Practice Plans U6 To U8 - Iron Valley United · 5 Finding Nemo (Dribble Or Pass) *For Frozen,...

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Practice Plans U6 To U8

Transcript of Practice Plans U6 To U8 - Iron Valley United · 5 Finding Nemo (Dribble Or Pass) *For Frozen,...

Page 1: Practice Plans U6 To U8 - Iron Valley United · 5 Finding Nemo (Dribble Or Pass) *For Frozen, change to Cars for boys if you want TABLE OF CONTENTS: ... If they score, the player

Practice Plans U6 To U8

Page 2: Practice Plans U6 To U8 - Iron Valley United · 5 Finding Nemo (Dribble Or Pass) *For Frozen, change to Cars for boys if you want TABLE OF CONTENTS: ... If they score, the player

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:

Page 3: Practice Plans U6 To U8 - Iron Valley United · 5 Finding Nemo (Dribble Or Pass) *For Frozen, change to Cars for boys if you want TABLE OF CONTENTS: ... If they score, the player

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

Page 4: Practice Plans U6 To U8 - Iron Valley United · 5 Finding Nemo (Dribble Or Pass) *For Frozen, change to Cars for boys if you want TABLE OF CONTENTS: ... If they score, the player

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

Page 5: Practice Plans U6 To U8 - Iron Valley United · 5 Finding Nemo (Dribble Or Pass) *For Frozen, change to Cars for boys if you want TABLE OF CONTENTS: ... If they score, the player

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)

Page 6: Practice Plans U6 To U8 - Iron Valley United · 5 Finding Nemo (Dribble Or Pass) *For Frozen, change to Cars for boys if you want TABLE OF CONTENTS: ... If they score, the player

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

Page 7: Practice Plans U6 To U8 - Iron Valley United · 5 Finding Nemo (Dribble Or Pass) *For Frozen, change to Cars for boys if you want TABLE OF CONTENTS: ... If they score, the player

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

Page 8: Practice Plans U6 To U8 - Iron Valley United · 5 Finding Nemo (Dribble Or Pass) *For Frozen, change to Cars for boys if you want TABLE OF CONTENTS: ... If they score, the player

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.

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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.

Page 10: Practice Plans U6 To U8 - Iron Valley United · 5 Finding Nemo (Dribble Or Pass) *For Frozen, change to Cars for boys if you want TABLE OF CONTENTS: ... If they score, the player

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