AGE GROUP/PROGRAM: U6 TOWN WEEK # 1 THEME: BALL MASTERY (2)/X-MEN SESSION GOALS: COACHING POINTS: UNDERSTAND YOUR AUDIENCE: Master and control the ball using both feet Dribble with the head up Keeping the ball close Changing direction and good technique WARM UP: X-MEN Use both feet. Look around – awareness of friends, space and balls. Keep the ball close. Get comfortable with the ball – lots of touches. SET UP: 30X20 YARD AREA Each player with a ball is an X-man and coach is Wolverine. Players walk their balls around the X-men castle and on Wolverine’s command, they must place body that body part on ball – Head, Knee, etc. CORE GAME 1: SECRET PASSAGE SET UP: 30X20 YARD AREA Coach makes a series of gates (secret passages) using 2 cones for each gate about 3yards apart. Players dribble through the gates. How many gates can they dribble through in 60 seconds – players must count score out loud as they dribble? CORE GAME 2: SET UP: 15 X 20 YARD AREA Short attention span Allow players to learn at own pace Have parents join in with the players PROGRESSION 1. 2. 3. 4. PROGRESSION 1. 2. 3. 4. SMALL SIDED GAME Must dribble through gate, turn and go back through to score a point. Toe taps and foundations through gates. Figure of 8 through gates to score a point. have coach or parent try to defend the gates so players have to turn and go to another gate. PROGRESSION 1. Every player has a ball ready for an informal isoccer test. Practice first the technique of stationary toe taps, with the coach looking for good form i.e. feet & knees facing forward/straight and get the arms pumping. Then go around the ball whilst doing toe taps; left & right. Dribble around castle. Combinations; ‘Head followed by Chest!’ Scatter balls around castle and players must touch as many balls as possible with a particular body part. Introduce toe taps on top of ball and foundations using inside of both feet. See how many a player can do in 60 seconds – start with 2 toe taps or foundations and increase difficulty. 2. Next have the players move the ball forward a short distance 3-5 yards (depending on ability) doing toe taps and then backwards, whilst all the time maintain good form/technique. Finish with a count of stationary toe taps inside 20 seconds. Introduce a game of toe taps then on coaches command every player has to dribble their ball to a cone before coach can get to them SET UP: 30 X 20 YARD AREA 4 periods of 6 minutes and then 3 x 8 minutes. Have a supply of balls at the side to keep the game flowing. NO RULES; no throw in’s, corners, goal kicks or punting. Limit stoppages. FUN, FUN, AND FUN. Reduce stoppages and encourage lots of dribbling. Award extra points/goals for turns (drag backs) and moves. HOMEWORK: ISOCCER TEST: BALL MASTERY: Toe Taps & Sole Taps: forwards & backwards, top rolls AGE GROUP/PROGRAM: U6 TOWN SESSION GOALS: WEEK # 2 THEME: TURNS & MOVES (1)/STAR WARS COACHING POINTS: UNDERSTAND YOUR AUDIENCE: Turning underpressure isoccer WARM UP: PHANTOM MENACE Use both feet. Look around – awareness of friends, space and balls. Keep the ball close. Get comfortable with the ball – lots of touches. Slow in and fast out when turning – bend knees to get power. SET UP: 30 X 20 YARD AREA Each player has a light saber (pinney) tucked into the back of their shorts. Coach starts as Darth Vader and tries to grab pinney from players. If a player has their pinney taken they join Darth Vader in the hunt for light sabers. CORE GAME 1: POD RACE SET UP: 30 X 20 YARD AREA Put players into small teams of 2-3; have them complete a short relay race using a high five to changeover. Start with Toe Taps to the cones and back before next player goes. CORE GAME 2: ISOCCER SET UP: 15 X 20 YARD AREA Short attention span Allow players to learn at own pace Have parents join in with the players PROGRESSION 1. 2. Players now have a ball each as well as a light saber and must dribble round area. Have a player be Darth Vader. PROGRESSION 1. 2. 3. 4. Foundations Dribble Introduce “Turning”. Use fun ideas – ball held above head, ball inside shirt, and ball between knees. PROGRESSION Every player has a ball ready for an informal isoccer test. Practice first the technique of stationary foundation taps, with the coach looking for good form i.e. the ball in between the big toes, light touches, knees slightly bent feet & knees facing forward/straight and get the arms pumping. Then go around the ball whilst doing toe taps; left & right. 1. Next have the players move the ball forward a short distance 3-5 yards (depending on ability) doing foundation taps and then backwards, whilst all the time maintain good form/technique. Finish with a count of stationary foundation taps inside 20 seconds. For video demonstration click HERE SMALL SIDED GAME SET UP: 30 X 20 YARD AREA 4 periods of 6 minutes and then 3 x 8 minutes. Have a supply of balls at the side to keep the game flowing. NO RULES; no throw in’s, corners, goal kicks or punting. Limit stoppages. FUN, FUN, AND FUN. Reduce stoppages and encourage lots of dribbling. Award extra points/goals for turns (drag backs) and moves. HOMEWORK: ISOCCER TEST: BALL MASTERY: AGE GROUP/PROGRAM: U6 TOWN WEEK # 3 THEME: SHORT PASSING/BATMAN & ROBIN SESSION GOALS: COACHING POINTS: UNDERSTAND YOUR AUDIENCE: Short attention span Allow players to learn at own pace Have parents join in with the players Develop the push pass Pass on the move 1v1 Attacking WARM UP: BATMAN & ROBIN Use both feet. Lock ankle – toe up/heel down. Keep head down and eye on ball. Hit through middle of ball. Use side of foot – biggest surface. SET UP: 30 X 20 YARD AREA PROGRESSION 1. Get players into pairs with one ball per pair. The player with the ball (Batman) follows their partner (Robin) around the area. Player without the ball should try and vary their speed and direction to lose their partner. Play for 1 minute then swap roles. CORE GAME 1: TWO PASS/TWO FACE 2. SET UP: 30 X 20 YARD AREA PROGRESSION Make 8-10 three-yard gates using cones. Put players in pairs (Batman & Robin) and ask them to pass the ball through the gates. 1. 2. They must make 2 passes to catch 2-face – how many times can they catch him? CORE GAME 2: BATMAN VS ROBIN The player with the ball will dribble while following the player without the ball who is walking. The player dribbling will try and maintain a close distance between him and his partner. As coach feels they are technical enough, the leader may start jogging slowly, increasing the difficulty for the playing following dribbling. Allow players to switch. SET UP: 20 X 15 YARD AREA Split the group into two. Have the attackers start at one end and the defenders at the other. The play starts with an attacker dribbling the ball into the area and attempting to dribble the ball through the gates. How many gates can they make in a minute? Players must make 3 passes to catch The Joker. PROGRESSION 1. Pass the ball through the gate The defender moves on the attacker’s first touch and tries to stop them, if the defender wins the ball, can they dribble through a gate for double points? SMALL SIDED GAME SET UP: 30 X 20 YARD AREA 4 periods of 6 minutes and then 3 x 8 minutes. Have a supply of balls at the side to keep the game flowing. NO RULES; no throw in’s, corners, goal kicks or punting. Limit stoppages. FUN, FUN, AND FUN. Reduce stoppages and encourage lots of dribbling. Award extra points/goals for turns (drag backs) and moves. HOMEWORK: ISOCCER TEST: BALL MASTERY: AGE GROUP/PROGRAM: U6 TOWN SESSION GOALS: WEEK # 4 THEME: TURNS & MOVES(2)/SPIDERMAN COACHING POINTS: UNDERSTAND YOUR AUDIENCE: Change of speed and direction in 1v1 attacking Using both feet to turn WARM UP: SPIDERMAN JUGGLING Use both feet. Look around – awareness of friends, space and balls. Keep the ball close. Inside hook turn– reach around ball and push ball 180 back using inside of foot. Bend knees and accelerate out. Outside hook turn – same as above with outside of foot. SET UP: 30 X 20 YARD AREA Each player has a ball. Player carries ball in hand and must use Spidey-web to stop ball from falling to the ground. Introduce some simple coordination and balance movements to improve hand-eye coordination. Player has to throw ball in air and then catch it – make the throw higher. CORE GAME 1: SPIDERMAN SPIN Short attention span Allow players to learn at own pace Have parents join in with the players PROGRESSION 1. 2. 3. 4. Player throws ball up and spins around 360 before catching. Players throw ball to other. Players must move ball around middle of body with hands/through their legs with hands. Players drop ball onto thigh and catch rebound. SET UP: 30 X 20 YARD AREA PROGRESSION Players dribble around NYC and on coach command must make a full 1 circle (360) with their ball and then carry on dribbling in the direction they were travelling. 1. 2. Use outside of foot. Introduce acceleration out of doing spin move. Begin by using the inside of the foot. CORE GAME 2: DOCTOR OCTOPUS SMALL SIDED GAME SET UP: 30 X 20 YARD AREA PROGRESSION Make a square in middle of area – use cones to clearly line out so that players can see it. Coach is Doc Oc and goes into middle of square and is not allowed out. 1. Players are superheroes – they must find ways to get in and out of Doc Oc’s prison. 1pt if they can get in and get back out without being caught. 2. If a player enters one side of the square and exits another side they get 2 points. Ball must be under control Alternate feet: right foot with one turn and left the next Demonstrate – inside and outside hook turns. Players to try and use these turn specifically. SET UP: 30 X 20 YARD AREA 4 periods of 6 minutes and then 3 x 8 minutes. Have a supply of balls at the side to keep the game flowing. NO RULES; no throw in’s, corners, goal kicks or punting. Limit stoppages. FUN, FUN, AND FUN. Reduce stoppages and encourage lots of dribbling. Award extra points/goals for turns (drag backs) and moves. HOMEWORK: ISOCCER TEST: BALL MASTERY: AGE GROUP/PROGRAM: U6 TOWN SESSION GOALS: WEEK # 5 THEME: KEEPING THE BALL/THE INCREDIBLE HULK COACHING POINTS: UNDERSTAND YOUR AUDIENCE: Shielding Awareness on the ball 1v1 WARM UP: HULK COUNTDOWN Use both feet. Look around – awareness of friends, space and balls. Keep the ball close. Shielding – put body between Hulk and the ball in Keepaway game. Keep ball as far away from defender as possible when shielding. SET UP: 30 X 20 YARD AREA Each player has a ball. Players dribble around area. Coach starts the Hulk Countdown – 5-4-3-2-1. Players have to be stopped in a space by number 1. Players cannot be stopped on any number but 1; they can slow down and start to look for space as the count begins. Players must be far enough away from each other not to touch. CORE GAME 1: HULK’S HOME Short attention span Allow players to learn at own pace Have parents join in with the players PROGRESSION 1. 2. 3. Increase speed of dribbling and countdown. Scatter cones around the playing area, and instead of looking for a space to find, on the count they look for a cone to stop next to Gradually take cones away. SET UP: 30 X 20 YARD AREA PROGRESSION Nominate 1player to be the Hulk[s] and the rest are superheroes. Each player has a ball including the Hulk. Hulk has to tag the superheroes on the shoulder. When a player is tagged, they must leave Hulk’s home and go to outside of area. 1. 2. Instead of a soccer trick the tagged players can only be released by a high five from another player. Have 2 Hulks. They must perform a superhero skill to get back in the house – 10 toe taps for example. CORE GAME 2: HULK’S KNOCKOUT SET UP: 30 X 20 YARD AREA PROGRESSION Each player has a ball and is dribbling around area. Coach is Hulk. On Coach command, coach will try to knock a player’s ball out of area. Play for 60 seconds and see how many superheroes Coach can get. 1. When a player has their ball knocked out, they have to perform a soccer trick to get back in the game – have players decide trick to start. SMALL SIDED GAME 2. 3. Increase difficulty of soccer tricks – include coordination and balance movements. Have a player be the Hulk. Add a 2nd Hulk. SET UP: 30 X 20 YARD AREA 4 periods of 6 minutes and then 3 x 8 minutes. Have a supply of balls at the side to keep the game flowing. NO RULES; no throw in’s, corners, goal kicks or punting. Limit stoppages. FUN, FUN, AND FUN. Reduce stoppages and encourage lots of dribbling. Award extra points/goals for turns (drag backs) and moves. HOMEWORK: ISOCCER TEST: BALL MASTERY: AGE GROUP/PROGRAM: U6 TOWN SESSION GOALS: WEEK # 6 THEME: TAKING THE BALL/DORA & DIEGO COACHING POINTS: UNDERSTAND YOUR AUDIENCE: Ball Mastery Turning under pressure 1v1 Attacking WARM UP: MUSICAL BALLS Use both feet. Look around – awareness of friends, space and balls. Keep the ball close. Quickness to accelerate to ball – be on toes and ready. Think quickly. SET UP: 30 X 20 YARD AREA Short attention span Allow players to learn at own pace Have parents join in with the players PROGRESSION Spread the same number of balls around field as players. 1. Have players move around without ball. When coach Shouts: Go Diego Go”, player must get to a ball and put one foot on top. Set up a square outside of area. On coach command players must get to a ball and dribble into that area. First one in gets a Diego point. Remove one ball at a time. CORE GAME 1: DORA RACE SET UP: 30 X 20 YARD AREA PROGRESSION 1. Make a smaller square in middle. Each player has a ball and must dribble out, turn and come back to corner. CORE GAME 2: DORA VS DIEGO SET UP: 15 X 10 YARD AREA Split the group into two. Have the attackers start at one end and the defenders at the other. The play starts with an attacker dribbling the ball into the area and attempting to dribble the ball through the gates. 2. 3. Place 4 balls in Small Square. On coach command players must run out, get a ball and bring it back to their corner. Dribble instead of hands. Introduce turns. PROGRESSION 1. Pass the ball through the gate The defender moves on the attacker’s first touch and tries to stop them, if the defender wins the ball, can they dribble through a gate for double points? SMALL SIDED GAME SET UP: 30 X 20 YARD AREA 4 periods of 6 minutes and then 3 x 8 minutes. Have a supply of balls at the side to keep the game flowing. NO RULES; no throw in’s, corners, goal kicks or punting. Limit stoppages. FUN, FUN, AND FUN. Reduce stoppages and encourage lots of dribbling. Award extra points/goals for turns (drag backs) and moves. HOMEWORK: ISOCCER TEST: BALL MASTERY: AGE GROUP/PROGRAM: U6 TOWN WEEK # 7 THEME: SHOOTING/SUPERMAN SESSION GOALS: COACHING POINTS: UNDERSTAND YOUR AUDIENCE: Shooting with the laces 1v1 & 2v2 WARM UP: SUPER TOUCH Use both feet. Look around – awareness of friends, space and balls. Lock ankle – toe up and heel down. Keep eye on ball. Hit through middle of ball. SET UP: 30 X 20 YARD AREA All players start on one side of the area. Coach spreads all the balls around the playing area. Coach tells players to run around and see who can pat (with hands) the most toys (balls) – play for 60 seconds. Coach then quizzes players on how many soccer balls they’ve touched. Repeat to see if they can beat their score. Then ask players to touch the ball using one foot and repeat. CORE GAME 1: CLEAN THE CITY SET UP: 30 X 20 YARD AREA Short attention span Allow players to learn at own pace Have parents join in with the players PROGRESSION 1. 2. 3. 4. Touch each ball twice (left & right) Sole Taps In-between the feet (foundation) Jump over ball PROGRESSION Make two teams. Split the field into 3 zones with the zone in the middle being 5 yards wide. Each player has a ball. On coach command each player has to shoot their ball into the opposition’s area. Players can’t come out of their area and the coach will police the middle zone. When coach says stop! Players count the number of balls in their area. 1. Players can’t use their hands to stop the ball. Teams are trying to have as few balls as possible at the end. CORE GAME 2: NUMBERS GAME SET UP: 30 X 20 YARD AREA PROGRESSION Split group into two team’s number players on each team 1 through 4. When the coach calls out number 1, the #1’s from both teams compete for the ball that the coach has played and try to score in the opposition’s goal. 1. 2. Call out more than one number. Play with more than one ball. If the ball goes out of bounds, have the players return and call the next number. Work through the numbers. SMALL SIDED GAME SET UP: 30 X 20 YARD AREA 4 periods of 6 minutes and then 3 x 8 minutes. Have a supply of balls at the side to keep the game flowing. NO RULES; no throw in’s, corners, goal kicks or punting. Limit stoppages. FUN, FUN, AND FUN. Reduce stoppages and encourage lots of dribbling. Award extra points/goals for turns (drag backs) and moves. HOMEWORK: ISOCCER TEST: BALL MASTERY: AGE GROUP/PROGRAM: U6 TOWN SESSION GOALS: WEEK # 8 THEME: TURNS & MOVES(3)/WONDER WOMAN COACHING POINTS: UNDERSTAND YOUR AUDIENCE: Quick decision making Turning under pressure with both feet Decision making WARM UP: X-RAY VISION Look around – awareness of friends, space and balls. Keep the ball close. Stop/hop/turn– place sole of foot on ball; hop over with same foot and plant foot past ball, turn and use other foot to take ball away in opposite direction. Change of speed and direction in 1v1 attacking. Introduce simple feint. SET UP: 30 X 20 YARD AREA Each player has a ball and dribbles around area. Coach walks through the area and raises a blue or orange pinney (or cone). Short attention span Allow players to learn at own pace Have parents join in with the players PROGRESSION 1. Players have to call out the appropriate color. CORE GAME 1: QUICK GETAWAY SET UP: 30 X 20 YARD AREA Players dribble into to centre of field, turn and go back to starting cone. Begin with players walking in, turning and going fast back to original cone. CORE GAME 2: 4 GATES SMALL SIDED GAME Coach raises a certain number of fingers. Players have to do a number of skills corresponding with the number e.g. 4 fingers=4 Toe Taps PROGRESSION 1. 2. 3. 4. Jog in and go fast back. Review Inside and outside hook turns from lesson plan 4. Introduce stop/hop/turn. Make it a race to see how many they can do in 60 seconds as a team. SET UP: 15 X 10 YARD AREA PROGRESSION Split the group into two. Have the attackers start at one end and the defenders at the other. The play starts with an attacker dribbling the ball into the area and attempting to dribble the ball through any of the four corner gates. The defender moves on the attacker’s first touch and tries to stop them, if the defender wins the ball, can they dribble through a gate for double points? 1. Pass the ball through the gate SET UP: 30 X 20 YARD AREA 4 periods of 6 minutes and then 3 x 8 minutes. Have a supply of balls at the side to keep the game flowing. NO RULES; no throw in’s, corners, goal kicks or punting. Limit stoppages. FUN, FUN, AND FUN. Reduce stoppages and encourage lots of dribbling. Award extra points/goals for turns (drag backs) and moves. HOMEWORK: ISOCCER TEST: BALL MASTERY: AGE GROUP/PROGRAM: U6 TOWN WEEK # 9 THEME: RUNNING WITH THE BALL/SUPER HERO ALL-STARS SESSION GOALS: COACHING POINTS: UNDERSTAND YOUR AUDIENCE: Short attention span Allow players to learn at own pace Have parents join in with the players Changing direction with a turn Developing speed with the ball Combination of dribbling with shooting WARM UP: SUPERHERO TRAFFIC LIGHTS Use both feet. Keep head up and look around – awareness. Push ball out of feet with laces into space. Accelerate. SET UP: 30 X 20 YARD AREA Each player has a ball. Players are Superheroes in the superhero car race. Red=Stop, Green=Go, Yellow=Slow. On “Red” command, get the players to screech to a halt. Last person to stop ball gets a ticket. CORE GAME 1: SUPERHERO SPEEDWAY SET UP: 30 X 20 YARD AREA Each player has a ball. Split group into two teams. Make 2 zones at the each end of the field – 5 yards wide. Players dribble around in their own zone. On coach command players must dribble across highway to opposite zone as quickly as they can without crashing in the middle. CORE GAME 2: 1 V 1 SHOOTING SMALL SIDED GAME PROGRESSION 1. 2. 3. 4. 5. 6. 7. Introduce 3 Speeds: Slow, Medium, Fast. Introduce different activities: Superman=Sole Taps, Batman=Toe Taps, Daredevil=Turn Wonder Woman=Circle the ball, Iceman=Stop the ball and jump over it. PROGRESSION 1. 2. 3. 4. Can only use one foot to dribble. Use other foot. Use both feet. Go across and back to starting zone. SET UP: 30 X 20 YARD AREA PROGRESSION Put 2 cones opposite the goalposts and 10 yards away from goal. 2 players go at same time and dribble out to cone, turn and shoot on goal. 1. 2. Add a GK. Players start at opposite goals and now dribble across field before shooting. SET UP: 30 X 20 YARD AREA 4 periods of 6 minutes and then 3 x 8 minutes. Have a supply of balls at the side to keep the game flowing. NO RULES; no throw in’s, corners, goal kicks or punting. Limit stoppages. FUN, FUN, AND FUN. Reduce stoppages and encourage lots of dribbling. Award extra points/goals for turns (drag backs) and moves. HOMEWORK: ISOCCER TEST: BALL MASTERY: AGE GROUP/PROGRAM: U6 TOWN WEEK # 10 THEME: 1V1 ATTACKING/SILVER SURFER SESSION GOALS: COACHING POINTS: UNDERSTAND YOUR AUDIENCE: Short attention span Allow players to learn at own pace Have parents join in with the players 1v1 attacking Dealing with defenders Playing as a team WARM UP: BALL EXCHANGE Use both feet. Keep head up and look around – awareness. Push ball out of feet with laces into space. Accelerate. SET UP: 30 X 20 YARD AREA PROGRESSION Players dribble around area and can exchange balls with anyone they see. Players should explore various ways to exchange soccer from various distances using the inside of their feet only. Progress stipulating that all players must exchange balls at a distance of 5 yards away, using their right foot. 1. 2. Increase distance Who can make the most exchanges? Change to all use the left foot: important that all players use the same foot. CORE GAME 1: 1 V 1 CORE GAME 2: 4 GATES SET UP: 15 X 10 YARD AREA PROGRESSION Split the group into two. Have the attackers start at one end and the defenders at the other. The play starts with an attacker dribbling the ball into the area and attempting to dribble the ball through any of the three corner gates. The defender moves on the attacker’s first touch and tries to stop them, if the defender wins the ball, can they dribble through a gate for double points? If the attacker dribbles through the gate where the defender starts they get 5 points and only 1 point for the side gates. 1. SET UP: 30 X 20 YARD AREA PROGRESSION With 3x3 teams, both teams compete for the ball and try to score in anyone of the four gates. If one gate is heavily defended can the player in possession turn and run with the ball to another gates. 1. 2. Pass the ball through the gate Narrow gates Award points for moves Make the gates (6 Yards) big to start with. SMALL SIDED GAME SET UP: 30 X 20 YARD AREA 4 periods of 6 minutes and then 3 x 8 minutes. Have a supply of balls at the side to keep the game flowing. NO RULES; no throw in’s, corners, goal kicks or punting. Limit stoppages. FUN, FUN, AND FUN. Reduce stoppages and encourage lots of dribbling. Award extra points/goals for turns (drag backs) and moves. HOMEWORK: ISOCCER TEST: BALL MASTERY:
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