Practice Plans U6 To U8 - Iron Valley United · 5 Finding Nemo (Dribble Or Pass) *For Frozen,...
Transcript of Practice Plans U6 To U8 - Iron Valley United · 5 Finding Nemo (Dribble Or Pass) *For Frozen,...
Practice Plans U6 To U8
1 Pirates of The Carribean (Turning with Ball)2 Frozen! (Running With the Ball)3 Monsters University (Dribbling and Ball Mastery)4 Toy Story (Running and Passing Technique)5 Finding Nemo (Dribble Or Pass)
*For Frozen, change to Cars for boys if you want
TABLE OF CONTENTS:
Each Plan has Four total games. 1) Warmup 2) Small Sided Game 3) Small Sided Game 4) Scrimmage
It's okay if you can only play 3, but don't skip warmup and play at least 1 small sided game. Progress slowly through plan
There is no need to rush. We are developing skills. THIS AGE IS NOT ABOUT WINNING.
Visual breakdown of plan is included on next page.
We want to focus on dribbling and ball control at this age. There is some passing and very little tactical. In older ages we
focus more on positional play, tactical thought, and shooting. Stick to plans. We have seen them develop well like this.
All these plans are themed. Psychosocially, kids struggle with focus and motivation at these ages. Get into them as a
coach. If you are having fun, they will have fun. There are intense technical things being taught, but by engaging their
psychology and imagination, they will be more motivated to pull off moves. Be CREATIVE AND FUN!
Agility and motor skills are built into the plans, but are worked on with a ball. We want to maximize touches at this age.
When you see a move like "L-Turn" and don't know what that is. Ask me or look the term up on you tube. Then be
precise about how you teach it.
These plans are designed to set them up for U9 and learning how to play them game. These are the building blocks of
teaching them to transition to club soccer and playing for their local travel team.
Thank You
Tim Grinstead, Director of Coaching
GAME Final Scrimmage. Let them play
Coaching: How do you use turns with defender on
you? Timing? Body position? Demand use of turns.
How do we shield ball? "Scan, plan, and play". Can
you keep head up to see defenders coming at you?
Pir
ate
s o
f th
e P
ugg
Setup: Large area. Could use same setup above. 1 pugg in center or 2 back to back
Game: 3:1 ratio of players with a ball (i.e. 12 players with a ball and 4 without).
Players without a ball are "Pirates" trying to steal treasure (ball) from other seafarers
and put it in their treasure chest (puggs). If Pirate (defender) wins the ball, they take it
to goal. If they score, the player they stole it from gets a pinnie and becomes a pirate.
If the player that lost the ball can regain possession of the ball, they continue to play.
Play until one or two players left with balls.
Progression 1: IF a player makes a turn move worked on in practice (pull back, l-turn,
etc. Another person can get a ball out of the goal and keep playing.
Progression 2: Defenders must make one pass before scoring.
Scoring: Defenders = pts
for how many balls
scored. Attackers = all
pts of balls in pugg for
ones that are left.
Tactical Technical Physical PsychoSocial
Co
llect
in T
reas
ure
Setup: Same grid as warmup. Arrange 2 or 3 teams. Enough cones for 3:1 per player.
Coaches hold pinnies in endzone. Each coach diff. color pinnie per team.
Game: All players from each team start in endzone. They try to plant their flags on all
the gold (cones) in playing area. In order to do that, they must perform a turn around
a cone in middle of grid, dribble back to coach to grab pinnie, and quickly race back
without ball to plant flag. they run back to get ball and go again. When all flags are
planted, count flags.
Alternative Game: Play a time limit and they can replace opponents flags with theirs,
once they are all out.
If Not enough pinnies: Play two colors of cones stacked on top of each other, when
they race out, they put their color cone on top of other teams.
Scoring: Team with most
flags wins. Repeat for 3
to 5 games.
Coaching: Ensure correct techniques on turns
(Pullback = sole; L turn = sole to inside toe; 2
touches). Laces = running with ball. Encourage
correct rules; instruction following. Remind of race.
Demo tech. between races. How to win?
Pirates Ahoy! (Turning w Ball)P
irat
es
in T
rain
ing
Setup: 1/4 of field. Every player with ball. Blue cones - dock
Game: The Captain (coach) will give
pirates (players) various commands
that they must follow. Demo the
command and move while on the
"dock" (blue cones). Then say "Pirates,
Are you Ready?". They must respond
like a pirate "AARRGGH!" Then pirate
sends them out to train. Build/add
one skill at a time, don't do them all at
start. They go out and do one for 1
min, then report back to dock for
second skill. Now, captain can use 2
skills out in ocean, etc. until they are
doing them all. Captain changes
commands while they are dribbling.
Pirate Commands (add in this order):
-"Scrub the deck" = bell taps ("popcorn")
-"Report to Dock" = race back to dock and
stop ball in zone. Don't be last.
- "Rats on deck" means perform toe taps.
- "Avoid other ships" means soft touches,
keep close ball control.
- "Fastest ship of the fleet" means take a
bigger touch out of feet to go faster.
- "Anchors down" = stop by placing sole of
foot on ball.
- "Cannon Fire" perform a specific turn to
dodge cannonball and quickly move away (i.e.
outside hook, pullback, inside hook, step-push
back, inside drag, L-turn)
- "Sword fight" knock out someone elses ball
(avoid by shielding and turning)
Scoring/Duration:
Points only for sword
fight phase; last one left
wins. If knocked out,
they must sweep the
dock (bell taps)
Coaching: Head up to see ocean and other ships.
Only add one command at a time, then call to dock
(2min) and work way up to 8. Always Demo. Don't
forget fun. Close ball control = pinky toe dribble.
Faster dribble = laces. Correct technique while they
are playing; don't stop until dock. Phase of Game
GAME 1
GAME 2
GAME 3
Game Explained
Setup
Further Explained
Coaching Points
Scoring for Game
Another add for Game
Setup: Same grid as warmup. Arrange 2 or 3 teams. Enough cones for 3:1 per player.
Coaches hold pinnies in endzone. Each coach diff. color pinnie per team.
Game: All players from each team start in endzone. They try to plant their flags on all
the gold (cones) in playing area. In order to do that, they must perform a turn around
a cone in middle of grid, dribble back to coach to grab pinnie, and quickly race back
without ball to plant flag. they run back to get ball and go again. When all flags are
planted, count flags.
Alternative Game: Play a time limit and they can replace opponents flags with theirs,
once they are all out.
If Not enough pinnies: Play two colors of cones stacked on top of each other, when
they race out, they put their color cone on top of other teams.
Scoring: Defenders = pts
for how many balls
scored. Attackers = all
pts of balls in pugg for
ones that are left.
GAME 4v4 emphasize recognition of turning opportunities. 30 sec freeze a couple of times to point out
Pir
ate
s in
Tra
inin
g
Scoring/Duration:
Points only for sword
fight phase; last one left
wins. If knocked out,
they must sweep the
dock (bell taps)
Self Con/Comp
Offensive Org. Turning/Dribb Agility/Motor Self Con/Comp
Coaching: Head up to see ocean and other ships.
Only add one command at a time, then call to dock
(2min) and work way up to 8. Always Demo. Don't
forget fun. Close ball control = pinky toe dribble.
Faster dribble = laces. Correct technique while they
are playing; don't stop until dock. Offensive Org. Dribble/Ball Con
Pirates Ahoy! (Turning w Ball)C
olle
ctin
Tre
asu
re
Scoring: Team with most
flags wins. Repeat for 3
to 5 games.
Pir
ate
s o
f th
e P
ugg
Setup: Large area. Could use same setup above. 1 pugg in center or 2 back to back
Game: 3:1 ratio of players with a ball (i.e. 12 players with a ball and 4 without).
Players without a ball are "Pirates" trying to steal treasure (ball) from other seafarers
and put it in their treasure chest (puggs). If Pirate (defender) wins the ball, they take it
to goal. If they score, the player they stole it from gets a pinnie and becomes a pirate.
If the player that lost the ball can regain possession of the ball, they continue to play.
Play until one or two players left with balls.
Progression 1: IF a player makes a turn move worked on in practice (pull back, l-turn,
etc. Another person can get a ball out of the goal and keep playing.
Progression 2: Defenders must make one pass before scoring.
Coaching: How do you use turns with defender on
you? Timing? Body position? Demand use of turns.
How do we shield ball? "Scan, plan, and play". Can
you keep head up to see defenders coming at you?
Offensive Org. Attack Turning/Dribb Agility/Motor
Coaching: Ensure correct techniques on turns
(Pullback = sole; L turn = sole to inside toe; 2
touches). Laces = running with ball. Encourage
correct rules; instruction following. Remind of race.
Demo tech. between races. How to win?
Agility/Motor Self Con
Setup: 1/4 of field. Every player with ball. Blue cones - dock
Game: The Captain (coach) will give
pirates (players) various commands
that they must follow. Demo the
command and move while on the
"dock" (blue cones). Then say "Pirates,
Are you Ready?". They must respond
like a pirate "AARRGGH!" Then pirate
sends them out to train. Build/add
one skill at a time, don't do them all at
start. They go out and do one for 1
min, then report back to dock for
second skill. Now, captain can use 2
skills out in ocean, etc. until they are
doing them all. Captain changes
commands while they are dribbling.
Pirate Commands (add in this order):
-"Scrub the deck" = bell taps ("popcorn")
-"Report to Dock" = race back to dock and
stop ball in zone. Don't be last.
- "Rats on deck" means perform toe taps.
- "Avoid other ships" means soft touches,
keep close ball control.
- "Fastest ship of the fleet" means take a
bigger touch out of feet to go faster.
- "Anchors down" = stop by placing sole of
foot on ball.
- "Cannon Fire" perform a specific turn to
dodge cannonball and quickly move away (i.e.
outside hook, pullback, inside hook, step-push
back, inside drag, L-turn)
- "Sword fight" knock out someone elses ball
(avoid by shielding and turning)
GAMEPlay 4v4 with no goals only endzones. Teams score by dribbling into endzone and stopping ball. This will
encourage running with the ball.
Off. Transition Play Out Back
Play Out Back
Wo
lves
Ch
asin
g th
e Sl
eigh
Setup: Half field. 4 mini goals. Teams 5 att./4 def. 1 GK. Starting zone marked
Game: Red defenders are wolves chasing the blue players (Anna/Elsa on the
sleigh). To start game, set players in the boxes without balls. Set a number of blue
players with balls in the large grid. And get 2 or 3 defenders. The boxes are safety
zones that the wolves cannot attack. Upon "Let It Go", all blue players with balls
dribble to run away from wolves. Anytime a dribbler dribbles into a yellow square,
they layoff the ball to that player who is bumped out of square and must take the
ball and run away from wolves. The wolves are trying to knock balls out of red
square. When balls are knocked out, they cannot reenter, and the player whose
ball is knocked out should stand on the side doing bell taps. Play until all balls or
one are knocked out of grid.
Easier Alternative: Defenders must also dribble a ball
Scoring: First team to 5
wins. Then
discuss,switch (if needed)
and restart.
Coaching: Correct movement off the first pass.
Where do 4 and 5 move? 2, 3, and 6? Teach 6 to
avoid bringing defenders to middle, and time run to
be avail. or secondary pass. Keeper panic low;
strong decisions. 2 and 3 always stay wide on off. Pass./Rec. to Turn Aerobic Pwr Coop/Compete
An
na
Save
s El
sa
Setup: 35Lx30W. Size for purpose. 3v2 rotating in middle. GK or neutral on end
Game: Essentially this game is freeze tag with Frozen theme. All players red/blue
have a ball. The reds are trying to avoid blue player who is the evil Hans. If they
get tagged, they must stand frozen (like Anna) with their ball above their head and
their legs spread open. Now another player must save Anna by act of true love
(small "love" touch the ball through a frozen player's legs). Then that player is free
to continue. If unfrozen, cannot be frozen right away, they must dribble outside
the grid and come back in before restarting (make them do a turn and reenter.)
Players cannot stand still, must always be moving or they are frozen. "Only get
points for saving someone; not being frozen".
Progression 1: Add 2 defenders if needed.
Progression 2: Can't be frozen if you do pull back or turn just before being tagged.
Scoring: 1 pt for each
dribbler that saves
someone. Hans wins if all
frozen. 2 min games and
switch Hans
Coaching: Keep ball close with laces/pinky toe;
dribbling at speed. Plan ahead; where is Hans?
(head up). Can you push ball out further for more
speed? Push ball; not kick. Can you do a pull back
to escape? Off. Transition Pass./Rec. to Turn Aer. Capacity Coop/Compete
FROZEN In Arendale! (RWB)A
ren
dal
e o
r W
esel
ton
Setup: 2 grids. Appr. 20x40yd. 10 yd endzones on both ends
Game: Grid A is named Arendale. Grid B is names Weselton. All players start in
Arendale. They perform ball mastery/agility moves (coach dictates which one)
while they are waiting for coach to say "Let IT Go". When coach says "Let it Go",
they all race to the other endzone as fast as possible. "Don't be the last one to the
ice palace. That last two in race have to move over to Weselton for next round and
asst coach will guide that group. Now, Weselton and Arendale players repeat at
same time in their own grids (ball mastery, "Let It Go", Race). Keep going until two
are left, they are now Anna and Elsa (Sven and Kristoff for boys). Then play again.
Ball Mastery/Agility Moves: toe taps, bell taps, continuous scissors not touching
ball, bunny hops over ball, one foot hop around ball, rolls on one foot back and
forth, pull back to laces continuous, squishes, pullbacks continuous, continuous
step overs, continuous pull back v's in placeScoring/Duration:
Play 3 games or 10 min.
Winners are last 2 left.
Move everyone back to
Arendale and restart.
Coaching: Dribble with laces for speed dribble; foot
turned down and in. Pinky toe to center of ball
almost. Push ball out; don't kick. Correct
technique on ball mastery (i.e. scissors around
equator of ball) Offensive Org. Play Out Back Pass./Rec. to Turn Agility Compete
Game: The Scare Boss (coach) will give
Monsters (players) various commands
that they must follow to become
monsters. Demo the command and
move while on the "scare floor" (blue
cones). Then Boss sends them out to
train. Build/add one skill at a time,
don't do them all at start. They go
out and do one for 1 min, then report
back to scare floor for second skill.
Now, Boss continues adding skills until
he can call them all out in random
orders. Monsters must obey skill
called out and change quickly as Boss
calls out.
Monster Commands (add in this order):
-"Report to Scare Floor" = Go to Coach
-"Sneak" = toe taps while on move
- "Hide" = roll ball continuous away from
coach
- "Avoid Kids" = close dribble; avoid others
- "Race Through Door" = Fast dribble thru
as many gates a possible (could add have
to make turn move after getting through)
- "Fill Scare Container" = Continuous
Scissors or do one before each gate
- "Monster Mayhem" = knock others balls
away while racing thru gates
GAME 4v4. keep gates on corners and they can only score by dribbling through gates.
Turning/Dribb Agility/Motor Self Con/Comp
Ste
al t
he
Scar
es
Setup: appr. Half field rectangle. Triangles to mark corners.
Game: Balls are placed on all four corner cones to start game. All blue players
have a ball, and all red players are without a ball. Blues start in the middle of grid
with a ball, and red starts in triangles. Upon the command "Go Scare", All the reds
attempt to steal blue balls. All the blue players attempt to dribble and knock balls
off of the corner cones. If a red player wins a ball and dribbles into a corner
triangle without blue stealing, they get to put that ball on another cone in the
triangle. The red team is trying to steal all the balls (scares) and put them on
cones before time is up. The blue team is trying to get all the balls off the cones
before time is up.
Easier or Harder: Change the amount of defenders to make the game easier or
harder.
Scoring: 2 min games or
all balls on/off cones
Coaching: Dribblers = if a defender cuts you off, turn
quickly and head for another cone. Can you be
accurate on your pass to knock ball off? Defenders
= win ball and attack corners quickly. Where is
space? Use laces to go fast Offensive Org. Attack Turning/Dribb Agility/Motor
Setup: Same box as game 1. Now shape corners into boxes.
Game: 4 players (pairs) become two 2-headed monsters named Terry and Terri by
linking arms. They must stay linked for whole game while moving. All the other
players have a ball and are dribbling to reach boxes without the 2 headed monsters
(Terry and Terri) tagging them. Players count aloud every box they dribble without
getting tagged (1, 2, 3, etc.), but if they get tagged they must go back to zero.
Monsters have to stay linked for tag to count.
Progression 1: Have to make a turn move before exiting box.
Scoring: Each box
reached = 1 pt. Keep
counting; if tagged, back
to zero. Play 2 min and
switch monsters
Coaching: Scan, plan, play. Where is space? Can
you keep it close until time to go fast; then push
(not kick) ball out in front and run. Where are
defenders? Can we move away from defenders
with touch? Offensive Org.
Self Con/Comp
Monsters U. (Dribbling and RWB)M
on
ste
rs T
rain
ing
to S
care
Setup: Close to half a field with gates set up around edges. 10x10 box outside.
Scoring/Duration: PTs for
gates made.
Coaching: Head up. Only add one command at a
time, then call to floor (2min) and work way up to
all commands. Always Demo. Don't forget fun.
Close ball control = pinky toe dribble. Faster dribble
= laces. Correct technique while they are playing;
don't stop until scare floor. Offensive Org. Dribble/Ball Con Agility/Motor Self Con
Avo
id t
he
2 H
ead
ed
Mo
nst
er
Toy Story (Dribble and Pass)G
reen
To
y So
ldie
rs U
nit
e!
Setup: appr 30x30 yds. Adjust to group (larger easier; smaller harder)
Game: Every game starts with two defenders linked and they are chasing players
with balls. The linked players are the soldiers. If they touch someones ball, that
player joins the soldiers and links, eventually forming a big chain. BUT soldiers
have specific rules and so do dribblers.
Progression 1: Defenders (soldiers) have to waddle like toy soldiers has they move
around (linked). Dribblers have to move away by doing toe taps or bell taps
(coaches discretion). (Waddle keeps them same speed as dribblers). Stay in the
red area for this game; keep playing until all defenders are linked (2 left)
Progession 2: Defenders (soldiers) can now run while linked. Dribblers try to
dribble from one endzone to the other without getting caught. How many points
can they get before getting caught?
Progression 3: Defenders (soldiers) can still run while linked. Now there is only
one ball. The blue players are passers. They pass the ball around. The soldiers try
to tag player with ball. If caught, they are linked; start passing again. Passers try to
work from one endzone to the next and spread out.
Pass and Receive Agility/Motor Self con/Comp.
Sne
ak P
ast
Sid
's T
oys
Setup: 2 circles. One outer; one small inner.
Game: 6 outer players near cones and 2 center players are on same team. 2
center players are Buzz and Woody. There are 4 defenders (Sid's crazy toys) that
are trying to guard balls from getting to Buzz and Woody. Upon "Sid's Coming"
command, all the outside players try to find a good time to pass to Buzz and
Woody in the middle. Should wait; don't all pass at once. Make them toe tap til
they want to pass if waiting is hard. For blue team to get a point, they must get a
pass into middle and back out. Hint: while defenders get distracted, pass another
ball to middle. Players can take a touch to the side to pass.
Progression 1: Players with balls dribble around the circle outside waiting for
moment to pass and try to pass to middle.
Progression 2: Buzz and Woody try to dribble ball out of circle when they receive
it. Person that passed to them switches to middle.
Progression 3: Only 2 or 3 defenders in the inner circle and only 2 balls on the
outside. All the other players on outside pass the 2 balls around the outside until
they can play balls to the middle.
Scoring: 1pt for every
pass that connects to
middle and back out.
Coaching: 4 defenders can only guard 4 players; tell
outside players to look for this and find space to pass.
Take touch forward/side to pass; don't back up from
ball to pass. Correct passing technique: L shape of
foot; follow thru with arch/heel
Offensive Org.
The
Cla
w C
atch
es t
he
Alie
ns
Scoring: Play for 2 min
and switch claw.
Teams win who have
the most after 2 min.
Setup: Appr. 35 x 35 square. Triangles in corner
Game: 1 or 2 players (the claws) start with ball in middle of grid or side where balls
are. Upon "Aliens Scatter", the Claws dribble ball after the Aliens and try to hit
them below the knee with a pass. The Aliens are not allowed to be hit if in the
safety zones (which are triangle corners). they have to count alout to "3" when in
safety zones. They can only stay in the zones for that amount of time. When an
Alien is hit, they become a "Claw" and must go grab a ball from the side and try to
catch Aliens.
Easier or Harder: More or less "Claw" players. or no safety zones will help. Also
make a rule that no players can jump; can only run, walk, etc.
GAME 4v4. Must pass 3 times before scoring or only 3 touches and must pass. Space out.
Coaching: Scan, plan, and play. Where is
space? Which part of foot technically to use.
Quickly dribble to space and go while
defenders are busy.
Scoring/Duration: Winner of
game 1 is who is left. Game 2
and 3 pts for endzones reached
and who is left.
Coaching: How can you hit target more effectively?
Are you using right passing technique to be accurate
(inside of foot)? Can you fake a pass or get closer?
They only have 3 seconds to get out; think ahead.
Offensive Org. Attack Pass and Receive Agility/Motor Self con/Comp.
Offensive Org. Pass and Receive Agility/Motor Self con/Comp.
Setup: 7v7 field is 50x35 at Campbelltown. Set up a grid just short of that 40x30.
with three grids of 15 yd length. Mid area only has 2 EAC channels - marked
Game: Players try to make passes then run with the ball into the EAC with Crush
and get to the other side. After 3 or 4 passes, players can enter EAC and dribble
fast to the other side. All the players then run to the other side with that player
and continue playing. Play is continuous; if one team wins the ball they simply try
to keep it and pass with their team. Only one player may pressure the player
with the ball; no double teaming. Players decide to dribble or pass, but must get
three passes in before crossing. They score by crossing EAC successfully.
Alternative Game: If team is understanding concepts well, play a game where they
may make 1 to 5 passes and then decide when is the best time to cross the EAC.
Offensive Org. Attack Pass /Rec/Dribb Agility/Motor Self con/Comp.
GAME 3v3 with team waiting and Finding Dory game. (LISTED BELOW)
Pass /Rec/Dribb Agility/Motor Self con/Comp.
Take
th
e EA
C w
ith
Cru
sh
Scoring: First team to 3,
then start over.
Coaching: When you have space to run with ball,
sprint fast. If you all huddle near the ball on offense,
so do defenders. If you space out, so will defenders.
Make space away from the ball. Can you dribble to
get out of trouble, then pass? Run with the ball by
using laces.
Dribbling/Ball Con Agility/Motor Self con/Comp.
Bru
ce Is
Hu
ngr
y
Setup: A large square appr. 25x25. With several blue cones around the edge
Game: Three different games. Dribbling, passing in partners, passing as team. All
involve defenders with cones on their head chasing balls as Bruce the Shark. and
Bruce is Hungry!
Progression 1: Players dribble around the square, each with a ball. Bruce has a
blue cone on his head and he runs around the square trying to knock balls out of
the square. If a players ball is knocked out, they grab a blue cone from the outside
and put it on their head and become another shark.
Progression 2: Players have a partner and they pass around the grid trying to avoid
Bruce. They may take a dribble and then pass but stay spread out. again, if ball
stolen, they both get shark hats on (blue cones.)
Progression 3: Players pass one ball as a team and work on staying spread out.
After every 5th pass, the player that made the 4th pass becomes a Bruce the Shark.
Try to see how many sharks they can avoid before they have to start game over.Scoring: First 2 games
play for 1 min; winners
are non-sharks. Third
game pt for every shark
in grid when finished.
Coaching: Occupy space away from ball; Don't suck
into ball. "Away from ball; in space" Move ball to
other parts of the grid quickly to avoid sharks.
Rolling, Accuracy, Good Pace on passes. All players
active, don't stand; pass and move. Open Up hips. Offensive Org.
Finding Nemo (Dribble or Pass)Fi
nd
ing
Nem
o/F
ind
ing
Do
ry
Setup: Cones spread over large area. 50/50 Red on top of blue cones; blue on red
Game: Coach demos a ball mastery/agility move with the ball (toe taps, bell taps,
continuous scissors, hop over ball 5x, hop around ball on 1 foot, 1 foot left to right
rolls, 1 foot sole to lace rolls). After demo of one of the moves, coach says "Big
Blue!" All players dribble towards cones and when they reach a cone they want to
change, they perform the ball mastery move 5x. After success, they flip a cone to
from red to blue or blue to red (Nemo/Dory) and then they dribble to another
cone. Play 1 min. games. Each game starts with demo of a new move.
Progression 1: Perform a turn move around the cone (Pull back, L-Turn, outside
hook, inside cut/chop, circle around cone, etc). then flip cone
Progession 2: Perform an attack move at cone and get past it (scissors, feint and
go, stop with sole and go, half turn and go, etc). then flip cone
Progression 3: Add a player or two with a blue cone on their head as Bruce. Bruce
comes in and tries to knock the balls away.Scoring/Duration: 1 min
games. Winner is who has the
most cones on top = Team
Dory or Team Nemo.
Coaching: Coach proper technique and pace
on dribbling and moves. Shield if playing
with Bruce.
Offensive Org.
Pass /Rec/Dribb Agility/Motor Self con/Comp.
Fin
din
g D
ory
3v3
Setup: Small grid; width of 18. Cones in group on side with 1 Dory hidden under
Game: Teams play 3v3 with one team waiting or 4v4 with one team waiting.
When one team scores they all go off and the team waiting steps on. Coach plays a
new ball and continues. The player that scores gets to go over and search under
ONE Cone to try to find the hidden Dory. They set that cone aside and rejoin
team. The team that finds Dory wins the whole tourney. TEACHES KIDS TO
SCORE AND COMPETE.
EASIER ALTERNATIVE: If 3v3 or 4v4 are too hard and goals are not being scored,
play 2v2.
Scoring/Duration: First team to
find Dory wins. Also call out
top goal-scoring team and
player.
Coaching: Are we keeping good space? Are
you taking shots when available? When
should dribble or pass? Good
passing/dribbling decisions = more goals.
Offensive Org. Attack