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FOOTBALL

COACHING

NOTES

TOPICS

a) APPLICATION OF COACHING b) DYNAMIC WARM UP c) ORGANISING GAMES d) PASSING e) CONTROLLING f) HEADING g) DRIBBLING h) TACKLING i) SHOOTING j) GOALKEEPING k) SCREENING l) BASIC ATTACKING m) BASIC DEFENDING n) WARM UP o) SOCCER TECHNIQUE TIPS

Application of Coaching

As a coach you should be familiar with the following:

 Plan your training session in advance.

 Be suitably dressed, look like a coach.

 Ensure the players are comfortable and relaxed. They are able to see and hear you without any difficulty.

 Always address players with their backs to the sun or flood lights.

 Speak slowly and clearly, using correct terms.

 Do not talk unnecessarily, allow your players to learn by doing rather than listening.

 Keep as many players as possible occupied constantly as possible, avoid long spells of inactivity to break concentration.

 Introduce new techniques and tactical elements only progressively.

 Demonstrate one exercise at a time. Remember that ‘one picture is worth a thousand words’.

 If players do not respond to a particular point, it should not be repeated over and over again. Explain and show it another way.

 During individual practices, see that mistakes are eliminated and the skills properly mastered.

 Vary the training programme to maintain player’s interest. Boredom is dangerous.

 Praise good work and encourage real effort. Be constructive in criticism. Never abuse in front of the group or individually.

 Have patience and understanding.

 Maintain discipline at all times, but within reason.

DYNAMIC WARM UP

Coach Players in pairs

After reaching pole, players jog back normal

(a) Normal forward running

(b) Skipping with hands doing forward full circles (called Windmills)

(c) Skipping with hands doing backwards full circles

(d) Facing partner & jogging sideways

(e) Facing away from partner & jogging sideways

(f) Jogging with back heels touching close to backside

(g) Jogging with knees lifting

(h) Two steps left (or skip), then right leg lifts & goes over to the right. Then change to two steps to the right & left leg lifts & goes over to the left.

(i) Repeat above, but now moving sideways & change sides, ie left side then right side

(j) Players skipping forward with hands lifting & going down

(k) Jogging forward with knees up in long strides

(l) Normal jog with long strides

(m) Walk to pole & back to start

Organising Games

(A) Warm Up

Δ - Groups are made up of a maximum of four players. Turning Marker - The groups line up about 5 metres in front of a marker indicating a turning point. - X1 runs alone around the turning point and back to the group, then the next player, X2, repeats.

Variations: - Players run side to side. - Players run with knees up, in front of body. - Players run with heels up at the back. Δ - Players run backwards. X1, X2, X3, X4 - Players criss-cross legs - Players run with a dummying left and right.

(B) Shuttle Relay

Δ - Each group lines up behind a starting line. - Markers are place 2 metres & 5 metres in front of the group. 10m - X1 sprints to the first marker, touches it briefly with one hand & sprints back to the starting line. - X1 then immediately runs to the second marker & back, before sending X2 off with a tap on the hand. Δ 2m Variation: Δ - Each player has to run twice or three times. X1 - Players move soccer ball from one marker to another marker. X2 - The runners are made to perform a small additional exercise at X3 each cone, eg: lay on stomach or back

(C) Relay

- Player runs around markers as shown. Δ Δ Δ - Players dribble ball around markers as shown. - Players dribble ball around markers, but ball goes Δ Δ Δ inside cones & player goes around markers.

(D) Obstacle Course

Δ Δ Δ Δ - Run to first marker, turn left. Δ Δ Δ - Weave in & out of the markers. - Turn left at last & then jump over the four balls. - Turn left and run to the start.

Variations: - Add a ball to make it a dribbling course. - Players can do sit up’s or push up’s.

Δ Δ X1, X2, X3, X4

(E) Stuck in the Mud

1. All players work within a marked area of 20 x 20m. 2. Give a ball to 2 players, who will be “ IN ”. 3. All other players without a ball have to try and stay away from the players with a ball. 4. If “Tagged” the players must remain standing in the place where they were tagged. 5. Tagged players can be released if another player touches them on the foot. 6. Change the players with the ball and repeat 2 to 3 times so that All players had a turn of being “ IN ”.

(F) Passing

Δ Δ Δ - First team to knock over the other teams markers - are the winners, using inside of the foot or laces

- Play as a 3 v 3 or 4 v 4 with two balls or as a 5 v 5 with three balls.

Δ Δ Δ

(G) Feather the Nest

Set up: X X - Set markers in a square, about 10 – 12 m apart X X - Team of players positioned at each corner, with a Δ Δ cluster of balls in the middle.

o o o Action: o o o o - Object is to gather as many balls as possible for o o o your nest (corner). - 1st player from each team gathers a ball from the Δ Δ middle & places the ball near their marker. X X - The next player from their team repeats this. X X - When the balls in the middle are gone, players can take them from another nest. - Note: Players are not allowed to stop other players taking the balls from their nest. No blocking, tackling, defending, etc.

(H) Bouncing Ball

☻ ☺ ☺ ☻ ☻ ☺ ☺ ☻ ☻ ☺

- In a defined playing area, two teams that are evenly matched play 5 v 5 hand ball into two goals without goalkeepers. - The idea is for the teams to score goals against each other using team play. - However, only ‘bounce passes’ are permitted as passes or shots at goal. - This means that the ball has to bounce before being caught by a team member or crossing the goal line.

Variation: - Players may not run more than three steps while carrying the ball. - The players may not run with the ball at all, i.e. the ball must be played immediately. - Circles are made in front of both goals & the players are forbidden to enter them.

(I) Mini World Cup

.

  

Set up: - Small area, depending on players. - Two goals, with 5 balls behind each goal. - On the field there are 2 teams of 2 and 2 goal keepers. - Rest of team around the field, as shown in diagram above.

Action: - Competition of 2 v 2 in a mini game. - If ball goes out, only the goal keeper is allowed to introduce a new ball. - If a goal is scored, only the goal keeper can introduce a new ball. - Players on the side have 1 touch, and to insure that the ball does not go out. - Set a time limit of 2 to 3 minutes and then swap teams.

Coaching Point: - Players work very hard. - Good fun and can keep a record of results for the whole season. - Teach players the importance of first touch and skills learnt. - Remind players to shoot first time.

Basic Passing

PASSING (Inside of the Foot)

When passing with the inside of the foot, the foot is raised and a pushing action is used.

Key factors: 1. Glance at the target. 2. Move towards the ball. 3. The non-kicking foot should be alongside the ball, & toes pointing towards the target. 4. Turn your kicking leg outward from the hip, so that the inside of the foot is facing your target. 5. Contact the middle of the ball with the inside of your kicking foot, so that the ball travels along the ground. 6. Use a pushing, rather than a kicking action. 7. Follow through with your foot in the direction of your target.

PASSING (Outside of the Foot)

When passing with the outside of the foot, the foot is pointing towards the ground and a pushing action is used.

Key factors: 1. Glance at the target. 2. Move towards the ball. 3. The non-kicking foot should be alongside the ball, about body distance away from the ball & toes pointing towards the target. 4. You body is facing forward and the outside of the foot is facing your target, at a 45 degree angle. 5. Contact the middle of the ball with the outside of your kicking foot, so that the ball travels along the ground, at an angle. 6. Use a pushing, rather than a kicking action.

LOW DRIVE (Instep or Laces)

Key factors: 1. Glance at the target. 2. Approach the stationary ball straight on. 3. The non-kicking foot should be alongside the ball, & toes pointing towards the target. 4. Your kicking foot goes into a backswing, bending at the knee. 5. Keep your head down with your eyes on the ball. 6. Bring your kicking foot forward with the toes pointed down, your heel should be up and your ankle firm. 7. Contact the ball in the centre with your laces, ensuring that your knee is over the ball to keep it low. 8. You’re kicking foot follows the ball straight through and your knee straightens. 9. Please note, it may be necessary to lean slightly to the standing foot side, to ensure that your kicking foot hits the ball in the centre.

LOFTED PASS (Chip or Lifted Pass)

For a lofted pass, it is the same as a low drive except you place your standing foot behind the ball and lean backwards. Your kicking foot will then come under the ball and lift it.

Drills

(a) Δ Δ Δ X1 X2 Δ Δ Δ

- X1 passes the ball through two markers in the centre to X2, using the inside of the foot, Low Drive or a Lofted pass. - Increase distance as player’s become confident.

Variation: - To improve accuracy, either reduce the width of the centre markers or increase the length of the grid. - X2 moves forward to receive the ball & X1 moves backwards a few steps after passing the ball. Each pass must be accurate & easy to play. Encourage the use of alternate feet. - Place a single marker in the middle.

(b) Δ X2 Δ - X1 passes the ball to X2 and runs to take up X2’s position. - X2 the repeats to X3, etc.

Δ X1 Δ X3

(c) Δ X2 Δ - X1 & X2 have a ball each. - X2 passes the ball to Ө1. - Ө1 must move towards the ball and passes the ball Δ Ө1 Δ back to X2. - Then Ө1 turns to face X1, and calls for the pass from X1.

Δ X1 Δ Variations: - Players use either inside or outside of the foot. - Introduce a defender to hassle Ө1. (d) Δ Δ Δ Δ X1

X2 Δ Δ Δ Δ Δ

- X1 & X2 move forward as shown in the diagram above & are about 5m apart. - X1 passes the ball first time with the inside of the foot to X2, i.e. the foot furthest from X2. The ball is played in front of X2 who is moving forward. - Then X2 passes the ball first time with the inside of the foot back to X1, while moving forward. - Continue for 50 metres and return to the starting point with the players using the other foot to play the ball. - Increase the distance to 10 metres when the players are confident.

(e) Pass & follow

X5 - Pass the ball to the player on the next corner, then run to X1 Δ Δ X4 their position. - When you receive the ball, stop it, turn to face the next corner & repeat. - Later, introduce the concept of the FAR FOOT. Δ Δ ie: receive the ball with foot furthest from the player X2 X3 who passed it to you.

(f) Δ Δ Δ X1

X2

Δ Δ Δ

- X1 passes the ball to X2. - X2 receives the ball & toe taps while X1 runs around X2, as shown in the above diagram. - X2 passes the ball into the path of X1, when X2 is able to see X1 level with X2’s shoulder. - X1 receives the ball & dribbles back to the start. - X1 & X2 switch positions after several turns each.

Variations: - Players use either inside or outside of the foot.

(g) WALL PASS (or 1 -2 pass)

This is used when a player with the ball is challenged by an opponent, is able to pass the ball to another team mate. This team mate, acting like a wall, immediately passes the ball back to the original player, who has been able to run around the opponent.

Drill: X2 - X1 passes the ball to X2 & runs around the marker to receive the ball from X2, as shown in the diagram. X1 Δ - X2 must control the ball with the foot furthest from the ball & then passes the ball in the path of X1, after X1 has passed the marker.

Variations: - Players use either inside or outside of the foot. - Begin with two touches & then one touch.

(h) Δ Δ X1 X2

X3 Δ Δ

- Players are positioned as shown in a 10m grid. - The players must pass the ball to the next player using the inside of the foot furthest from the approaching ball. - X1 passes the ball to X3, X2 moves to the vacant marker to support X3. - Note that X2 should only move to the vacant marker after X1 has passed the ball to X3. - X3 passes ball to X2, and X1 moves to vacant marker after X3 has passed the ball to X2. - Passes must be accurate & easy for the next player to play.

Variation: - Start with two touches & then progress to one touch. - Introduce a passive defender.

(i) Precise Passing

X1

Δ Δ Δ Δ

X2

- Set up playing field with two pairs of cones, marking of goal areas about midway either side. - Pair up players & give a ball to each pair. - Indicate the technique you want to use, eg inside foot, right foot, left foot. - X1 dribbles with the ball to be level with the cones, at a distance of about 10m. - X2 waits to receive the ball, behind the goals. - X1 passes the ball through the goals to X2, then X2 dribbles the ball & centres the ball through the other goals. - X1 returns to the original starting point to receive the ball. - First player to score ten goals wins.

(k) Δ Δ

X1 X2

Δ Δ

- X1 & X2 are about 10 metres apart, & are both positioned in the middle of their respective markers. - X1 plays the ball to the left marker, X2 then moves towards the right marker to where the ball is passed to & passes the ball back to X1 using the inside of the right foot. - X1 plays the ball to right marker, X2 then moves towards the left marker to where the ball is passed to & passes the ball back to X1 using the inside of the left foot.

(k) 3 v 1 Played in a l0m grid.

The aim of this work is to help the players to provide good quality support for the player with the ball, and to identify the player in space. The players must always be positioned so the player with the ball has a passing option on the right and one on the left and this is achieved by the player not involved in the pass (i.e. neither passer nor receiver) moving to the vacant space.

Players must be encouraged to receive with the inside of the foot furthest from the ball so they will maximize the passing options. Rotate the players with the defender frequently so they gain equal experience. (l) 4 v 2

Played in a 20m x 15m grid.

One attacker is positioned at each end of the area, outside the grid as feeders/targets. Two attackers and two defenders are inside the area.

The aim is to play the ball to the target player at the other end of the grid without playing a pass above waist height .

One feeder must play the ball in to one attacker, who must attempt to play a pass to the target player or play it back to the feeder.

Then the feeder can play the ball in for either attacker or pass directly to the target player if the defenders are split.

Allow a maximum of 2 touches per player for each ball played to them.

The target player must co-operate by moving across the area to be constantly available to receive a pass.

Rotate the players frequently, so they gain equal experience.

Emphasis to all players, to receive with the far foot.

(m) 2 Joker Game

- 3 x Red players R R - 3 x Yellow players Y J - 2 x Jokers play for whichever team has the ball. - Always 5 v 3 J Y Y - Count successful passes, & change joker players R regularly (need 3 bib colours)

Basic Controlling

CONTROLLING THE BALL – FOOT, THIGH, CHEST & HEADING

The aim is to allow the ball to drop in front of you for easier control.

The main steps involved:

1. The player must move their body behind the flight of the ball. 2. The players must decide which part of the body to use (eg Thigh). 3. The player must offer that surface to the ball (eg Thigh), on impact withdraw and relax the surface offered. 4. The player must be well balanced and composed.

As the ball hits you, you must withdraw the surface presented and relax to take the pace of the ball.

Ball Feeling

(a) Using the sole of the foot, inside of the foot, outside of the foot and heels - Roll ball around your foot, without losing contact with the ball. - Drag the ball back with the sole of the foot, then push the ball away with your laces.

Techniques used for receiving the ball

1. Ground Ball:

(a) Inside of the Foot

- Position your body behind the ball - Turn your body slightly sideways to the oncoming ball. - Shift your weight to your supporting leg & keep your standing leg slightly bent to absorb the shock. - Reach for the on coming ball with the inside of your receiving foot. The receiving leg should be turned out from the hip and your knee is slightly bent. - As contact is made with the receiving foot, withdraw the foot back to take the pace off the ball.

(b) Outside of the Foot

- This technique is mostly used when a player wishes to receive the ball and move off in another direction with a feint. - Position your body behind the ball. - Place both feet to one side of the ball with the kicking foot slightly forward to give it room to swing out from the hip. - Shift your weight to the supporting leg, as the ball approaches. - Keep your eyes on the approaching ball. - Prior to contact, lift the receiving foot off the ground, turning the toes inward & slightly down, bend the knee & swing the leg out – leading with the knee. - Contact the ball along the outside edge of the receiving foot. - Keep ankle locked. - Follow through in the direction of the target. 2. Ball in the Air:

(a) Receiving with the Thigh

- Position your body behind and under the descending ball. - Keep your arms out for balance. - Shift your weight to the supporting leg, keeping the receiving leg slightly bent. - Raise your receiving thigh to meet the ball, keeping the knee bent. - Contact the ball with the middle of the thigh. - Then relax the thigh after initial impact, allowing the ball to drop to the ground in front of you.

(b) Receiving with the Chest

- Get behind the ball. - Square your shoulders to the ball. - Keep your arms out for balance. - Just prior to contact of the ball, force the shoulders back and the chest out. This will allow you to force the ball upwards. - Please note, the more you arch, the more you will lift the ball. - To force the ball downward more quickly, pull in your chest quickly on impact to allow the ball to drop to the ground near your feet.

Drills

The player throws the ball in the air and then uses a particular receiving surface to control it. When receiving with the instep or thigh encourage the use of alternate feet or legs.

The ball is served with the feet or hands for the player to receive using a specific technique and then pass to the server. When developing techniques for the feet or legs, encourage the use of alternate feet or legs. Once the full range of techniques have been developed, vary the serve so the player is forced to make decisions about which technique to use. Players are about 5m apart

The ball is served with the feet or hands for the player to receive with the specified surface. He must move forward to receive and pass to the server and then return to his starting position. Once the full range of techniques have been developed, vary the serve so the player must decide which technique is best for each ball Heading

Heading can be used for scoring a goal, clearing the ball, passing the ball or controlling the ball.

To show young players the correct heading technique, follow these simple instructions:

1. Place one open hand above your eye brows, with your fingers being horizontal to your forehead 2. Now place a ball above your hand, on your eyebrows. 3. Lift your hand away from your eyebrow, & this is the correct place to head the ball.

Before starting, ensure that the balls are slightly deflated, so players do not experience headaches due to poor techniques.

For young players to learn the correct heading techniques and not to be afraid of heading, allow the young players to heading the ball from their own hands, as they hold the ball in front of themselves.

When the feel more confident, explain to the players to stand still and head the ball after it has been gently thrown in the air, from their own hands.

The proper technique for heading the ball is as described:

- Position your body behind and under the descending ball. - Keep your arms out for balance, as if holding two pieces of rope. - Stand with one foot in front of the other foot & lean slightly back. - Keep your eyes on the ball. - Move your chest forward from the waist & your arms pulling backwards. - Keep your neck firm & strike the ball with your forehead, as described above. - Keep your eyes open. - Follow through in a forward direction.

Note: - Use the forehead, which is well protected by bone. Most players head the ball too high on the head, causing headaches. - Keep mouth close, to avoid bitting the tongue. - In attack, strike the ball above the middle as this will push the ball down. - In defence, strike the ball below the middle as this will tend to lift the ball.

Once they are confident about how to head the ball, go on to heading the ball in all situations.

Drills:

The player throws the ball in the air and heads to their partner who returns the ball in the same manner. This will help the players to develop the technique and to become accustomed to the movements needed.

One player serves for the other player to head the ball back to the server’s feet. Both players change roles frequently so they will gain equal experience. Start 2m apart, if difficult start with receiving player leaning back.

The server moves forward and the player moves backward. The ball is served for the player to head while moving backwards. After moving for about 50m the server and player change roles to return to the starting point.

Exactly as described for the previous drill, except the server now moves backward and the player moves forward.

The ball is served for the player to move forward to head and then returns back to the initial starting position. The server and the player change roles frequently so they will gain equal experience.

The server and the player move side ways and the ball is served for the player to head. After moving for about 25m the player and the server change roles so they will gain equal experience and they return to the starting position. Players should be about 2-3m apart.

The ball is served to alternate sides of the player who must move into the line of flight of the ball and head it back to the server. At frequent intervals change the server and the player.

Three players form a 10m triangle. The sequence they use is throw-head-catch, so they will gain equal experience with the technique. Change the direction of the ball movement to balance the performance.

Three players form a 2-3m triangle and they combine to keep the ball in the air, using their heads. When their confidence has been established a definite heading sequence can be developed.

The server has a player positioned 5m either side in a straight line. The ball is served for the first player to head over the server to the second player who heads it down to the server. Reverses the process with the second player heading over the server for the first player to head downward.

As the technique improves gradually increase the heading distance.

The players form a l0m triangle. The servers move forward and the player moves backward. The servers take turns to serve for the player to head the ball to the other server, while moving. After moving for about 50m the player changes roles with a server and they return to the starting position, where the other server moves into the player’s role.

Exactly as described for the previous drill, except the servers now move backwards and the player moves forward.

Games:

Heading Captain Ball

The server is positioned 3m from the first player in the line. Each player in the line must head the ball and then crouches down. When the last player in the line has headed the ball back to the server, he moves to the head of the line to become the server and the server moves to the first position in the line. The sequence continues until every player is in his original position.

Heading Baseball

Played in a l0m grid. One team are the batters and the other team are the fielders. The fielders are distributed in and around the grid and one is the server. The batters line up at one corner. The ball is served for each batter to head forward and then run around the markers and back to the starting position. The fielders must retrieve the ball and head it seven (7) times consecutively between them before the batter reaches “home”, If they succeed, the batter is “Out”. If not, the batters score one run. When three batters are out, the teams change roles. The team which scores the highest number of runs after an equal number of innings is the winner.

Heading Tennis

Played in two l0m grids with a net or a row of markers used to divide the area. The game is played between teams of 2-6 players. Allow 1 touch per player and up to 3 touches per team each time the ball crosses the net and allow no ball bounces. Ideally, the net will be set at the players’ eye level to force them to head the ball upwards.

Throw - Head - Catch (Heading Netball)

Played in a 16m grid, with two 4m goals. The attackers follow the sequence of throw- head-catch in order to play the ball. A player may only catch the ball after it has been headed and a goal may only be scored from a header. If the ball touches the ground, the last team to have played the ball loses possession. Defenders may only intercept throws by heading the ball. Apart from providing realistic practice in heading, this game also helps to develop good movement off the ball and to recognize the valuable space in the game. Suitable for 5 - 8 a-side and size of area may be varied, due to age and numbers.

Dribbling

A player should start with the ball under control within a comfortable distance from their stronger foot, to allow themselves to quickly change their direction without having to retrieve the ball.

Opponents can also be thrown off balance, by simple deceptive movements eg swaying the body one way and moving the ball in the other direction. Once you have thrown your opponent off balance, you must accelerate away before they recover.

Running with the ball is often neglected by coaches of young players. This is evident when watching junior games. Too often, kids simply kick the ball away when it comes to them. Part of the problem may be a lack of practice in this particular aspect of the game, but more worryingly it may be because coaches (and/or parents) are afraid of their team ‘losing’ the ball.

Players will not develop skill or confidence if they are instructed to just kick the ball towards the other end whenever they get it. Running with the ball should be encouraged as an option after they control the ball.

Coaches need to provide opportunities for players to practice this so that they learn the right ‘touch’ of the ball to allow them to run at the desired speed without tripping over the ball and to keep their heads up while doing so, The more they do it at training, the more it transfers to the game.

Key Points:

o Start out by using your stronger foot to develop confidence. Practice using all surfaces of the foot and then switch to the other foot.

o By bending your knees slightly, you are able to lower your centre of gravity, allowing you to change your direction.

o Keep the ball at a distance where you can always get to it before the opponent.

o Develop a feel for the ball.

o Encourage players to dribble with their heads up.

o Develop speed while maintaining control of the ball.

o Practise starting, stopping and accelerating while changing direction.

o Shielding the ball by keeping your body between the ball and the opponent.

o Encourage players to practise fakes and feints while dribbling.

Drills: Drill A Drill B Drill C Drill D Drill E

X2 X2 X2 X2 X2 Δ Δ Δ Δ Δ Δ

Δ Δ Δ Δ Δ Δ

Δ Δ Δ Δ Δ Δ

Δ Δ Δ Δ Δ Δ X1 X1 X1 X1 X1 X3 X3 X3 X3 X3

Drill A - X1 dribbles the ball to X2 and plays the ball to X2, when X1 has passed the third marker. - X1 joins the line at X2 - X2 dribbles the ball to X3 and plays the ball to X3, when X2 has passed the third marker. - X3 repeats to X4, etc. - Use various parts of the foot to pass the ball, i.e. inside of the foot, outside of the foot or the laces.

Drill B - X1 dribbles the ball to the third marker & then plays the ball to X2 with the inside of the foot. - X1 joins the line at X2. - X2 then dribbles the ball to the third marker and plays the ball to X3, etc. - Use various parts of the foot to pass the ball, i.e. inside of the foot, outside of the foot or the laces.

Drill C - X1 dribbles the ball to the second marker & puts their foot on top of the ball to stop it from rolling. - X1 then sprints to the third marker & then sprints back to the second marker to collect the ball. - Upon collection of ball, X1 dribbles to the ball pass the third marker and then plays the ball to X2. - X1 joins the line at X2 - X2 repeats to X3, etc.

Drill D - X1 dribbles to the ball to the third marker and feints in order to change direction to dribbles back to the second marker. - At the second marker X1 again feints in order to change direction & then dribbles the ball pass the third marker and plays the ball to X2. - X1 joins the line at X2. - X2 repeats to X3, etc.

Drill E - X1 dribbles the ball in a zig-zag pattern between the markers, as shown in the diagram, to X2. - X1 changes direction at each marker using either the inside or outside of the foot. - X1 joins the line at X2 - X2 repeats to X3, etc. - Note that players can go around markers or turn before they reach the markers.

Activities:

Vision & Awareness

We will be using the same grid setup, but by changing our instructions we will achieve our outcome of improving the player’s awareness while dribbling.

(a) 1. On the coaches command “Stop” the players MUST stop the ball with the sole of their foot and keep it under control. 2. Encourage the players to dribble the ball around the area, trying not to go outside the area or run into each other. 3. Isolate the players dribbling by encouraging various parts of the foot or feet to move the ball eg: Inside & Outside of the Right Foot only, Inside & Outside of the Left Foot only, Insides of Both Feet, Outside of Both Feet, Soles of Both Feet. 4. With Free Dribbling, encourage your players to show their own step overs or turns.

(b) Rule Changes:

1. Have the players identify where spaces are within the grid. 2. They must quickly dribble their ball into a space ensuring that they keep it under control. Then identify another space and so on. 3. On the coaches command ‘change” players must stop their ball (ensuring it is in the grid) leave it and find another one to continue dribbling with. 4. On the coaches command ‘Down” they must stop their ball, sit on it and continue dribbling. 5. On the coaches command “Knee” they must stop the ball with their knee, change direction and continue dribbling. 6. If they see the coach make a signal with their hand, they must quickly dribble their ball to that side of the grid. 7. On the coaches command “Go” they must quickly get close enough to every member of their same coloured team while keeping the ball under control.

Keep Ball

1. The players are in a working grid area of approx 20 x 20m. 2. Each player has a ball, and dribbles around the grid making sure they keep their ball under close control. 3. On the coaches command “Knock Em Out” the players must try and kick someone else’s ball out of the marked area. 4. If you do not have your own ball inside the area, you cannot knock out anyone else’s ball out. 5. Players who had their ball knocked out simply run to collect their ball to rejoin the game. 6. After a few minutes stop the game to let players recover and start again as previous.

1 v 1 Possession Game

Objective: The attacker works hard to keep the ball inside the area, and from the defender.

1. Split players into pairs with one ball between two in an allocated area of 10 x 10m. Have one player pass the ball to the other, and keep it away from the player who passed it to them, while staying within the marked area.

2. Now the attacker must work to dribble past the defender. To score the attacker must stop the ball on the defenders line.

2 v 2 Small Sided Game

Objective: The attacker works hard to keep the ball inside the area, and from the defenders.

1. Break into pairs with one ball between each pair in an allocated area of 20 x 10m. Have one player pass the ball to the other team, and the game begins. 2. To score the attacking team must get the ball to stop on, or just over the defending teams line. 3. Encourage the players to use a minimum of 2 touches to encourage the player to make decisions.

Criss-Cross

1. Split the players into three or four equal teams. 2. On the coaches command “GO” the first player of each team dribbles across the grid in a diagonal line to the other members of the team. 3. Ensure that the players do not collide with the opposing team when crossing the grid. 4. When reaching the other team the player with the ball must stop the ball before changing over with the other player. Round the Block

• Who will be first to get to opposite corner? (stop ball in front of player waiting there) • Change direction regularly

Faking Practice

• Players from Red lines dribble, fake right and run to left • Then Yellow lines go etc. • Coach observes, praises, controls from middle square. • Progression: Change from two at a time to four players

Games:

Soccer Rush

1. Each player with a ball at the edge of the grid. 2. Nominate a player to act as a defender. 3. The players with a ball have to get past the defender with the ball under control and make it to the opposite line. 4. Defenders have to kick any loose balls out of the area. 5. If you lose your ball you join the defender in the middle. 6. Keep playing until there are no attackers left.

Target Dribbling

1. Players have a ball each and line up at the start line. Δ Δ Δ 2. The number of target markers is 1 or 2 fewer than the players. Δ Δ 3. On a signal from the coach, the players dribble the ball and try to capture a marker by stopping their ball near the marker and then put their foot on top of the marker. 4. Those players who capture a marker receive 1 point. 5. Subtract another marker. 6. Player with the most points wins. ☺ ☺ ☺ ☺ ☺ ☺

Gates

1. Working within a confined area, make some small gates or goals about 2m wide. Spread the goals around the marked area. 2. Players in pairs have a ball between two. 3. On the coaches command to “Go” the player with the ball tries to dribble through as many of the goals as possible before the other player steals the ball from them. 4. Work for about 30 seconds at a time. Then let the other player start with the ball. 5. Repeat several times giving each player the same number of starts.

An alternative is for the player with ball must pass the ball to their partner through as many gates as possible Tackling

Unless you have the ball it is impossible to score and therefore the object of the game is to regain possession as soon as possible. Tackling is one method of regaining possession.

The key decision is knowing when and when not to tackle. You must keep in mind three important factors:

1. The area of the field in which the situation has arisen. A defending player can afford to take a chance and win the ball in their half of the field. The closer they get to their penalty box, the more cautious they must be.

2. The position of team mates and opponents. Sometimes it is wiser to hold up the attack until support arrives.

3. Knowledge of the immediate opponent. Often you may be confronted by a very fast attacker and it may be wise to jockey until there is a supporting defender, or force the attacker to their weaker side giving you an advantage.

Two types of tackles are:

1. Frontal Tackle

This is the most common form of tackle with the opponent facing you. The key points to remember are:

 Do not rush at the player with the ball, instead move backwards before him for some space, hoping the opponent will almost push the ball a little too far in front of themselves as they move forward.  You should go into the tackle by meeting your opponent square on.  The tackle is made with the inside of the foot providing the largest possible blocking surface.  The non-tackling foot is placed to one side of the ball.  Both knees should be slightly bent to assist with your balance.  The tackle should be made as the opponent attempts to play the ball.  Apply the force through the middle of the ball with the tackling foot.  On contact your body should lean forward.  It may be useful to turn the body slightly sideways, allowing the shoulder to get behind the force of the tackle.

2. Side Tackle

This tackle is used when the defender is running side by side with the opponent. The key points to remember are:

 Watch the ball and not the opponent’s foot.  Get as close to the ball as possible, before committing yourself to the tackle.  Place the non-tackling foot level with or slightly in front of the ball.  As the ball is slightly away from your opponent’s foot, use the foot closest to the ball to wedge the ball between your foot and the opponent’s foot as in the frontal tackle.

The side tackles requires delicate timing as a player moving away at speed is a difficult target. The most common mistake is either leaning on the opponent or missing the ball and tripping the opponent.

Drills

(a) Jockeying in a 1 v 1

Δ X1 X2 Δ - Four players in a 20m x 10m grid. - One ball between two players. - X1 plays the ball across the grid to 1 & then Δ Δ moves forward to defend. - 1 tries to dribble past X1 to get the ball to stop on or just over the defenders line. - Once the move is completed, X1 passes the ball to Δ 1  Δ 1 to continue, etc. - X2 & 2 do the same practice in the same grid at the same time.

Note:  X1 must close the distance between X1 & 1 as quickly as possible.  X1 should approach 1 at an angle to establish which direction 1 should go.  When X1 is about 3 to 5 metres away, X1 should slow down and adjust their position and then move in closer.  X1’s knees should be slightly bent & on the toes evenly.  If X1 is too far away they do not pose a threat to 1 & if X1 is too close they could be beaten easily.  Once the correct distance is established, X1 should get into a sideways on position inviting 1 to go one way.

(b) Tackling in a 1 v 2

Δ X1 X2 Δ Δ Δ

X2 Δ Δ Δ Δ X1 1

Δ 1  Δ Δ  Δ 

- Four players in a 20m x 10m grid. - X1 plays the ball across the grid to 1 and then runs forward to defend. - Once X1 has adopted the appropriate jockeying position, X2 comes out to act as a 2nd defender. - 1 tries to dribble past X1 & X2 to get the ball to stop on or just over the defenders line. - Once the move is completed with 1 being successful or X1 & X2 winning the ball, the positions are changed over with X1 being the attacker and 1 & being the defenders.

Note:  X1 should adopt the techniques explained in (a) above.  X2 should give support to X1 at an angle of 45 degrees and should be about 4 to 5 metres away.  X2 must talk to X1 in regards to X1’s position.  X1 should be prepared to tackle using the techniques described.  If X1 is beaten, then X2 moves on as 1st defender and jockeys, while X1 recovers to support position or 2nd defender.

(c) Jockeying while waiting for supporting a 1 v 2

Δ Δ Δ 

X1 1

X2 Δ Δ Δ

- Four players in a 20m x 10m grid. - X2 is position 5 to 10 metres beyond the base line for 1 & 2. - X1 passes the ball to 1 and moves forward to defend. - As soon as 1 touches the ball, X2 recovers to the 2nd defenders position. - 1 tries to dribble past X1 & X2 to get the ball to stop on or just over the defender's line. - Practice continues as a 1 v 2. Note:  X2 must recover quickly to a good defensive position.  X1 must apply a good jockeying position, while waiting for support.  X1 should try & make 1 move in a direction which will be closest to the recovering run of X2, by approaching 1 at an angle.  1 should attack X1 at speed.

(d) Containing in a 2 v 1

Δ Δ Δ X2 

X1 1

Δ Δ Δ

- Four players in a 20m x 10m grid. - X1 passes the ball to 1 and runs out to defend. - 1 passes to 2 and they combine to get pass X1 & try to get the ball to stop on or just over the defenders line.

Note:  X1 must adopt a central position but slightly closer to the player with the ball.  X1 must be able to see the ball & both players.  X1 tries to slow the attack down, by making the players pass the ball backwards and forwards.  X1 should try to threaten the ball by feinting to make a tackle and not going through with the actual tackle.

(e) Tackling in a 2 v 2 Δ Δ Δ X2 

X1 1

Δ Δ Δ - Four players in a 20m x 10m grid. - X1 passes the ball to 1 and runs out to defend. - 1 passes to 2 and then X2 then runs forward to defend. - 1 & 2 combine to get pass X1 & X2 - First team to get the ball to stop on or just over the opposition line scores a goal.

Note:  1st defender should not follow the ball. If 1 passes to 2, then X2 moves forward to become the first defender & X1 becomes the 2nd defender.  The 2nd defender must continually give information and encourage the 1st defender to try and win the ball. Games:

One v One

• 2 goals to score in, 2 goals to defend • Safety (no slide tackles, avoid collisions, if using posts, warn players not to stand behind them) • Ball boy role for spare players • Short time 30-45 sees

One v One v One

• Red players play ball to yellow players to start • Three 1 V 1 games at once • Score / defend all 3 goals • Keep head up! • If goal is blocked, fake and attack another one

One v One - Short or Long

• Red serves ball to yellow then defends • Yellow tries to bet red and dribble through either goal • 3 points for far goal • 1 point for near goal

Shooting

Scoring goals is the main objective in football; the game is in essence a competition between two teams, and the team that scores the most goals is the winner.

As the game has evolved, it has become harder and harder to score goals.

The more young players practice the act of goal scoring, the more it becomes an acquired habit that can be used in a game.

In addition, the feeling of scoring a goal, of seeing the net bulge as the ball goes in, is perhaps the sweetest of all the sensations the game offers players.

By providing regular opportunities for goal scoring, both in small-sided games and by use of shooting games and practices, coaches will:

 Make sure young players understand what the game is really about.  Give all players the thrill of scoring goals

Drills:

Simple Shooting

 Rotation practice (feed from diagonally in front)  As shown in diagram: serve - receive and shoot - fetch - serve  No Goal keepers  Competition: 2 parallel groups, first to 10 etc.

1 v 1 Shooting Game

• Yellow 1 dribbles and shoots • As soon as be shoots, red 1 dribbles forward, yellow 1 turns and defends • When red 1 shoots, or loses the ball, yellow 2 dribbles forward, and red 2, defends and so on

Progression:

• If defender wins the ball, he can turn and attack again, chased by player who lost the ball. Sequence continues. • Requires high level of concentration.

Circuit Shooting Practice

Pass To Self, Shoot Dribble - Circuit

Drills involving Goal Post

(a) X2 Δ X1 Goalkeeper

X1

Δ Δ Δ X3

Δ X4

- Players divided into two groups of six players. - X3’s group (the attackers) is about 12 metres from the goal. - X1’s group (the passers) is by the goal post with a supply of balls. - There is one goalkeeper in goals. - X1 plays the ball to X3 and then sprints to the end of the attackers group. - X3 shoots at the goal and then sprints to the end of the passers line. - Then X2 repeats to X4, etc.

Note: - Start with two touches and then progress to first time shooting. - Remind players that accuracy is more important than power. - Tell players to look up before shooting. - Reverse starting positions to encourage use of the opposite foot.

(b)

X2 Δ X1 Δ Δ

X3 Δ Δ Δ X3 X4

- A marker is placed 2 to 3 metres inside each goal post to create a near and far post goals. - Two more markers are placed about 15 metres out from the goals. - Players are divided into two groups of six players. - X1’s group (the passers) is by the goal post with a supply of balls. - X3’s group (the attackers) is opposite the passers and about 15 metres from the goal. - X1 plays the ball to X3 and then sprints to the end of the attackers group. - X3 dribbles the ball across the goals towards the other marker and then turns to shoot at the far post for a goal. - X3 then sprints around the back of the goal and to the back of the passers line.

Note: - Give players a choice to shoot for either near post or far post. - Encourage the attacking player to receive and dribble without stopping. - If a player is having accuracy problems, be sure they are pointing their non kicking foot towards the target and not leaning backwards. - Tell players to look up before shooting. - Reverse starting positions to encourage use of the opposite foot. - Remove the markers from the goals and add a goalkeeper.

Goalkeeping

The main function for a goalkeeper is to prevent the ball from entering the goal. The goalkeeper is the only person allowed to handle the ball in their own goal box, during a game.

Goalkeepers must make quick decisions about whether to move out or wait for an incoming ball and whether to catch the ball or punch the ball or deflect the ball.

It is important for the goalkeeper to attack the ball and never to retreat.

The technique is as follows for the various styles:

Basic Position

Legs are about shoulder width apart and knees are slightly bent with the weight off the heels, the hands are in an aggressive catching or diving position, the elbows are near the side of the body and the eyes are on the ball.

Ground Balls

(a) Standing Position:

1. Get your body behind the ball. 2. Keep your shoulders and toes square to the ball. 3. Keep your feet together and knees straight. Your feet should be together to block the ball from entering the goal if the ball slips through your hands. 4. Bend from your waist, to receive the ball. 5. Keep your fingers pointing down and your palms forward, with the fingers spread. The tip of the little fingers should be almost touching together. 6. Scoop the ball up using both hands. 7. Pull the ball into your chest for protection.

(b) Kneeling Position:

1. Get your body behind the ball. 2. Go down on one knee, in which your knee nearly touches the heel of the opposite leg and does not touch the ground. 3. Your knee must not point towards the ball, so a long barrier is formed and thus ensuring there is no room for the ball to pass through your legs. 4. The goalkeeper’s chest is towards the ball. 5. Place your hands behind the ball and scoop it up into your chest. 6. Get to your feet immediately with the ball clasped to your chest.

Waist High Shots

1. Get your body behind the ball. 2. Keep your shoulders and toes square to the ball. 3. Keep your feet about shoulder width apart and your knees are slightly bent. 4. Place your palms upwards and scooping the ball with both arms and bring it securely to your chest. 5. Your stomach relaxes on impact and the ball is held in your chest and forearms.

Head High Shots

1. Get your body behind the ball. 2. Keep your shoulders and toes square to the ball. 3. Keep your feet about shoulder width apart and your knees are slightly bent. 4. Keep your fingers pointing upwards and relaxed. 5. Your palms should face forward, thumbs should be close together and fingers spread wide to form a “W” with the thumbs and index fingers. 6. Allow your hands to give on impact to absorb the shock. 7. Bring the ball into your chest for protection, with your hands rotating inward to turn the ball toward your chest. 8. It is important that the ball is not pushed away to the ground, as the ball may bounce away.

High Balls

1. Get your body behind the ball. 2. Take a running start and jump into position off of one leg, like a high jumper’s take-off, but ensure you raise your other knee for balance and for protection while jumping for the ball. 3. Extend your hands over your head to catch the ball with both hands at the highest point, and this height should be above the heads of the other players. 4. Your palms should face forward, thumbs should be close together and fingers spread wide to form a “W” with the thumbs and index fingers. 5. Allow your hands to give slightly on impact. 6. Bring the ball into your chest for protection, with your hands rotating inward to turn the ball toward your chest.

Drills

The ball is kicked for the goalkeeper to catch in the stationary position and return to the server.

The ball is kicked for the goalkeeper to catch while moving forward and then return to the server.

The ball is served for the goalkeeper to catch lobbed medium to high balls and then return to the server.

The ball is kicked for the goalkeeper to catch driven medium to high balls and then return to the server.

The ball is served for the goalkeeper to catch high ball and then return to the server.

Positioning

The goalkeeper begins in the Basic Position mid-goal. A player dribbles in a semi-circle l0m in front of the goal and the goalkeeper repositions accordingly, using the correct side-ways movement and remaining in the Basic Position. As the goalkeeper’s experience grows the player can occasionally shoot for goal when the goalkeeper appears to be poorly positioned.

Narrowing the Shooting Angle

The shooting angle is the angle formed by the ball and the uprights of the goal. The further the goalkeeper advances, the smaller this angle becomes and the smaller the target at which the opponent can shoot. The goalkeeper begins in the Basic Position and is correctly positioned in relation to the ball. It is important for the goalkeeper to remain in the Basic Position while advancing so saves will be easy to perform. Illustrate the point from several different angles of approach. The goalkeeper is not to be moving forward at the moment the ball is struck

Falling to Save Shots

In this series of drills the ball is served to alternate sides for the goalkeeper to fall to catch, throw to the server and then return to the starting position. Gradually increase the frequency of the serves and ensure the goalkeeper’s elbows are in front of the body and the elbows do not contact the ground. This can be started with goalkeeper kneeling down.

The goalkeeper is in a sitting position with both legs straight.

The goalkeeper is in a kneeling position.

The goalkeeper is in a crouching position.

The goalkeeper is in a standing position.

Coaching Points to observe:

 Ensure the fall is made sideways on, with the hip hitting the ground first.  The goalkeeper must place the bottom hand behind the ball and the top hand on top of the ball, to stop it from bouncing out of your hands.  If the goalkeeper is unable to get off the ground quickly, they should tuck the ball into their chest and to tuck their knees up into the body for protection.  Do not allow the goalkeeper to turn the body so the chest is over the ball. The goalkeeper may get kicked by accident by an opponent.

Attacking Roles

In this series of drills, two goalkeepers stand opposite to each other and throw the ball as described below to each other. The type of throw and distance thrown can be varied. The emphasis is placed on the accuracy of throwing the ball and the quality of catching the ball

Rolling the ball is suitable for short distances only. Two goalkeepers are 10m apart and they roll the ball to each other. A catching technique can also be practiced.

Throwing the ball is suitable for short to medium distances only. Two goalkeepers are 20-25 in apart and they throw the ball to each other. A catching technique can also be practiced.

Kicking the ball is suitable for longer distances. Two goalkeepers are a suitable distance apart and they kick the ball to each other. A catching technique can also be practiced.

Screening

An attacker will often receive the ball under pressure. To keep possession of the ball, the attacking player should:

 Position their body between the defender and the ball.  Look at a spot on the ground between the defender and the ball, so that both are in view.  Control the ball with the foot furthest away from the defender.

Drills

(a) Δ Δ ☺ ☻ Δ Δ

- Two players are in a 10m grid. - ☻ has the ball with their back to ☺. - ☻ tries to keep possession of the ball in this position, while ☺ tries to win the ball.

Note

- The attacker should get into a sideways position, giving a maximum distance between the ball and the defender. - The attacker should move the ball by touching the ball lightly on the top or to one side of the ball, with the foot furthest from the defender. - The attacker should try to see the opponent by looking over their shoulder. As this will help the player to know when to turn.

(b) Δ X3 Δ

V1 Δ Δ X2

Δ X1 Δ

- Four players in a 20m x 10m area. - X1 passes the ball to X2 and V1 is marking X2. - X2 should get into a side on position to receive the ball with the outside foot. - X2 should try to screen the ball and try to turn and pass the ball to X3. - If X2 is unable to turn and pass the ball to X3, X2 can use X1 as a supporting player.

Note

- X2 should make an angle approach to the ball, and should look over their shoulder to see the position of V1. - If V1 is marking X2 tightly, the first touch of the ball by X2 should be made with the foot furthest away from the opponent and should look for an opportunity to turn so that the pass forward can be made as quickly as possible. - If V1 is not marking tightly, X2 should allow the ball run past to the front foot closest to V1. The ball should be protected from V1.

Basic Attacking

Principles:

1. WIDTH  The space between players across the field of play.  This will causes gaps between defenders and allows the attacking players to have:

(a) More working space (or gaps), which would be easier to control the ball than in a crowded area under pressure. (b) Will reduce the effectiveness of the opposition defence by stretching them and opening up spaces between defenders. (c) Make defenders to work harder to cover attacking possibilities and thus increase the chances of the defenders to make mistakes.

- Passing opportunity is on the right

- Front men lose width to draw in defenders from a good position to a bad position, thus width is created by player running from the deep.

2. DEPTH  Space between players along the field of play.  Support is offered both in front of and behind the ball carrier.

- Supporting and passing angles are offered both in front of and behind the ball carrier, thus allowing the receiving player to have more working space.

3. MOBILITY  The ability of players to move and create passing angles, thus creating working space for themselves and for their team mates.

- Mobile players can help each other by: a) Taking up positions where they can receive the ball. b) Making bent runs which take a defender away from a good position, thereby creating space for a team mate to receive the ball.

4. PENETRATION  The ball passes as many defenders as possible on a direct route to goal.  This is achieved by passing, dribbling or shooting.

5. IMPROVISATION  Doing the unexpected.

Drills: (a) Δ Δ - Keep the ball moving with two touches. - Increase to 5 v 4. - Look at width & depth.

Δ Δ

Δ Δ

(b) GK

- 4 v 2 + 2 Goalkeepers in both grids. - Allow one defender to cross over to help strikers. - Increase to 6 v 6    Place a limit on the number of passes the defenders need to complete before passing the ball to the attackers.

GK

Look at:  Accuracy – ensure the ball reaches it target.  Power / Weight – how hard the ball is kicked.  Timing – time of release, so the ball reaches it target.  Deception – making the pass less predictable, by attempting to deceive the defenders.

Note: - The more Distance (Space) a player has between them and the nearest defender, the more time will be available to control the ball. - SPACE = TIME - Width and Depth always changes the angle of attack.

Basic Defending Principles:

1. DELAY  The first defender shuts down on the ball quickly, in order to:

1. Reduce the space and time the attacker has.

2. Make the attacker concentrate on the ball, so that they cannot look around for support.

3. Try to force the attacker into a certain part of the field which is less favourable for the attacker, yet favourable for the defence.

4. Try to slow down the attack so that the recovering defenders may take up good defensive positions.

 The next set is to isolate the player with the ball or even make their task (eg a dribble or pass) as difficult as possible.

 If the ball is passed to another player, the next nearest defender becomes the first defender. The player initially delaying the attack assumes a covering position or stays with the opponent if the opponent attempts to run past.

D2 D1

- D1 becomes second defender - D2 becomes first defender

2. DEPTH  Square defences can be beaten with one pass and with one well timed run.

 Depth in defence provides cover and a second line of defence.

 Defenders need to:

a) Provide cover and support in case the first defender is beaten. b) Try to keep the opposition attackers in front of the defence.

D3

- Depth is provide by D3

3. CONCENTRATION  Reduce the working space for the attackers via a tightly packed or concentrated defence.

 A concentrated defence is harder to penetrate than one where the defenders are spread over a wide area.

 On losing possession all defenders should attempt to get goal side of the attacking team quickly, by running back towards near post or the penalty spot.

4. BALANCE  Good positioning can limit passing angles.  A well balance defence makes the creation of space and good penetration so much difficult.

D1 D2

- Attacker can beat both defenders with one move. - D2 is not in a balanced defensive position.

D2

D1

- Covering position of D2 is now balanced. - D2 can now intercept the attacker if the attacker tries to pass D1 down the line.

5. CONTROL / RESTRAINT  All good defenders should not charge into tackles without considering all possibilities.

DISCLAIMER The information in this brochure is of a general nature. Individual circumstances may require modification of general advice from an appropriate health professional eg physiotherapist.

Warm Up

WHY?

 to increase heat throughout the body  to reduce risk of tearing or straining muscles by increasing their suppleness

HOW?

 2-3 minute jog, to raise a light sweat (complete before stretching

Stretching

WHY?

 to increase flexibility and freedom of movement  to reduce muscle tension  to reduce the risk of muscle and tendon injuries

HOW?

 hold stretch for 10-20sec - DO NOT BOUNCE  repeat each stretch 2-3 times  stretch gently and slowly, keep breathing  stretch to the point of tension - NEVER PAIN  select the major muscle groups used in your sport and stretch them through their full range of movement

ENTIRE STRETCHING SESSION SHOULD TAKE 15-20 MINUTES To increase or maintain flexibility and muscle suppleness, a 20 min stretching session 2- 3 times per week is recommended. This can be performed separate to your sporting activity

Cool Down

WHY?

 to help remove muscle waste products  to reduce muscle soreness and stiffness  to enable you to compete again at the same level within a short period of time

HOW?

 2-3 minute light jog, or brisk walk immediately after sport  5-10 minutes of stretching (emphasise the major muscle groups you have used during your sport

Stretching Exercises

Technique Tips

INSIDE OF THE FOOT PASS EXECUTION POSSIBLE ERRORS OBSERVE -Leave kicking foot and -Non striking foot is next to the -Kicking foot is straight leg bent. ball pointing to the target (Toe 'up', ankle locked) -The standing foot is too -Kicking foot is raised, -Place of the standing foot far toe up strikes middle of ball next to the ball from the ball -The ball is not struck -Ankle is locked through the centre -Contact area between the ball

and the inside of the foot

OUTSIDE OF FOOT PASS EXECUTION POSSIBLE ERRORS OBSERVE -Angle approach to direction of -Knee is brought over the -The ankle is not locked the pass ball -Toe down, ankle locked, -Planted foot is too far -Contact between the ball foot angled slightly in from the ball and the outside of the foot -Contact surface is the outside of -The ball is not contacted

the laces fully -Upper body is leaning slightly

over the planted foot

INSTEP DRIVE EXECUTION POSSIBLE ERRORS OBSERVE -Approach to the ball is -Slightly angled approach -Slightly curved approach straight -Standing foot is next to the ball -Upper body is leaning

and pointing to the target too far back -Kicking foot is pointed, toe -Ball is not struck with -Lean slightly over the down, laces or straight through ball ankle locked. No "floppy" toe centre of ball -Foot stays pointed after -The contact surface is the instep -The toe is not pointed the kick, ankle locked, (laces) down follow through straight at target -Hips are not square to target & follow through is not straight DRIBBLING EXECUTION POSSIBLE ERRORS OBSERVE -Guide the ball with both feet, -Ball is played too far -Push the ball, do not kick use all surfaces of the foot from foot it -Keep head up and -Upper body is bent slightly over -Player looks only at ball observe situation around the ball you. -Keep ball in close when in a -Raise toe when changing

crowd, using light touches directions. -Push it further out in front

when given more space

HEADING EXECUTION POSSIBLE ERRORS OBSERVE -Strike ball with top of forehead; -Ball is struck with top of -Upper body is drawn you strike it, do not let is strike head back you -Watch ball strike and -Keep eyes open -Eyes closed leave the forehead -Before making contact, draw upper -Players "spear" the ball body back, tuck chin, "whip" instead of "whipping" their body body at it through the ball -Set the ball up with your chest,

come through with your head

RECEIVING EXECUTION POSSIBLE ERRORS OBSERVE -Lightly receive the ball with inside or outside of foot and -Body behind flight of the -Ball bounces too far away move off with it; ball keep toe pointed up -Receive ball with thigh or chest, take -Pace of the ball is - Part of body used & on the pace off of the ball by underestimated impact the withdrawal withdrawing the body part receiving the ball

DEFENSIVE BEHAVIOR EXECUTION POSSIBLE ERRORS OBSERVE -Keep goal side of your opponent -Falling for feints -Keep ball in view -Poor position relative to -Beat your opponent to the -Be first to the ball opponent ball -Trying to tackle from too -Tackle as opponent -Do not dive in on an opponent far away receives the ball -Tackle as the opponent is -Make opponent play -Defend the ball, not the player halfway turned the ball square or back -Make opponent look at

the ball

GOALKEEPERS - CATCHING EXECUTION POSSIBLE ERRORS OBSERVE -Low balls = scoop into body -Always observe the with both hands outstretched, -Fingers were not spread game situation fingers spread -The position in the goal -Hands were not far -Palms up keeper versus the player in enough behind the ball possession -Hands extended toward the ball -Hands are not "soft" guide the ball into the stomach -High balls = catch with hands behind the ball, slightly to the side, and slightly above

GOALKEEPERS - DIVING EXECUTION POSSIBLE ERRORS OBSERVE -Land on outside of thigh, hip -Practice without ball in a -The ball is lost from view and sitting, kneeling & during the dive side of upper body standing position -Do not bring arms under the -Landing on the front or -Catch the ball securely body back -Letting the ground knock

ball free