Mawah mini-kick wk 4

Mawah mini-kick wk 4
技术训练-盘带 U6
Warm-Up

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Organization:

30x30 yard grid, each Player with a ball.

Instructions:

"I can do this, can you?"

Coach performs technique/skill. Then asks calls "I can do this. Can you?"

Players attempt to replicate.

Repeat process using different techniques/skills. -Juggling skills at the begining

Coaching Points:

Focus

Listening

Visualization of success

Feedback and Success is immediate

Progression:

Call on player to lead the group

Chain Tag

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Organization:

30x40 yard area.

Instructions:

1. The lonely chain (initial tagger) has no friends and has to try and tag other players to make one big chain.

2. The other chains have to run away from the lonely chain so they don't become part of the big one.

3. Once tagged, the single chain has to join the big chain.

Coaching Points:

1. Use changes of speed and direction to get away from the chain.

2. Don't get trapped in a corner.

Progressions:

1. The chain has to split into different chains every three links.

Main Theme 2

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Dribbling - MINI KICKS - Grab the Gold

Organisation:

30x40 yard area.

One end area (15x10) set with cones/pennies as gold.

Players in home-base (15x10) on their own half of the field.

Instruction: 

On coach's command, players all dribble to retrieve the gold to bring back to their home. Players must now be aware of balls being played by the coach from the sideline. If hit, must return to home base and start all over.

Progression: Allow players to cross over and steal gold from opponent's end-area once all their own gold is swooped up.

Regression: Add gold to areas in between to decrease the distance.

Competitive: How many can your team pick up?

Coaching points:

Outside (pinky-toe) for close control.

Laces for fast, longer distance dribbling.

Heads up to locate gold in end area.

Head up tpo be aware of balls being played by coach.

Main activity - Transformers

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Organization:

25x circle area or square area

5x circle area

1 ball per player

1 pennie per player

Instructions:

1. The Decepticons (players) have taken control of planet Earth (larger circular area)

2. 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).

3. 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.

4. If a Decepticon leaves Earth or is hit by Optimus Primes blaster they must transform into a flying machine and fly

back through space to Cybertron (smaller circular area) where they are transformed into Autobots and collect a

blaster for themselves before returning to Earth to help Optimus Prime.

5. Players start the game with pinnies on to designate themselves as Decepticons, but when they fly to Cybertron

they remove them to transform into Autobots.

6. Before Autobots fly back to Earth they must first charge up their blaster (perform ‘x’ amount of balls mastery

techniques)

7. Play until the Earth is safe from all Decepticons!

Coaching Points:

1. Try to get as close as possible to a Decepticon before shooting your blaster.

2. Make sure you know where on Earth the Decepticons are by looking up.

3. Try to make sure you aim for a Decepticon and not just shoot your blaster when you can as it may end up in outer space and take a long time for you to get it back.

Developments:

1. R- All Decepticons can only transform into ground vehicles (cars, trucks etc.) which mean they can’t leave the ground (jump, dive) to avoid getting hit by an Autobot blaster.

2. P- An Autobots blaster will only work if you shoot it properly (using designated part of foot – inside or laces, if

players use their toes then their blaster miss-fires and can’t hurt a Decepticon).