Learning Outcomes:-Develop physical literacy and ball control
-Develop ability to strike the ball
-Develop understanding of open space
Organization: 20 by 25 area
12 players(3 taggers, 9 runners)
Instructions: Taggers have 30 seconds to catch all the players.
If the taggers catch a player they must stand with their legs open to make a tunnel and shout for help.
To be freed, another player must crawl through their tunnel and out the other side.
Coaching Points:-head up
-change speed/direction
Visual Cues:-distance to tagger
-awareness of space
-tagger's run/body language
Progressions:P-add more taggers
R-make area bigger
Organization: 20 yard circle
5 yard circle
1 ball per player
1 pinnie per player
Instructions:The Decepticons(players) have taken control of planet Earth(Large Circle Area).
Optimus Prime(coach) must attempt to make Earth safe again by ridding the planet of the Decepticons by shooting them with his blaster(striking his ball at the players hitting their knee or anywhere below).
The Decepticons can transform into any type of vehicle to avoid getting hit by an Autobot blaster, a car to run really fast, or a jet to jump over the ball.
If a Decepticon leaves Earth or is hit by Optimus Prime's blaster they must transform into a flying machine and fly back through space to Cybertron(small circular area) where they are transformed into autobots and collect a blaster for themselves before returning to Earth to help Optimus Prime.
Players start the game with pinnies on to designated themselves as Decepticons, but when they fly to Cybertron they remove them to transform into Autobots.
Before Autobots fly back to Earth they must first charge up their blaster(10 toe taps).
Play until the Earth is safe from all Decepticons.
Coaching Points:-get as close as possible
-head up
-face decepticon when passing
Visual Cues:-distance to player
Progressions:P-passing using specific technique of passing
R-decepticons cannot jump or dive
Organization: 20 by 20 area
8 players
1 ball per player( additional on the outside)
Instructions: Players drive(dribble) around area with their cars(ball).
Objective is bumping(passing) your car(ball) into someone else's car(ball).
Award points for each time players are able to bump into someone else's car.
If players want to drive fast, they must take a big touch.
If players wants to drive slow, they must take a small touch.
Coaching Points:-specific passing technique
-head up
-face target
-accuracy
Visual Cue:-distance to defender
-positioning of soccer ball
Progressions:P-decrease size of area
R-increase size of area
Organization: 20 by 20 area
8 players(7 ghosts, 1 ghostbuster)
1 ball(additional on the outside)
Instructions: There are ghosts inside our soccer field, thus making it a ghost soccer field.
Ghosts(players) are flying inside our ghost soccer field and must stay away from ghostbusters(tagger).
Ghostbusters must use their ghostbuster soccer ball to tag(kicking soccer ball) the ghosts below their knee.
If ghostbuster tags a ghost, the ghost turns into a ghostbuster and gets their own soccer ball and helps tag the rest of the ghost.
Play until their is one ghost left and then restart game with different ghostbuster.
Coaching Points:-specific technique
-head up
-change speed/direction
-get as close as possible
-face and follow through to target
Visual Cues:-positioning/distance to other players
-awareness of space
Progressions:P-decrease space
R-increase space
Organization: two 20 by 20 areas
4 teams of 3(12 players total)
1 ball per game(additional on the outside)
Instructions: Teams play small sided 3 v 3 games.
If ball goes out of bounds, play is restarted from coach.
No corner kicks or throw ins or goal kicks.
If goal is scored, scoring team must run back and touch their goal before being allowed to defend.
Play for a set time & then rotate teams.
Coaching Points:-head up
-keep ball close
-take big touch when you have space
Visual Cues:-awareness of open space
-positoning of other players