Jeremy Williams
Name: | Jeremy Williams |
---|---|
City: | Palo Alto, CA |
Country: | United States of America |
Membership: | Adult Member |
Sport: | Football/Soccer |
Key Learning Outcomes
•Players will understand the correct time to turn and the correct time to fake a turn when pressure is alongside the attacking player
•Players will recognize when, and where on the field these situations would be present.
Specific Learning Outcomes:
Pullback turn
Fake Pull Back
When, where, why and how to use each one
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Organization:
Set up as shown.
Instructions:
Player A starts the game by leaving the end zone. Player B has the task of trying to stop in an end zone next to Player A. Player A wins if he/she can stop in an end zone without the opposition player by their side.
Coaching Points:
Speed of movement
Quality of movement
Decision based on defender's positioning
Progressions:
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Organization:
Same as previous
Instructions:
A - Players dribble out to end line and performs a 'dragback'. After turning they return to start line and partner goes. Process repeats.
B - Players dribble out and perform a stop start in the middle (rolly roll, high wave). At the end they perform a dragback. As they turn, make eye contact with the next person - this is their cue to go. Perform the stop start on the way back as you go past the next person.
Coaching Points:
- Pinky toe to dribble
- Keep ball close, touch on every step
- Correct execution of turn and stop start
- Ball out of feet
- Head up after turn/stop start
- Accelerate out of turn/stop start
Progressions:
- Use weaker foot on every other go
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Organization:
Same as previous
Everyone has a ball
Players divided into 4 teams or groups
Instructions:
Follow the leader player A (Inside of Grid) Starts the game (they are the leader/Attacker) Player B is the follower/defender they must follow Player A, and try to keep up . Both players should imagine they are on train tracks and not allowed to cross each others' paths or cross the center line. White team wins by stopping the ball in an end zone before their opponent can do so, a tie goes to the "defender"/"Follower" .Games should be played for 1 to 2 minutes, then rotate, attacking team follows defending team now leads.
Coaching Points:
- Quality of first touch (Direction - towards goal, Weight)
- Awareness of defender's position
- Be positive, attack goal if possible (PROGRESSION)
- Decision, Turn or Stop start to lose the defender (Scenarios from warm up)
- Protect the ball with your body
- Finish!
Progressions:
P. Use pugg goals to paint the picture of getting behind the defender (end product)
R. Use cone line in the middle to allow-Defender cannot cross-(Attacker trying to dribble through gates)
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Organization:
Area set up as shown, Double the area from parts 1 and 2
Size of channel depends on age/ability of player and available space
Players divided into two teams
Instructions:
• Flying changes Play always start from the end line and in the wide channels, One pair steps out from each team, they play 2v2, if the attacking team score in the pug or miss and the ball goes over the end line, then the defending team is off and two new players from that team step out with a new ball. The white team then becomes the defending team. If the ball goes out over the side line, normal rules apply (except restarts are from a pass OR dribble in)
Coaching Points
-Attacking the space forward on the field (looking to penetrate)
-Identification of the space
-Identification of the defender
-Decision whether to turn or do a stop-start based on the above
-Space ahead & defender behind (cut across and dribble)
-Space ahead and defender alongside (Stop-start)
-Space behind and defender alongside (turn)
-Space ahead and defender behind (turn)
-Use of body, arms etc to fake
-Protect the ball or not? (risk vs reward)
-Distance of touch (helps next action)
-Direction of touch (based on next action)
-End product
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
Organization:
Divide teams into groups based upon their age/game model ie 7v7, 9v9 etc, create teams that will be close to how they will play on the weekend.
Coaching Points:
- When to use a turn and when to use a stop-start in a game situation.
-Identify moments when pressure is from the side and perfrom the correct techique in this moment
P - Free play
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Developed with Partnership Developers, a division of Kyosei Systems.
Animation Controls (PCs, Macs, Laptops):
Play animation
Play step-by-step
Repeat (toggle)
Full Screen
Pause
Stop
Back/Forward: Drag timeline button
Warm-up Arrival (30 mins)
Organization:
Each player with a ball, freely dribbling in area
Instructions:
PART 1
1) Challenges introduced to test players-(not numbers depenant good warm-up activity)
-First to 50 touches, First to 75 etc (how can you get 50 touches faster)
-look for players who work around the rules, look for those that follow exactly what you
2) Can you look to split two players (finding spaces behind and between players)
PART II
1) Every player has a ball except 2 (Defenders holding a pinnie)
2) The defender only has to touch the ball with their foot, when they do so they become the attacker and the player who was dribbling becomes the defender, now holding the pinnie
PART III
• The same as part 2, only now defenders can only get out of the middle if they steal the ball and score on one of the pugs Coaching Points:
1) Using the proper dribbling technique/surface of the foot
2) Looking for/identifiying where the open space.
3) Aware of the defenders, other attackers and boundaries