Super Mod Coach`s Handbook - Chinqually Booters Soccer

Super Mod Soccer Coach’s
Handbook
Compiled By: Rob Walker, Director of Soccer
Operations, Saint Martin’s University
Practice Progression
The U-6 Player
The Age: The child at this age thrives on wanting to be active and has begun to
understand the difference between “free play” and play with a little more structure.
The individual player may still struggle to “see” the team concept even though he or
she may understand that there is a membership in a team (i.e. “I play for the ‘Blue
Tigers.’” Dribbling is still the dominate soccer skill used. Passing does come, but a
much slower rate than playing on the dribble.
Practice Time and Activities: a 55-60 minute practice period usually maxes the
child’s interest (for the moment). It is important that the players all start at the same
time to coordinate the practice plan effectively. Practices at this age should involve
the team beginning practice with a warm-up that has some fun movement with and
without the ball and possibly incorporate a dribbling game from the previous week.
The practice progression should then use a series of dribbling activities that culminate
in a 3 v 3 game to finish the practice.
Suggested Practice Routine
Practice Component
Time
Warm-up
12 min
Game One
10 min
Break
Example
Players should start the warm-up with some running with and
without the ball in different areas of their small field; then the coach
should select an activity from the coach’s handbook (i.e. traffic
exchange) and incorporate that into the practice. It is a good idea to
play one round of a dribbling game from the previous week (“what
did we learn” from “Pac Man” last week?”)
Pick a game from the dribbling or passing game list and play 3-4
times so everyone gets an opportunity to take on the “dribbling /
passing / defending role.”
2-3
min
Game Two
10 min
Break
2-3
min
Game
15-20
min
Pick a 2nd game from the dribbling or passing game list and play 3-4
times so everyone gets an opportunity to take on the “dribbling /
passing / defending role.” These games follow a progression and it’s
best to do the “easiest first, harder second.” (Play Escape before
Buffalo Stampede).
Organize your team into two groups and play 3 v 3. Be mindful of
the amount of time the ball is in play. Changing your players around
at the 2-2:30 minute level is helpful.
Coaching the Age--The Important B’s:
•
•
•
Be prepared to work with a variety of players in your team: they all “love” soccer, but interpret it
differently through varied ability and attention spans.
Be prepared to add or eliminate some details in your plan; there is a fine line between too much
information and not enough free play.
Be prepared to ask players to practice a little on their own in their backyard with a sibling or
parent. This extra bit of attention is helpful in aiding players’ development and will make your
practice just that little bit better.
Coaching U-5, 6, 7 & 8 Year Old Players
Dribbling Activities
Body Parts*
Players dribble in free space and the coach shouts a part of the body that each player has to use to stop the ball - -e.g.
sole of the foot, knee, belly etc. Allow players to choose the body part.
Ball Exchange*
Players dribble in a confined space and the coach gives the command “switch,” each player steps on their ball to stop it
and then quickly races off to dribble a different ball. Coach can take off one or two balls to add quickness and decision
making.
Red Light / Green Light*
Players dribble in free space and the coach gives the command “Red Light” to stop and Green Light to go. Vary the
time of commands and encourage players to dribble at different pace and direction. Can be played going in one
direction across a grid as well.
Where Am I going?*
Players dribble in a confined space. Coach numbers corners of grid one, two, three, and four. Coach shouts a number
and all players race to that corner. Vary corners to encourage change of direction, change of pace.
Traffic Exchange*
Players start in two outlined areas facing each other. The coach shouts “green light” and players from area one dribble
to area two and players from area two dribble to area one. Encourage players to dribble with the head up, dribble with
speed and control. Variation: groups make round trip back to starting position.
Traffic Exchange II*
Same game as above except now players are allowed to kick opponent’s ball away while maintaining possession of
their own ball.
Monster Walk*
All players have a ball and try to dribble from one end of the field to the other. Once they reach the end, they wait until
the signal is given to cross the field again. The monster, or the player who is “it,” can only walk to chase the dribblers
and try to kick their ball off the field. When dispossessed, the players become Monsters and walk after the remaining
players. The monsters soon figure out how to work together to capture the remaining players.
Dribbling Relays
Players are grouped in 2’s or 3’s along the side line of a small sided field. One player in each group dribbles their ball
across the space to a cone (as do other groups) and returns “tagging” the next player in their group. Players are asked
to run with the ball with a certain body part (right foot only, left-foot, right-foot etc). Have 10 races, mix up the groups
2-3 times.
Follow the Leader
The team is organized into two groups lead by the coach who runs around the field. As with other activities like this,
the leader should execute a variety of movements (tossing ball above head, bouncing the ball and catching, rolling the
ball, running with the ball at the feet etc) with the group following the leader. The leader should be replaced by the 2nd
player in line etc.
Obstacle Course
Cones, flags, marking disks can be laid around the field in a pattern or course. Players start out running “through the
course” and then running with the ball (tossing ball above head, bouncing the ball and catching, rolling the ball,
running with the ball at the feet etc)
*Items above taken from “1999 Youth Module Training Course, Level One.” Federal Way: WSYSA.
Dribbling Games
Game 1: Super Sharks & Minnows
How long does it take Shark #1 (and Shark #2) to gobble up the soccer ball of each Minnow swimming in
the ocean? How long can the Minnows keep one ball between them and not let a Shark(s) gobble up the
ball?
Organization: The Sharks (in white) dribble in the “ocean,” (15 yd x 20 yd grid). The
Sharks (in blue) come out of the Shark tank and try to take the ball from each Minnow.
When a Minnow is swallowed up, they go to the Shark tank to be “released” back into the
ocean as a shark. Play 2-3 games, rotate Sharks each game.
Coaching Points: Show the Minnows how to run, turn and shield the ball from the Shark.
Show the Shark how to challenge for the ball (without fouling).
Game 2: Super Sharks & Minnows--Passing
Organization: This game
is organized similarly as
Game 1, but now the
Minnows share one ball
and keep it from the
Sharks by passing and
dribbling all around “the
ocean.”
Coaching Points:
Encourage players to
dribble the ball lightly
when the receive the ball
and pass to another
minnow. Minnows off the
ball should work to “open”
up a “window” so that a
pass can be played
between one Minnow and
another.
Game 3: Cubemen
It’s the age-old struggle between Good vs Bad. Use your Cubemen to defend your base
from the other Cubemen that are trying to run it over. Defend and counter-attack.
Organization: In a grid (suggest 20 yd x 20 yd) two groups of Cubemen (the “Greats vs
the “Supers”) play against each other. The Super Cubemen each have a ball and dribble
towards the Great Cubemen’s base and try to knock over their “magic cones.” The Great
Cubemen try to steal the Super’s ball and then counter-attack and score on the “Super’s”
Goal. Coach(s) should count points for cones knocked over and goal scored. Play for 2
minutes, then restart game with the roles of each Cubemen group reversed. Super
Cubemen can score points by knocking cones over on either side of the Great Cubemen’s
base.
Coaching Points: Super Cubemen need to dribble forward, without losing their ball:
touch, body swerve and then acceleration are important to their success. The Great
Cubemen need to be encouraged to challenge for the ball and go to goal.
Game 4: Zombie Quest
The Zombies are trying to steal your ball; dribble the ball to “Zombie Free” stations and
work hard to be the last dribbler caught.
Organization: The Zombie’s (in blue) are chasing the dribblers around Zombieland. The
dribbler’s can find safety by dribbling into a “Zombie Free Zone” (marked with cones in
each corner of a 20 yd x 20 yd grid). Dribblers have 3 seconds (as counted by the coach)
to move out of a Zombie Free Zone and back into Zombieland. Play this game 2-3 times
and change the role of the Zombies in each game. Take a Zombie Free Zone (or two
away) to make this game more challenging.
Coaching Points: Dribblers should be encouraged to change speeds and direction as they
dribble in this game. Work on shielding and turning from pressure from the Zombies will
also help their success. When dribbling into a Zombie Free Zone, the dribbler should be
prepared to stop in the Zone with their foot on the ball.
Zombies should work hard in trying to keep the dribblers from going into a zone. As this
game progresses, getting a pair of Zombies to hunt together, might be an effective way to
win each ball.
Game 5: Robot Riot
You and your partner (dribbling and passing) are Explorers trying to discover gold (cones
dispersed around grid) in Robot Land. The Robots are rioting trying to take your ball
away and banish you and your partner to the Robot Ring, where you join in and go after
other Explorers.
Organization: Explorers (in pairs) pass and move in a 20 x 25 yd all around Robotland.
Two Robots are in a Ring in the middle of Robotland and on the signal to start the game,
the Explorers try to collect “gold” by knocking down cones with a pass while being
chased by Robots. When caught, the Explorers take their ball and go to the center ring.
Once there, the caught Explorers join the Robots in chase of other Explorers. The
amount of Gold won in each game should be accounted for. New Robots should be
named for each game.
The Gold (cones) should be spread out randomly across Robotland. When “caught”
Explorers come into the ring, the coach, may not want to release them all—one at a time
may work best.
Coaching Points: Explorers should “pass & move” all around the space and be aware of
when to pass and when to dribble to keep the ball from the Robots. As the Explorers
move, it is important to get each passer oriented to their partner (should the pass be
played to the partner’s feet, or into space?) Robots should give chase and work hard to
win the ball from the each Explorer pair.
Game 6: Plants vs Zombies
The Zombies try to knock over the plants (cones) that are in the neutral zone. A lot of
passing and moving.
Organization: In the practice space two Zombie Groups are organized (pairs passing
across a marked grid at a cone. The cones are plants and are “Zombiefood” and the
Zombies’ are always hungry and need to eat a lot of plants. Zombies have to stay out of
each garden area (ball can move into area, but Zombies can not). Each garden is marked
out with marking discs and is 4 yards wide x 12 yards.
Zombie groups pass at the plants, counting how many are “eaten up.” After 60-75
seconds, the Zoimbies change ends when the coach shouts, “Zombie’s scramble. Game
ends when “x” number of plants are eaten.
Coaching Points: Passing weight (how hard /soft) and accuracy is important to teach
here. Passing with the instep or side foot is appropriate. The receiving player in the pair
should control the ball and pass quickly without
entering the “garden.”
Game 7: Angry Birds
The Angry Birds keep their eggs from the Pigs by dribbling their ball in Birdland. The
Angry Birds have a fortified castle where they can hide their eggs safely and then chase
the Pigs, who if caught, become Angry Birds.
Organization: The Angry Birds (in White, dribbling their “eggs” are being chased by the
Pigs (in blue). For the first 60 seconds, the Pigs chase the Angry Birds. If an Angry Bird
is caught during this first part of the game, they have to retrieve their ball and return to
dribbling in the grid. At 60 seconds, each Angry Bird tries to put their ball into the
Fortified Castle (marked with discs in the center of the field). Once an Angry Bird
deposits their egg, they chase the Pigs, who if caught become an Angry Bird and try to
chase the other Pig(s).
Coaching Points: This game is similar to other dribbling games, where running with the
ball, turning away from pressure and shielding are all critical to a player’s success. When
the eggs are deposited and chase in given to the Pigs, they must work and not to get
caught (tagged in the upper back).
Game 8: Pirates
Players are organized into two ships: The Royal Navy vs the Jack Black Pirates. The
Royal Navy moves their treasure (the ball) by passing it around the ocean. The Jack
Black Pirates come in 1’s and 2’s to win the treasure.
Organization: The Royal Navy in white, plays 4 v 2 in a 12 yd x 12 yd area. Two
defenders from the Jack Black Pirates come off their shape and try to take away the
Royal Navy’s treasure. The Royal Navy scores 1 point for every “x” number of passes
they can complete without losing the ball to the Pirates. The Navy gets 2 minutes to play
keep-away and then the roles are reversed. This game should be played for several
rounds with the score being kept (which team has the most consecutive passes?)
Coaching Points: Passing weight and accuracy is important, as is the work of supporting
players to get in good, “open positions. As in other passing games, a good first
controlling touch and passing on the move is important to success in the game.
Game 9: Escape From Darth Vader
The Jedi dribblers have to escape from one side of the Galaxy to the other and avoid
Darth Vader’s gang.
Organization: The field is organized in a 20 x 25 yd grid. The Jedi’s (in white) line up
across the galaxy and on the shout from one of two Darth Vader’s (they yell “escape”)
the Jedi’s dribble from one end of the galaxy to the other, without getting caught by
either Darth Vader. If a Jedi does get caught, they go to “Darth’s Jail,” the point where
they are caught and kneel with their ball. As the game progresses, they try to help the
Darth’s capture more Jedi’s as they dribble by.
Jedi’s should be careful not to run over the caught Jedi’s or smack a ball into them as
they cross the galaxy. The game ends when the last Jedi is caught. This game should be
played 2-3 times with Darth Vader(s) being changed for each game.
Coaching Points: Jedi’s must run with the ball, have good control to not dribble outside
the galaxy and vision not to dribble into a Jedi in jail. Darth Vader(s) need to work
together to win the ball from each defender (should they hunt alone or together?)
Game 10: Cool Caveman
A dribbling and passing game based on the “Frozen Tag” model featuring Cavepeople
and Dinosaurs.
Organization: All but 2-3 players dribble in the square. The dribblers (in white) are the “
Cool Cavemen/women.” The defenders (in blue) are “dinosaurs.” Dinosaurs try to take
the dribbler’s ball. When a dribbler is caught, he/she spreads their feet apart and holds
ball in hand. Other Cavepeople try to pass their ball through the legs of the frozen
caveperson. After several games like this, play this game with partners passing to each
other.
This game should have a 3-minute time limit if the defenders can’t catch every dribbler.
Change Dinosaurs for each new game.
Coaching Points: Encourage passing quality and movement to unfreeze frozen players..
Game 11: Classic Donkey Kong
The classic video game features Mario’s dribbling past the Gorilla to score goals.
Organization: On a field 12 yds x 25 yds, that has 4 sections marked out with field marking discs. The
Mario’s (in white) dribble at intervals towards the goal, passing through each section and trying to dribble
past a “Gorilla,” who is defending that particular section. If the Mario can dribble past each Gorilla and
shoot on goal and score, they earn a point.
After 3 minutes, the roles are reversed and the game is played again. For variety, play 2 Mario’s versus one
Gorilla (dribbling and passing through each section). It is permissible to send two Mario’s at once to make
the Gorilla’s job difficult.
Coaching Points: The dribbler must cut the ball and change pace to get from one section to another.
Control on the run is important, if the dribbler dribbles out of bounds, they do not continue towards goal
but go back to the starting line and begin again.
3 Versus 3: The Basics
Organization
Players in white jerseys) oppose 3 players, dressed in dark jerseys on a field (marked 30 yards long x 20
yards wide. Two small goals are placed centrally along each end line and a marking disc is placed
centrally, 5 yards from each goal.
Players play in rounds of 2 to 4 minutes and then can be rotated with substitutes.
goalkeepers in this game.
There are no
Coaching Points




3 vs 3 is about teaching players a triangular team shape.
Players on the ball can dribble or pass to a teammate or shoot on goal.
Young players do not always realize how to make the best triangle when they are not on the ball—
this causes a “bunching up” effect and is apart of the game.
When a goal kick is taken, the defending team retreats behind their cone until the goal kick enters the
field of play. At that point, defending players become active and advance forward to attempt to take
the ball away.