Short attention span Allow players to learn at own pace Have

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: