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U6 to U10 Session Samples

For the New Coach

In Over Your Head?

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Stealing a ball

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Death by drills

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For the Experienced Coach

Passing Illustrations

Yeller or Mentor?

Coaching U6

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Possession Ball

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Laws of the Game

Laws 1-5

Law 1 Field of Play

Law 2 The Ball

Law 3 # of Players

Law 4 Player Eqpmnt

Law 5 The Referee

Laws 6-10

Law 6 The Asst. Referee

Law 7 Length of Match

Law 8 Start of Play

Law 9 Ball in/out

Law 10 Scoring

Laws 11-17

Law 11 Offside

Law 12 Fouls/Misconduct

Law 13 Free Kicks

Law 14 Penalty Kick

Law 15 The Throw-in

Law 16 The Goal Kick

Law 17 The Corner Kick

Drills and Things

Drills Illustrated

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The Simpler Side of Soccer

U6-U10 Field Sessions from OSA
I copied the following from OSA.  I made a few minor changes, like changing the word "goalie" to goalkeeper and a couple other words that did not change the meaning.  This is a good guide for new coaches.  Some may seem a bit elementary for better players and one should not be limited to these for the season.

U6 Fields Sessions

U6 – Last minute practice reminders

 

• Remember to select activities/games that fit your practice topic

 

• The minimum number of high intensity activities/games for a U6 practice will be 3. However, it is recommended to be prepared with at least 5 activities/games. U6 players’ attention span can be tricky.

 

• Use the low intensity activities/games to help monitor the player’s heart rate and energy levels.

 

U6 Model Session – 45/60 minutes

Warm-up Activity – (10 minutes) – High Intensity

2nd Activity – (5 minutes) – Low Intensity

Water Break – (2 minutes)

3rd Activity – (10 minutes) – High Intensity

4th Activity – (5 minutes) – Low Intensity

Water Break – (2 minutes)

Final Activity – (10 minutes) – High Intensity

U6 – Developmentally appropriate activities

Dribbling Activities:

‘I can do this can you…’ (confined or open area)

 

• Coach performs a task or coordination exercise (stopping the ball with a variety of body parts, dribbling the ball, tossing and catching the ball, etc.) with the ball and asks the players if they can repeat the task. Later, have players come up with their own ideas for other players to imitate.

 

‘Anatomy Dribble’ (confined or open area)

 

• Players dribble to keep control of ball without touching others. While they dribble, coach calls out a part of the body and players have to stop their balls with that part of the body. You can call “right knee”, “left below”, “belly”, “chin”, etc.

 

• Variation:

 

o Designate player to be the leader.

 

‘Toss and Retrieve’ (open area)

 

• Coach tosses ball and asks players how they can bring it back to him? Using hands? Feet? Head? Elbows? Give kids time to come up with ideas of their own.

 

• Variations:

 

o Same as above but coach specifies, e.g. one elbow and one cheek; two backs.

 

o Coach changes position.

 

‘Maze Dribble’ (confined or open area)

 

• Coach lays out cones all over the field.

 

• All players with a ball try and dribble in and out of the cones as quickly as possible.

 

• Variations

 

o Players can touch cone with their hands

 

o Players can touch cone with their ball.

 

‘Number Game’ (confined or open area)

 

• Players dribble performing different types of ball (left foot and right foot), stops and turns, etc. When coach yells out “One….”, players complete command with “…under your bun” and sit on ball. “Two…. under your shoe”, “Three…. under your knee”, “Four…..hit the floor”, “Five……..do a jive”, “Six…….do some tricks”, Seven…….stretch up to heaven” etc.

 

• Variations:

 

o Change rhymes and sequence of number commands.

 

o Designate player to be the leader.

 

‘Red Light! Green Light!’ (confined area)

 

• All players start in a line at the end of the grid, while coach is in the middle. When coach says “Green Light”, players dribble forward. When coach says “Red Light”, players stop ball with a foot on the ball. On “Yellow Light”, players move forward slowly. “Reverse” sends players backward. After a few rounds, use hand signals instead of verbal commands.

 

• Coach can face away from dribblers and when (s)he calls “Red light”, players must stop ball before coach can turn around and “catch them dribbling. Whoever gets caught, goes back to starting line (or five steps back). The first player to cross the finish line becomes the new “traffic signal”.

 

• Variations:

 

o Create a ‘no dribble’ zone in the middle of the field

 

o Change signals faster

 

‘Everybody Tags!’ (confined area)

 

• Each player dribbles within area while trying to tag anyone and maintaining control of ball. Each time you tag someone, you get a point. Replay game to beat previous score.

 

• Variations:

 

o Restrict tagging to certain part of body like back, right shoulder, hips, etc.

 

‘Minefield’ (confined area)

 

• Players are given special names “uppsies’ or “downsies”. Uppsies run around and turn cones up. Downsies run around and turn cones up side down. After 30 seconds see how many cones are down.

 

• Variations:

 

o At first, play without balls. Then have players dribble while turning cones.

 

Kicking Activities:

‘Hit the Target’ (confined area)

 

• Players dribble around and try to hit coaches (or parents) with ball. How many hits can you make in 30 seconds?

 

• Variations:

 

o Safe Zone for coach or parents

 

o For more mature players; hit the other players ball (Ok Coral U8)

 

‘Moving Goals’ (confined area)

 

• Form two teams. One team splits into pairs with each pair holding a “pool noodle” between them to form a goal. They can run anywhere on the field to prevent getting scored on. The other team tries to score goals through the moving goals. Change roles every 2-3 minutes.

 

• Variations:

 

o Parents holding and moving the goal

 

o Multi-colored noodles; player kick goals in a specific color pattern.

 

Lots of Goals (confined area)

 

• Pairs of players try to score as many goals as possible within a limited time by kicking the ball through goals that are set up randomly throughout the field. Score one point for each kick through goal. Always repeat game to improve on previous score.

 

• Variations:

 

o Players can’t run through goals

 

o Close certain goals by standing (coaches/parents) in them

 

o Add two defenders, (never just one to avoid embarrassment!).

 

Pac Man (confined area)

 

• Two players with ball, all others run freely in area. Players with ball dribble and attempt to hit the other players below the knee by kicking the ball at them. Once a player is hit, he gets his ball and turns into a Pac Man. Game continues until all players have been hit and have their ball.

 

• Variations:

 

o All players dribbling, Pac men/women in a colored penny, trying to hit other players’ ball. If player get their ball hit, they put on the colored penny and join the Pac men/women.

 

Small-sided games:

Get Out Of Here!

 

• Two teams stand on sideline of small field next to coach, who rolls ball into play. Players play 1v1 or 2v2, determined by coach before ball is rolled into play. When ball leaves field, players “Get out of here” and return to teams. Coach continues play with a new group. (Coach is boss of the balls – players don’t chase ball until coach passes it). Player don’t collect balls until all the balls have been played

 

• Variations:

 

o Large or small goals

 

o Parent goalkeepers

 

One-Goal game

 

• Play a regular game with two teams with each team attacking one goal and defending one goal.

 

• Variations:

 

o Vary number of players on field (1v1, 2v2, …)

 

o Multiple fields

 

o Large or small goals

 

o Parent  goalkeepers

 

U8 Fields Sessions

U8 – Last minute practice reminders

 

• Remember to select activities/games that fit your practice topic

 

• The minimum number of activities/games required for a U8 practice will be 2. However, be prepared with a few extras activities/games, in case the U8 players’ attention span waivers.

 

• Low intensity activities can be used to transition for one activity to the next without a water break or may be used to monitor and manage the player’s energy level.

 

U8 Model Session – 60 minutes

Warm-up Activity – (15 minutes)

Water break – (5 minutes)

2nd Activity – (20 minutes)

Water Break – (5 minutes)

3rd Activity or small-sided scrimmage (4 v 4) – (15 minutes)

U8 – Developmentally appropriate activities

Dribbling Activities:

Freeze Tag (confined area)

 

• Each player has a ball. Assign two players as taggers. Put taggers in pennies. Have the players try and dribble away from the taggers. Players are frozen if the taggers tag their backs. Once frozen players spread their legs. Players may become unfrozen if another player plays the ball through their open legs. Game last until all players are frozen or a set time period. Select new taggers and repeat.

 

• Variations:

 

o More taggers.

 

o Taggers without a ball.

 

o Have fewer taggers.

 

o Coach is the tagger.

 

Road Map (confined area)

 

• Place a 5 yd. by 5 yd square in each corner of your field. Allow the players to name the square with a state name. Each player has a ball. Assign two players to be the sheriffs/state troopers. The states are the safe zone. Speeders cannot be caught for speeding the in states. Speeders try and dribble from state to state without being caught by the sheriffs for speeding. Each successful dribble to another state is worth 1 point. Each speeders ball kicked away by a sheriff is worth 1 point. After being caught by a sheriff, the speeder gathers their ball and begins traveling again. Play for a set time period, 3-4 minutes. Ask the players their points. Pick new sheriffs and play again.

 

• Variations:

 

o No Sheriffs; no balls kicked away; dribble from state to state in a pattern

 

o More sheriffs or sheriffs without balls

 

o Make the distance between states greater

 

o Assign different point value for length dribble vs. width dribble.

 

Island to Island (confined area)

 

• Field with a 5 yd. zone on both ends. Assign two players to be sharks. Put these players in pennies. Make a stack of pennies on the sideline for future sharks. The islands are the safe zone. Sharks cannot eat the swimmers when they are on the island. Swimmers try and swim from island to island. Each successful swim is worth 1 point. Sharks try and eat (kick the ball out) the swimmers as they swim to the next island. Eat successful brunch is worth 1 point. After a shark has eaten swimmers, they rush to the stack of pennies and put one on. Then they are a shark and try to eat the swimmers. Swimmers may start on either island. And may swim at their own pace. Once all the swimmers have become sharks. Ask the players their points, select new sharks, and play again.

 

• Variations:

 

o Make the island further away

 

o Make the one island into two islands

 

o Add more sharks in the beginning

 

o Add the volcano rule: swimmers may not stay on an island for more than 5 seconds before a volcano erupts and the swimmers lose all their points.

 

o Put a small island in the middle

 

o Make the sharks have balls

 

o Use partners and pass from island to island

 

 

pennies

Passing Activities

Ball Blast (confined area)

 

• Each player has a ball. Place two easy to distinguish balls in the middle of the field. These balls are the special balls. Distinguish which special ball belongs to which team. The players try and blast their special ball over the other teams end line. Play until one team’s ball crosses the other team’s end line. Reorganize the balls and play again.

 

• Variations:

 

o Increase the field size.

 

o Reduce the number of specials ball to one. Have both teams blast at the one ball.

 

o Reduce the field size.

 

o Change the special ball to a larger ball i.e. beach ball

 

o Allow the players to blast from any point on the field other than the other teams end line.

 

Individual Battleship (confined area)

 

• Each player has a ball. Set-up cones through the area. Players dribble around the space and try to pass their ball into the cone. Each successful pass equals 1 point. Play for 3 minutes. Repeat and try and improve score.

 

• Variations:

 

o How quickly can all the ‘tall cones’ get knocked over?

 

o Add two defenders who protect the battleships (airplanes).

 

OK Coral (confined area)

 

• Each player has a ball. Players dribble around the space and try and pass their ball into the other players’ balls. Each successful pass equals 1 point.

 

• Variations:

 

o Use ‘not so strong foot’ and hit a ball equals 2 points.

 

Receiving Activities

Passing Gates (confined area)

 

• In a field with 6-8 small goals in the field of play, players will work in pairs with one ball between two. The pairs will pass back and forth between a small goal. Each successful pass is worth 1 point. Play for a set time period. 2-3 minutes. Ask the players their score and play again.

 

• Variations:

 

o Reduce the size of the goals.

 

o Have the pairs move from goal to goal after each pass.

 

o Give players extra points for players passing with their not so strong foot.

 

Falling Meteor (confined area)

 

• Players toss the ball in the air and touch it before it hits the ground. Then dribbles four touches before tossing it in the air again.

 

• Variations:

 

o Challenge the players; touch it twice, how in a row can they touch, etc.

 

Shooting activities

Take Out The Trash (confined area)

 

• Divide your field in half. Divide the group into two teams. Encourage each team to have a team name. Put each team in one half of the field and give each team half the balls to start. Each team must take out the trash and shoot the balls to the other teams’ half of the field. This taking out the trash continues back and forth for a set time period. 4-5 minutes. At the end of the time period the team with the fewest balls on their side win the game. After time count the balls, announce the winner, reorganize the balls and play again.

 

• Variations:

 

o Make a channel in between the two fields.

 

o Make players retrieve balls that they passed out of bounds.

 

o Require players to pass with their not so strong (non-dominant) foot.

 

o Reduce the size of the field

 

Team Battleship (confined area)

 

• Set-up a field with two rows of 10-15 cones in the middle area about 15 yds. apart. Divide the players into two teams and place the teams behind a row of cones. Each player will have a ball to shot. On command all the players will shot their balls in an attempt to knock down the other team’s cones. Coach determines the command. There is no defending of the cones, players must shot their ball and then step back as to not interfere with the other teams shots. After all the balls have stopped moving, players gather a ball from their side of the field and prepare to shot again. The first team to knock down all the other team’s cones sinks that team’s battleship. Set up the cones and play again. Play 2-3 times as sinking the battleship takes a fair amount of time.

 

• Variations:

 

o Increase the distance between the two rows of cones.

 

o Require the players to shot with their not so strong foot.

 

o Reduce the distance between the two rows of cones.

 

o Place the cones in the battleship close together. This means two cones will be knocked over more often.

 

Small-sided games:

Get Out Of Here!

 

• Two teams stand on sideline of small field next to coach, who rolls ball into play. Players play 1v1 or 2v2, determined by coach before ball is rolled into play. When ball leaves field, players “Get out of here” and return to teams. Coach continues play with a new group. (Coach is boss of the balls – players don’t chase ball until coach passes it). Player don’t collect balls until all the balls have been played

 

• Variations:

 

o Large or small goals

 

o Parent goalkeepers

 

Six-Goal game

 

• Play a regular game with two teams with each team attacking three goals and defending three goals.

 

• Variations:

 

o Vary number of players on the field

 

o Multiple fields

 

o Large or small goals

 

o Parent Goalkeepers

 

One-Goal game

 

• Play a regular game with two teams with each team attacking one goal and defending one goal.

 

• Variations:

 

o Vary number of players on field (1v1, 2v2, …)

 

o Multiple fields

 

o Large or small goals

 

o Parent Goalkeepers

FIELD SESSIONS

Dribbling:

Players at U10 will enjoy repetition technical training as they discover new dribbling skills and techniques. To enhance both the learning process and the players’ enjoyment make the learning environment game realistic just as soon as possible.

- Dribbling moves & feints - Moves away from Pressure

Cut Move

Changing direction –180 degrees; using the outside of the foot

Teaching Technique

1). Stand to the side of the ball

2). Swing leg between ball and plant foot –away from ball

3). Using outside of the swinging foot touch the ball away

4). Bring body around in following your swinging foot

V Move

Making the letter V on the ground

Teaching Technique

1). Step on the ball with the sole of foot

2). Pull it towards you.

3). Take away with the inside/outside of the same foot

Or

4). Take away with the inside/outside of the opposite foot

Step Over

Change of direction using the outside of the foot

Teaching Technique

1). Swing leg over ball and slightly in front of plant foot

2). Rotate your body away from the ball as foot is swinging

3). Right before swinging foot lands next to plant foot; dip shoulders back toward ball and quickly swing same foot back toward the ball

4) Touch ball away with outside of swinging foot and explode behind

Inside/Outside

Quick change of direction from side to side

1). Play ball with the inside of foot toward plant foot

2). Out of the movement, play the ball quickly with outside of the same foot in the opposite direction

3). Dribble away with speed

Cruyff

Deceptive change of direction

1). Plant foot on slightly ahead of and on one side of the ball

2). With inside of opposite foot cut ball back behind plant foot

3). Take ball away with the outside of the plant foot

4). Using arms will help sell the move

Pull Back

Change of direction – 180 degrees

1). Plant foot on side of the ball

2). With sole of other foot pull the ball back directly behind

3). Turn toward the ball as it is being pulled back

4). Take ball away with any part of either foot

 


Connecting with a simpler approach