

Organization:

- 10 x 20 yard area.

- 4 2x2 squares in each corner.

- Players divided into 4 teams

- Once team in each corner

Instructions:

On coaches command, one player from each team races out to retreive a soccer ball and return it to their corner-the next player can go when the first player gets the ball into their square.

Players should put the ball in their goal before returning to the end of their line

Play until all the soccer balls are returned, most balls wins!

Coaching Points/Guided questions:

1) Quickly out to the middle to retrieve a ball

2) Accelerate towards corner/goal, big touches

3) Close control near

Q1) How can you get back to your goal faster (why type of dribbling)?

Q2) What is the best way to get the ball out of the square inthe middle? Bottom of the foot? side of the foot?

Progressions:

Progression: Specify which foot, surface of the foot players must use

Progression: Players can now steal from other team's goals - play to a certain number of balls instead of time limit


Football/Soccer Session Plan Drill (Colour): Spiderman/Spidergirl Tag

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Football/Soccer Session Plan Drill (Colour): Spiderman/Spidergirl Tag
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Spiderman/Spidergirl Tag (10 mins)

Organization:

Players in an area about 20 x 20

One or two players are taggers

Instructions:

Taggers are spiderman or spiderwomen they have pinnies that they hold, they tag the play by throwing a web (pinnie) at them and hitting them, (they have to make the web sound "swishhh" if a player gets tagged (webbed) they have to stay still until the coach or another player cuts them free. Then they can move again. Each player gets a chance to be the tagger

Coaching Points:

1) Keeping you head up to find the open space

2) faking out the tagger by quickly moving from side to side

Progressions:

P-Same game but the runners have a ball and the spiderman taggers must web the ball, if the ball gets webbed the player has to hold the ball above their head and wait to be freed by a coach or another player.


Football/Soccer Session Plan Drill (Colour): Sharks and Minnnows

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Football/Soccer Session Plan Drill (Colour): Sharks and Minnnows
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Sharks and Minnnows

Organization:

20 x 20 yd grid - with 2yd end zones

Players line up inside one end zone with a ball (minnows)

Two players hold pinnies and stand inside grid w/o ball (sharks)

Instructions:

• Minnows try to dribble to other side without getting ball touched by the sharks - must stop inside end zone

• If ball is touched/stolen/lost, minnow becomes a shark-

• When a minnow is tagged they must put their ball safetly in

'Davey Jones' Locker"

• Sharks can only move side to side (Progression-allow sharks to move however they want)

Coaching Points/Guided Questions:

1) Dribbling technique-close control or longer touches

2) Eyes up to avoid collisions

Q1) How do we get to other side without being tagged? - avoid/fake out taggers, find space, go fast

Q2) How can we dribble faster? - run fast, longer touches

Q3) How do make sure we can stop ball inside end zone? - slow down/smaller touches


Football/Soccer Session Plan Drill (Colour): Dribbling-Red Light/Green Light

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Football/Soccer Session Plan Drill (Colour): Dribbling-Red Light/Green Light
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Dribbling-Red Light/Green Light (10 mins)

Organization:

-25 x 25 yard area

Instructions:

-players dribble around the entire area, at first no rules except to stay within red cones.

-Coach then introduces commands:

(1) "Red Light/Green Light"-Stop the ball wit the bottom of the foot, players have to make the sounds of cars driving when they are stopping and accelerating

(2) "Switch" on command switch the players must switch soccer balls with another player, they do this by leaving their ball and going to find a new one.

Coaching Points:

Progressions:


Football/Soccer Session Plan Drill (Colour): Angry Birds - Main Theme

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Football/Soccer Session Plan Drill (Colour): Angry Birds - Main Theme
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Angry Birds - Main Theme

Organization:

20 x 20 yd area

8 players (4 blues, 4 whites)

Lots of balls

Instructions:

Blue team aims at the balls in the middle. All fire at the same time. They get a point for every ball they knock off its cone. Then other team goes. First team to 3 points win, then rematch.

Coaching Points:

- Be Patient

- Angle of approach

- Head up observe your target

- Supporting foot is next to the ball pointed at target

- Ankle locked with toe pointed up

- Body weight over the ball

- Follow thru towards target with striking foot remaining open throughout

Progressions:

Pass from further back, add more balls, weaker foot.


Football/Soccer Session Plan Drill (Colour): Red,Green,Yellow Light W/ Police officer

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Football/Soccer Session Plan Drill (Colour): Red,Green,Yellow Light W/ Police officer
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Red,Green,Yellow Light W/ Police officer (10 mins)

Organization:

25x25 grid

Red Cones on one side to represent starting point (home) and orange cones on the far side is the end zone "

Instructions:

Players must travel from home (yellow cones) to end zone (Orange cones) without being caught by the Police officer (coach)

Players can only move when coaches hold up different stop lights

-Red (stop ball)

-yellow (messi touch-close control tiny touches)-changing direction

-Green (ronaldo touch-running with the ball longer touches)-Straight line

if spotted moving by the Police officer when RED light goes up he/she must go back home (Yellow cones)

Coaching Points:

Improve motor skills and have kids work on stopping their body immediately.

Introduce head up dribbling - kids must keep eyes on coach to know when to freeze, while completing various tasks (picking up pennies, dribbling around candy shops in different directions)

- observe all the space/objectives within Candy Land

Close control with their ball during each time across the grid.

Progressions:

Introduce Candy Land - Coaches lay area with candy (pennies) and players must pick up their favorite candies up on the way to candy land.

- picking up candy (scattered pennies)

- dribbling around candy shops (different colored cones) throughout the area


Football/Soccer Session Plan Drill (Colour): Transformers

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

Organization:

Area dependent on number of players but 'Earth' is a bigger circular area then "Cybertron"

1 ball/pinnie per player

Instructions:

The Decepticons (players) have taken control of planet Earth (larger circular area).

Optimus Prime (coach) must attempt to make Earth safe again by ridding the planet of the Decepticons by shooting them with his blaster (striking his ball at the players, hitting their knee or anywhere below).

The Decepticons can transform into any type of vehicle to avoid getting hit by an Autobot blaster; a car to run really fast, or a jet to jump over the ball.

If a Decepticon leaves Earth or is hit by Optimus Prime's blaster they must transform into a flying machine and fly back through space to Cybertron (smaller circular area) where they are transformed into Autobots and collect a blaster for themselves before returning to Earth to help Optimus Prime.

Players start the game with pinnies on to designate themselves as Decepticons, but when they fly to Cybertron they remove them to transform into Autobots.

Before Autobots fly back to Earth they must first charge up their blaster (perform ‘x’ amount of ball mastery techniques).

-Play until the Earth is safe from all Decepticons!

Coaching Points:

1. Try to get as close as possible to a Decepticon before shooting your blaster.

2. Make sure you know where on Earth the Decepticons are by looking up.

3. Try to make sure you aim for a Decepticon and not just shoot your blaster randomly.

Progressions:

1. R - Decepticons can only transform into ground vehicles (cars, trucks etc.) which means they can’t leave the ground (jump, dive) to avoid getting hit by an Autobot blaster.

2. P - An Autobot's blaster will only work if you shoot it properly (using designated part of foot – inside or laces, if players use their toes then their blaster miss-fires and can’t hurt a Decepticon).


Animation Controls (PCs, Macs, Laptops):

Play animation
Play step-by-step
Repeat (toggle)
Full Screen
Pause
Stop

Back/Forward: Drag timeline button