San Carlos AYSO
Transcription
San Carlos AYSO
San Carlos AYSO Coach’s Binder Coach Name: Home Phone: Cell Phone: Field Hotline (650) 594-2626 Medical Emergency 911 San Carlos Police Department (650) 592-2222 www.sancarlosayso.org (Soccer info) IT’S ABOUT THE KIDS Important 2005 Dates Coordinator/Coaches Meeting (set by Coor.) Team Meeting (set by Coach) First Practice All Coaches Meeting/Positive Coaching Alliance Soccerama First Games/Opening Day Picture Day (1st & 2nd Groups) Volunteer Dinner Player Rating Meetings (Set by Coor.) U-10 Last Season Games U-10 Knickerbocker Tournament U-6 & U-8 Last Season Games Thanksgiving Indoor Tournament Team Party (Set by Coach) & Trophies Winter League Tryouts August 1-15 Week of August 23th August.30 Sept. 9 Sept. 10 Sept. 17, 24 October 15 Nov. 1-14 Nov.11-14 Nov. 18-20 Nov.19 Nov. 25-27 Last Games Dec. 10 & 11 End of Season – Recycle! ---- Bob Cook, 1445 Orange Avenue Table of Contents 1) Skills & Drills/Practice Training Sessions .......................................................... 1-1 2) Sample Games Lineups, Rules, Strategy.......................................................... 2-1 3) Training Terms .................................................................................................. 3-1 4) Positive Coaching & Philosophy ........................................................................ 4-1 5) Team Meetings.................................................................................................. 5-1 6) Contacts/Resources .......................................................................................... 6-1 7) Coach & Player Evaluation Forms..................................................................... 7-1 8) Medical Release Forms and Safety................................................................... 8-1 San Carlos Parks & Recreation "Creating Community through People, Parks & Programs " November 18, 2003 2004 Field Maintenance Closure Schedule: FIELD DATE Heather OPEN Arguello 3/15-December 2004 (closed for renovation) Crestview 6/7-7/16 Highlands 6/14-7/23 Stadium 7/5-8/13 Burton 8/2-9/10 Laureola 10/11-12/3 1-1 WHAT TO BRING TO PRACTICE - Medical release forms Balls Cones Whistles Cell phones Pennies Written practice plan All kids bring a ball – U6 & U-8 = #3; U-10 & U12 = #4 Water YOUR FIRST PRACTICE - Introduce yourself Set the tone: i. Tell the players what your expectations are – BRIEFLY!!! 1. Show up on time 2. Try hard 3. Have fun Number 1 Rule: It’s ok to make mistakes!!! - Have players tell the group their name/age/school and if it’s their first or second year in this division. Check their equipment (no toe cleats, jewelry or gum…) All players play all positions – this is a learning/developmental league. 1-2 SAMPLE FIRST PRACTICE DRILLS 0.) 1.) Jog around field – with or without ball – no stopping – don’t sit/or do fun warm-up drill Stretch a) b) c) d) e) f) g) h) i) head around & reverse arms around & reverse body around & reverse touch your toes & hold – knees straight calf stretch – each side seated quad stretch – legs spread touch & old toes 25 jumping jacks crazy 8’s 10 sit ups 2.) Make circle of cones – 20’ in diameter All kids bring ball into circle: - dribble right foot - dribble left foot - dribble inside feet - dribble outside feet - dribble head up drill Coach take away who’s left? Kids kick out other’s balls 3.) Throw in drill - have kids make giant W with their hands - ball directly behind head - bend knees - toes behind line - throw it “up the line” 4.) Discuss field positions & your expectations of responsibility… - make small field - give all kids a position to run to - mix them around – “move to X, or move to Y 5.) Play 2 goal dog fight (steal the bacon) - set 2 goals approximately 80’ apart - divide kids into 2 groups. Everyone stands to game side of field - give each kid a number – 1 through 5 - coach throws ball into center of field and yells “1”. 1-3 - Kids #1 run out and play 1 on 1. The players must touch the ball at least 3 times before shooting to the goal. 6.) Goal keeping & shots on goal with 2 goalies - describe correct stance for a keeper - divide a goal into halves. One goalie in each half. - other boys form a line at a safe distance away - coach rolls ball to a boy who kicks into the goal - if the ball goes in – the goalie who missed it runs to the fence and then to the back of the line. The child who scored has now won the right to be goalie 7.) Scrimmage - with another team or with your own team - move kids around - tell them to keep moving – “flow” - encourage shots on goal 8.) Talk - tell them how excited you are to have them on your team reiterate your expectations let them laugh/play and ask you questions get to know them and what makes them tick! go over game plays practice “holding back” when game is one-sided While waiting for parents, have them take shots on goal or play bocci 1-4 U-6 Page 1 of 11 SOCCER PRACTICE GAMES "Hit The Coach" * * * * (U-6 only) Teaches: Dribbling, kicking & teaches the Coach how to be funny Comment: A simple, fun game for U-6 Set-up: • Each player has a ball The Game: • Players stand shoulder-to-shoulder facing Coach who is about 5 steps away On "Go", the Coach runs slowly away while players dribble to chase him & try to hit him with the ball by shooting at him They get 1 point each time they hit him Recruit parents to help & split into 2 games or even 3, so it is less crowded Stay in a small area & have fun with this game <P. Play for about 5 minutes • • • • • Variation: • • Comments: Before starting, tell the players that if they hit you 5 times (total) you will make the sound of their favorite animal, like a dog or a cow, etc. When you are hit 5 times, stop & let them choose a sound. Then start all over. Try to stop about every 60 seconds. You can adjust by changing the number of required hits to 3 or 4 Whether children continue to play soccer will have a lot to do with whether it is fun at early ages. SoccerHelp Practice Games are designed to be fun, to teach important skills and concepts, and to keep players active. We don't use "knock-out" or elimination games which leave kids standing on the sideline and we don't use games such as "Crab Soccer" which are fun but have many kids crawling on the ground instead of learning t l Th th d f d ill th I t t b t Page 2 of 11 most are not well thought out, efficient, effective or fun. Most drills and games do not provide enough touches on the ball or the activity level is too low (i.e., there is too much standing around) to meet SoccerHelp standards. SoccerHelp Practice Games are selected from hundreds we have tried and less than 5% of the games we evaluate are selected for SoccerHelp Premium. We believe in positive motivation and don't believe in punishing a child who has tried their best but lost a Practice Game. Thus, we do not recommend punishing the losers or making the losers leave the game. Page 3 of 11 "Monster Invasion" **** (Dribbling & concept of a field, U-6) Summary: Set-up: Comments: Tell the players that a Monster is coming to try to steal their pet ball and they must keep it away from the Monster by dribbling it around the field (tell them they must stay inside the field). The Coach or a parent is the monster. Ideas: drag your leg like Frankenstein, make monster noises, wear a mask or make a face. Don't catch the players, just have fun. 1. A ball for every player. 2. Use disk cones to make a square field about 10 steps wide. Whether children continue to play soccer will have a lot to do with whether it is fun at early ages. SoccerHelp Practice Games are designed to be fun, to teach important skills and concepts, and to keep players active. We don't use "knock-out" or elimination games which leave kids standing on the sideline and we don't use games such as "Crab Soccer" which are fun but have many kids crawling on the ground instead of learning to play soccer. There are thousands of drills on the Internet, but most are not well thought out, efficient, effective or fun. Most drills and games do not provide enough touches on the ball or the activity level is too low (i.e., there is too much standing around) to meet SoccerHelp standards. SoccerHelp Practice Games are selected from hundreds we have tried and less than 5% of the games we evaluate are selected for SoccerHelp Premium. We believe in positive motivation and don't believe in punishing a child who has tried their best but lost a Practice Game. Thus, we do not recommend punishing the losers or making the losers leave the game. Page 4 of 11 1 2 3 Red Light Skill: Dribbling Number Of Players Required: Full U-6 team Equipment: 4 cones to mark grid and 1 cone and 1 ball for each player Grid Requirement: 20 X 20 yard grid Organization: Create a 20 X 30 yard grid marked with cones. All players are required to play within the grid and each player must have a soccer ball. How The Game Is Played: The coach stands on one endline with his back to the players who are spread along the opposite endline. Place 5 cones behind the coach, when the coach has back to the players, the players must dribble toward the opposite endline. Before the coach turns around he yells “1 2 3 Red Light” and then turns around. At that point all players must have stopped the ball with the sole of their feet. Any one seen moving is sent back to the endline. The coach turns his back again. Repeat. The first player to pick up a cone wins. Variations: Allow players to only use left foot, right foot, outside of R or L, or use inside of both feet. Use the endline in place of cones (first player to the endline wins). Bank Robbery Skill: Dribbling Number Of Players Required: Full U-6 team Equipment: 4 or more cones to mark grid, 10 to 12 soccer balls. Grid Requirement: 20 X 20 yard grid or circle can be used. Organization: Create a 20 X 20 yard grid marked with cones. All players are required to play within the grid. How The Game Is Played: All players are standing on a line (imaginary boundary line that marks the grid). The coach will yell “Bank Robbery”. At that time all players must sprint to the center of the grid collect a ball with her feet and return to the line as quickly as possible, stop the ball on the line and return to the center to get another ball. When all the balls have been collected the player who has collected the most balls wins. Variations: Allow players to only use left foot, right foot, outside of R or L, or use inside of both feet. Add more balls to the center and enlarge the grid. Big Bad Coach Skill: Dribbling Number Of Players Required: Full U-6 team Equipment: 4 or more cones to mark grid, 1 ball for each player Grid Requirement: 20 X 20 yard grid Organization: Create a 20 X 20 yard grid marked with cones. All players are required to play within the grid and each player must have a soccer ball. Page 5 of 11 How The Game Is Played: The players dribble around the area. The coach must attempt to kick the player’s ball out of the grid. Once a player has had her ball kicked out of the grid or has dribbled outside of the grid, she must bring it back into the area and stand with the ball above her head with her legs apart in a stationary position. Players can get back into the game only when a teammate passes their ball through teammates legs. Variations: Allow players to only use left foot, right foot, outside of R or L, or use inside of both feet. Coach should play at 20% speed. Increase the speed of play as the players become more comfortable with the game. “Coach Says” Skill: Dribbling Number of Players Required: Full U-6 team Equipment: 4 or more cones to mark grid 1 ball for each player Grid Requirement: 20 X 20 yard grid Organization: Create a 20 X 20 yard grid marked with cones. All players are required to stay in the grid and each player must have their own soccer ball. How the Game Is Played: The coach will explain that he or she will tell the players exactly what he would like the players to do. Like: STOP, START, SIT DOWN, SIT ON BALL, ONE FOOT ON BALL, SPEED UP, SLOW DOWN, ELBOW ON BALL, and so on. They must only react if “Coach Says” precedes the direction. Players should continue old activity if “Coach Says” did not precede direction. Variations: None Golf Skill: Passing and Shooting Number Of Players Required: Full U-6 Team Equipment: 12 or more pro cones to mark the grid with and one soccer ball per player. Grid Requirement: 25 X 25 yard grid with the center circle of a field some place in the grid. Organization: Create a 25 X 25 yard grid marked with pro cones with the center circle of the field located within the grid. All players with a soccer ball at their feet will be located outside of the grid. How The Game Is Played: Each player will attempt to strike his or her ball with correct pace so that it stops within the center circle. The first player to play five balls that stop within the grid will be declared the winner. Variations: Increase the size of the grid. Decrease the size of the circle. Page 6 of 11 Change the location of the circle or the players. Into The Well Skill: Throw-In Number Of Players Required: Full U-6 team Equipment: 10 or more cones to mark grid, 1 ball for each player and a trashcan. Grid Requirement: 5-yard diameter circle. Organization: Circle the players (5 yard diameter circle) around a target (trash can) with soccer ball in hand. How The Game Is Played: The players attempt to throw the balls into the trashcan all at once. The object is to improve the number of balls that go into the trashcan, not to have a winner. Have the teamwork on improving the number of balls in the target. Variations: Increase the circumference of the circle. Allow a parent to move around the circle carrying the target. Knock It Off Skill: Passing/Shooting Number Of Players Required: Full U-6 team Equipment: 14 or more cones, 4 to mark grid and 10 to place balls on, 11 soccer balls. Grid Requirement: 20 X 20 yard grid Organization: Create a 20 X 20 yard grid marked with cones. Place 5 cones with a ball on it along each end line. How The Game Is Played: The coach will roll a ball into the grid and say “Go”. Each team fights for possession. The team that gains possession attacks and the other team tries to regain possession. The game is won when all the balls on the end line that a team is attacking are knocked off the cones. If the ball goes out of play the coach will roll it back into the grid. Coach determines which team attacks. Variations: Can only shoot with the foot the coach designates. Let any team attack any ball, team that knock off the most balls wins. Have players on the same team alternate knocking off the ball (one player can’t knock off two in a row). Page 7 of 11 LA Freeway Skill: Dribbling Number Of Players Required: Full U-6 team Equipment: 4 or more cones to mark grid, 1 ball for each player Grid Requirement: 15 X 15 yard grid Organization: Create a 15 X 15 yard grid marked with cones. All players are required to play within the grid and each player must have a soccer ball. How The Game Is Played: All players dribble around in the grid. They must react to the following directions given by the LAPD (the coach). “Green” is go, “Yellow” slow down, “Red” is stop with foot on the ball for 3 seconds, “Crash” all must fall to the ground, and “Runaway Speeder” the coach runs in the grid and kicks the balls out of the grid. Variations: Allow players to only use left foot, right foot, outside of R or L, or use inside of both feet. Coach play nicely, they are children. Lion King Skill: Dribbling Number Of Players Required: Full U-6 team Equipment: 4 or more cones to mark grid, 1 ball for each player Grid Requirement: 20 X 20 yard grid Organization: Create a 20 X 20 yard grid marked with cones. All players are required to play within the grid and each player must have a soccer ball. How The Game Is Played: At the start of the game, players lie face down on the ground with their heads on the ball and their eyes closed. When the coach shouts, “Mufasa,” the players jump up and dribble their ball to the coach. Players must attempt to grab the coach’s hand as he moves around the grid. Variations: Allow players to only use left foot, right foot. The Coach needs to vary the speed at which they tag. The Mosquito Skill: Passing Number Of Players Required: Full U-6 team Equipment: 4 cones to mark grid, 1 ball for each player. Grid Requirement: 15 X 15 yard grid Organization: Create a 15 X 15 yard grid marked with cones. Place all players (exterminators) on one end of the grid with a ball at their feet. Coach (the Mosquito) will center himself at a mid-point of the grid. How The Game Is Played: The Mosquito will dash (as best he can) across the grid trying to avoid being hit with the balls that the exterminators are shooting at him. Before heading back to the starting point the coach will allow the players to collect their ball and line up on the other side of the grid for one more go at the Page 8 of 11 Mosquito. Variations: Tell players which foot to use. My Ball Skill: Dribbling Number Of Players Required: Full U-6 team Equipment: 4 or more cones to mark grid, 1 ball for each player Grid Requirement: 20 X 20 yard grid can also use a circle. Organization: Create a 20 X 20 yard grid marked with cones. All players are required to play within the grid and each player must have a soccer ball. How The Game Is Played: All players are standing on a line (imaginary boundary line that marks the grid) The coach will call out a player’s name, that player must sprint to the center of the grid collect a ball with her feet and return to the line as quickly as possible. The fastest player wins. Variations: Allow players to only use left foot, right foot, outside of R or L, or use inside of both feet. The coach can call two or three names at a time. Just have some fun with the game. One Pin Bowling Skill: Passing/Shooting Number Of Players Required: Full U-6 team Equipment: 10 or more cones to mark grid, 2 balls for each player and a cone for each player. Grid Requirement: 10 X 10 yard grid Organization: Create a 10 X 10 yard grid marked with cones. Place each player across from a cone with a ball placed on the cone located at the mid point of the grid. How The Game Is Played: One at a time each player tries to knock the ball off the cone directly in line with her. Let each player try it once before you start over from player 1. After each player has attempted five shots, the player who has knocked the most balls off the cone is the winner. Variations: Have players strike the ball with the left and right foot. Change the distance that the balls are away from the players. Try to get all five balls at the end of the grid by the end of the training session. Sharks/Minnows Skill: Dribbling Number Of Players Required: Full U-6 team Equipment: 4 or more cones to mark grid, 1 ball for each player and some type Page 9 of 11 of tail (piece of cloth) for each player. Grid Requirement: 20 X 20 yard grid Organization: Create a 20 X 20 yard grid marked with cones. All players are required to play within the grid and each player must have a soccer ball and a tail. The players are Minnows and the coach is the Shark. How The Game Is Played: The Minnows have a tail tucked in the back of their shorts. The Shark (coach) moves around the grid catching minnows by pulling out their tails. The minnows try to avoid the shark. When a minnow has lost its tail it must leave the grid. Conduct the activity without a ball first and then introduce a ball. Variations: Allow players to only use left foot, right foot, outside of R or L, or use inside of both feet. Tag Skill: Dribbling Number Of Players Required: Full U-6 team Equipment: 4 or more cones to mark grid, 1 ball for each player Grid Requirement: 20 X 20 yard grid Organization: Create a 20 X 20 yard grid marked with cones. All players are required to play within the grid and each player must have a soccer ball. How The Game Is Played: Explain how the game of Tag is played to the players. The coach will do the tagging. After a player is tagged they must sit-down. Variations: Allow players to only use left foot, right foot, outside of R or L, or use inside of both feet. Coach needs to vary the speed at which they tag and allow all players to be the last player to be tagged. Target Practice Skill: Passing/Shooting Number Of Players Required: Full U-6 team Equipment: 4 cones to mark grid, 6 or more hoops, 1 ball for each player. Grid Requirement: 20 X 20 yard grid Organization: Create a 20 X 20 yard grid marked with cones. Place 5 or 6 hoops (hula hoops work well) randomly within the grid. How The Game Is Played: One at a time each player tries to kick and have his or her ball stop within the hoop. The first player to keep a ball within all the hoops is the winner. After a miss the next player is up. Players can shoot from any place on the line. Variations: Allow players to only use left foot, right foot, or the outside of R or L. Page 10 of 11 Target Practice Two Skill: Passing/Shooting Number Of Players Required: Full U-6 team Equipment: 4 cones to mark grid and 6 cones to place soccer balls on, 7 or 8 soccer balls. Grid Requirement: 15X 15 yard grid Organization: Create a 15 X 15 yard grid marked with cones. Place 5 or 6 cones with soccer ball on top of them randomly within the grid. How The Game Is Played: One at a time, each player tries to knock a ball off the cones, one ball at a time. After a miss the coach resets the balls and next player is up. Players can shoot from any place on the line. The first player to knock all six balls of the cones is the winner. Variations: Direct the players to only use left foot or right foot. The Big Bad Bear Skill: Dribbling Number Of Players Required: Full U-6 team Equipment: 12 cones - 4 cones to mark grid the grid, 8 cones to make two caves and 1 ball for each player. Grid Requirement: 30 X 30 yard grid Organization: Create a 30 X 30 yard grid marked with cones. Players must stay within the grid. How The Game Is Played: The coach is the “Big Bad Bear” and the bear must try to capture the players. The players dribble around the area while the bear tries to capture them. The bear cannot capture the players if they hide in the cave. The players can only stay in the cave for 10 seconds and must go to the other cave to avoid capture. If a player is captured they become a Bear and help the Big Bad Bear capture the remaining players. Last player to be captured is the winner. Variations: All Bears must hold hands while trying to capture the remaining players. Bears must always be growling. The Big Snake Skill: Dribbling Number Of Players Required: Full U-6 team Equipment: 4 or more cones to mark grid, 1 ball for each player Grid Requirement: 20 X 20 yard grid Organization: Create a 20 X 20 yard grid marked with cones. All players are required to play within the grid and each player must have a soccer ball. How The Game Is Played: The players’ dribble around the area. All players form a snake like line; each player has a ball at his feet and must follow the lead Page 11 of 11 player (the head of the snake). When the coach yells “new snake” the player at the back of the snake runs to the front and becomes the head of the snake. Variations: Allow players to only use left foot, right foot, outside of R or L, or use inside of both feet. Ensure that all players become the head of the snake at one time or another. Have the players add their favorite soccer fake (move) when they are the head of the snake. To The Line Skill: Throw-in Number Of Players Required: Full U6 team Equipment: 4 or more cones to mark grid, 1 ball for each player and some thing that can be used for a line (rope, cones, or a piece of pvc). Grid Requirement: 20 X 20 yard grid Organization: Create a 20 X 20 yard grid marked with cones. Place all players at one end of the grid with a ball in hand. Mark a target line of some type placed about 2 yards apart. How The Game Is Played: The coach will have the first player in line attempt to hit the first target line with a Throw-in. Coach goes from player one to the end of the line. On the second throw-in the second target line will be the goal and so on and so on. Use a point system for the team outcome. If all five players hit the first line award five points. Two points for all that hit the second line. Try to top the previous total. Variations: None Treasure Hunt Skill: Dribbling Number Of Players Required: Full U-6 team Equipment: 10 to 14 pro cones that will be placed randomly in the grid, 1 ball for each player Grid Requirement: 20 X 20 yard grid Organization: Create a 20 X 20 yard grid marked with cones. All players are required to play within the grid and each player must have a soccer ball. How The Game Is Played: The coach yells “go” and the players dribble around the grid keeping the ball close. The object of the game is to collect as many discs as possible, while dribbling around the grid. Once all cones have been picked up, the player with the most cones is the winner. Variations: Allow players to only use left foot, right foot, outside of R or L, or use inside of both feet. U-8 to U-16 1 of 4 4 v. 4 Program 4 v. 4 System A complete program including set up, rostering and schedules. Practice Sessions with Drills • Instep Work A complete practice on shooting. • Technical Speed - Passing A complete practice on passing. • Passing A Complete passing practice. • 4 v. 4 Sessions Part of the NHSA 4 v. 4 System • Small Group Defending A complete practice emphasizing defending • Individual Tactics For Attack or Defense - 1 v. 1 • Technical Speed - Receiving A complete practice emphasizing receiving the ball Individual Drills Defending • Pressure • Pressure / Cover Defending • Four Goals - End Line • Two Sided Goal • Four Zone Game Goalkeeping "Some environments can be used to train goalkeepers and shooters as well. Again, just by putting keepers in these environments and making the situations competitive, they will better. The coach's expertise can enhance these environments. Let us know what you think." • The Triangular Goal Game • Breakaways • Catch 22 • Keeper Warm Up • Shot Stopper • Diving Speed Drill • The Shooting Square • Goalie Wars 2 of 4 • Bubba's Goalie Toss Game • Crosses Fitness Soccer players cover a total distance of about 6 miles during an average game. This distance is an accumulation of walking, jogging, cruising, and sprinting that is randomly spread throughout the game. Added to this is the fact that the movements are not only "straight ahead" running, but often involve agility running (change of speed and direction), running backwards, and sideways. What follows are selected games and activities that attempt to replicate the type of fitness demanded during a game. The activities vary in that some are individual activities, some small group activities and some large group. Notice that all of them involve the ball, and all can be played to keep score so that the activities become competitive and intense. Never are players standing on long lines, waiting to play. If they are waiting, it is to recover from intense activities. The best way to monitor fitness levels and work rates is by taking one's pulse. The average heart rate should be approximately 90% of maximum heart rate. maximum heart rate can be found by taking 220 minus the player's age (202 for an 18 year old player). Therefore for an 18 year old their average should be about 180 beats / min.. Or a range of about 160 - 200 bpm while working hard. Pulse rates can be found by taking the pulse for 15 sec, and then multiplying by 4. I would like to believe that the included environments are fun to play as well, thus, making fitness work not seem like drudgery. Try them out, and let us know what you think. • 1 v. 1 v. 1 • 1 + 1 v. 1 + 1 • Gates • Foxes & Hunters • Fitness Fun • Group Fitness • Team Fitness • Two Sided Goal • Two Team Keep Away • Corner Goals • Sit Down! • Transfer Boxes • The Crossing Game Favorites "What follows is a smattering of my favorite drills that I often use because of their effectiveness in teaching the game in and of themselves... just by playing these games, and keeping score so that the games are competitive, players will improve. Many of these games can be used to teach a variety of concepts or skills. Each individual coach's expertise that they bring to these 3 of 4 environments can only enhance the learning experience for the players. Try them out, and let us know what you think!" • The End Zone Game • Bread & Butter • War • Soccer Volleyball • 1 + 2 v. 2 + 1 • The Triangular Goal Game • Running Bases • Dribble to Score • Protect The Cone - Individual • Protect The Cone - Group • Protect The Cone - Team • Penalty Box Shootout • 1 v. 1 Possession / Penetration • Hospital Tag • Red Light - Green Light • 4 v. 4 v. 4 Keepaway • Escape • Receiving Through Gates • Gauntlet • 2 v. 2 From Corners • Monkey in the Middle • Moving Goal • Three Ball Keep Away • Steal The Bacon • Receiving Through Gates • Line Game • 1 v. 1 with Support Team Training It is essential that coaches take the time to train the entire team as a unit. This allows everyone to "be on the same page" as the team organizes their attack and defense. The following training ideas assist the coach in achieving some of these "TEAM TACTICS" goals. • Keeper To Keeper • Thirds Game - Goals In Middle • Thirds Game - Goals On Ends • Shadow Play • Shadow Attack 4 of 4 • 8 v. 8 To Goal • 8 v. 8 - 6 Goals • 8 v. 8 Individual Tactics In Defense And Attack Teams that win a majority of the individual duals during the course of a game generally end up being on top of the final result. The following are some games that particularly emphasize the individual duel both in attack and defense. • 1 v. 1 Battles • 1 v. 1 Basics • 1 + 1 v. 1 + 1 • 1 v. 1 v. 1 • War • 1 v. 1 Attacker Facing Goal • 1. v. 1 Attacker's Back To Goal • 1 v. 1 Wars Page 1 of 6 Practice - Shooting Warm Up 5 - 10 minutes. Activity level - Mild ramping up. Space: General. 1 - 2 Players per group. Instep Warm Up The Game A good warm up for sessions dealing with insteps. Start with players sitting down and kicking the ball out of their hands. Look for good technique - ankle locked, toe pointed, strike ball with laces, plant foot facing target, leaning forward, no spin on ball, head position. Progression • • • • • • Sitting Two insteps in a row Kick ball, stand up and catch it. While standing (moving), kick ball and catch it. Have the ball bounce in between touches, keep ball going. Two touches without ball hitting ground. Instep Passing Page 2 of 6 The Game In pairs, players make instep passes back and forth. Progression • • • • Start with ball being kicked after a bounce, dropped from hands.. Ball kicked from the ground. Increase distance. Restrict player to 2 touches. Small Game 20 - 25 Minutes. Activity level: Medium progression to high. Space: Defined space "smaller". 3 - 5 players per group. Instep Squares The Game Two squares are set up with two players in each square who are teammates. The more skillful the players, the smaller the squares are and the further apart they. are. The game starts when one team kicks the ball into the others' square. The receiving team must control the ball without it going outside of their square. Each player is allowed to play the ball with one touch. The team has 3 touches to get the ball into their opponents square. The ball may not stop at any time. Play stops when a shot misses the other team’s grid or is not controlled. Decide beforehand how high a ball may be played to be considered fair. Coaching Points • "Drive" the ball into the other teams grid to make it difficult to control • Good shooting technique • Encourage an aggressive "shooting mentality" • To receive the ball, get in the line of flight, yanking the first touch to "kill the ball" for your partner. • Prepare the surface that will receive the ball early • Keep the body balanced, weight on toes. Page 3 of 6 Team Game 30 Minutes plus. Activity level: High. Space: Defined for the game = larger space. 7 - 11 players per team. Steal The Bacon The Game Two teams, each player is designated a number. The coach calls out the numbers of the players. These players then run out from the endline to play the game. The coach serves balls from the sideline if the ball goes out of bounds or into a goal. Each group should play for a minute and a half of continuous action. Players waiting to come on should return loose balls to the coach, or act as "support" players, returning passes back to the team who made them. The number of players playing at one time depends on the coach's objectives. This game is best played 2 v. 2 or 3 v. 3. Coaching Points • Combination play • Seeking and taking shots • Attacking and defending principles of play Bread & Butter The Game Page 4 of 6 Three teams of 4 (A, B, C) and two keepers (X, Y). Team A attacks against keeper Y. If they score, they then quickly try to attack keeper X. At this time, team B leaves the field and takes the place of team C who were the supporting players on the endlines, supporting both teams. The supporting players support for both teams and can move along the end line. The are limited to one touch one the ball. Have an ample supply of balls ready in each net. Coaching Points • After scoring a goal, attacking players look to play quickly before the other team has a chance to come on and get organized. • Try to play the ball to target players. • Attacking and defending principles of play. 3 Goals The Game Start with two teams of equal number. Each team has 3 goals to defend and attack. Each team has one keeper who must defend all 3 goals. Play regular soccer rules. Coaching Points • Attacking team should try to change the point of attack away from the keeper, then proceed to get a quick shot off. • Defending team must try to force the attackers in one direction so their keeper knows which goal to defend. Warm Down 5 - 10 Minutes. Activity level: Low ramping down. Space: General, No specific boundaries. 1 - 2 players per group. Page 5 of 6 Central Goal Shooting The Game Player 1 starts in goal. Player A dribbles at speed to cone, stops the ball and shoots with the next step. After the shot, player A runs to become the new keeper waiting for player 2 to shoot. Player 1 gets ball and goes back to his side. Coaching Points • Watch for players backing up or moving to the side before they shoot. There should be no extra steps. • Set up several fields and have contests. • Teams should not wait to advance ball to cone and shoot immediately after the opponent shoots. • The drill makes players follow their shot, and the group will coach and remind the players. If they do not get to the goal, the opposition will have an open goal to shoot at. • Teams can keep score themselves. A goal counts if only below the height of the keeper and in between the markers. First to 5 wins or 3 minutes. Players should get quality repetition in short periods of time. • Coach can vary repetition by the number of players in each line. • Vary distance to goal and size of goal so players have success, then make it harder by increasing the distance and making goal smaller. • Encourage players to hit hard. Page 6 of 6 Same game as before but the shooter must strike the ball before the cone and on the move. Coaching Points • Watch for the plant foot being too far behind the ball, this will send the ball over the keeper's head. • Make sure starting position to cone distance is great enough to allow other player time to get to goal. • Progress further, allow players to dribble around the cone and then shoot. • Hips and plant foot should be facing goal when shooting. • Players should strike the ball with a smooth swing. Don't allow swing to be a sickle motion. • Players should look at ball when making contact. • Follow through on kicking foot and get to goal. Player A now dribbles directly between cone markers simulating a defender (cones about one step apart). Player chops ball to either side and shoots ball back to far post. Coaching Points • • • • Kicking foot and hips should be pointing toward far post. Follow through onto kicking foot. Eyes on ball during shot. Get to goal after shot. Page 1 of 5 Practice - Passing & Receiving Warm Up 5 - 10 minutes. Activity level - Mild ramping up. Space: General. 1 - 2 Players per group. Passing Warm Up The Game Players in the grid are without the ball, players on outside each have a ball. Inside players move around the grid freely, receive a ball from an outside player and return it as quickly as they can. Switch positions after a while. Progression • • • • • Return with one touch, then two touches, Receive with outside of the foot, inside of the foot, left foot only... Receive balls out of the air. Receive, do a dribbling move then return. Receive, turn and find a different target Coaching Points • Quality of first touch. Keep it outside your "footprints" so that it can be returned quickly. • Receive "sideways on" when shielding from an opponent, • Prepare surface as soon as possible. • Be first to the ball, get into the line of flight of the ball. • Check away, then back to the ball. • Make "eye contact" with the server. • Changes of speed and direction. • Teach turning moves when players need to get the ball back to a different server. Page 2 of 5 • Do not run "across" the server, check back at an angle. This makes it easier to turn and look back over your shoulder. Small Game 20 - 25 Minutes. Activity level: Medium progression to high. Space: Defined space "smaller". 3 - 5 players per group. Corner Passing Game The Game Players with the ball are put on the outside of the grid as shown. The other players pair up inside the grid and designate one person as the attacker and one as the defender (Attackers wear the same color). The attacking player must get free of their defender, receive a ball from any support player and play it back without losing possession. Coaching Points • Change of speed, change of direction. • Take defender away from the player you want to receive the ball from to create space for yourself. • Receive "sideways on: to create more time for yourself. • Make sure to rotate players. Variations • • • Attacker does 5 push ups at the end of the session for each time defender touched the ball. Attackers must 2 or 3 touch before returning the ball. Must return ball to different support player. Team Game 30 Minutes plus. Activity level: High. Space: Defined for the game = larger space. 7 - 11 players per team. Page 3 of 5 Targets The Game Start with three teams of equal numbers. The space should be rectangular in shape. Team A starts as free target players on all sides of space. Teams B and C play a game of keepaway. Passes can be made to the A players (they must return the ball to the passer's team). Count the number of consecutive passes. Ten equals one goal. After a specified time period, or a goal, rotate teams. Let the scoring team make the decision whether to become "targets" or stay in the grid. Coaching Points • Encourage good pace and accuracy of passes. • Pace should be fast enough so defenders can not intercept, and comfortable for the receiver to control. • Accuracy - Ball should be played to player’s feet. • Players need to make good decision on how to utilize targets to retain possession. Variations • Targets can only one touch the ball. • Field players must have 1, 2 or 3 touches, depending on skill level. • Award a goal if player can make a wall pass with target players. Bread & Butter The Game Page 4 of 5 Three teams of 4 (A, B, C) and two keepers (X, Y). Team A attacks against keeper Y. If they score, they then quickly try to attack keeper X. At this time, team B leaves the field and takes the place of team C who were the supporting players on the endlines, supporting both teams. The supporting players support for both teams and can move along the end line. The are limited to one touch one the ball. Have an ample supply of balls ready in each net. Coaching Points • After scoring a goal, attacking players look to play quickly before the other team has a chance to come on and get organized. • Try to play the ball to target players. • Attacking and defending principles of play. Match Conditions The Game An even sided game with full goals that is played like a real game but not necessarily with an 11 v. 11 format. The coach then observes if the training has had any effect on the player’s ability to meet the demands of the game. Coaching points can still be made but the coach focuses comments on the theme of the practice. If the session was a technical session, the coach focuses on the player’s body and sees if it is meeting the demands of the game technically. If the session was tactical, the coach focuses on what the player is seeing, and focuses on whether or not the player is interpreting the visual clues correctly and making the correct decisions based on what is seen. Warm Down 5 - 10 Minutes. Activity level: Low ramping down. Space: General, No specific boundaries. 1 - 2 players per group. Page 5 of 5 Keep Your Yard Clean The Game Create a 5 - 10 yard neutral area that no player can enter. Use a minimum of one ball per two players (for best results, use a ball for each player). On command, each team tries to keep it's side free of balls by kicking through the neutral zone to the opposite side. Play for a specific time limit. Variations • • • • • • Must use two touches. Only use inside of foot. Only use instep (laces) when kicking. Must do an escape move, then kick. Increase size of neutral zone for more advanced players. Use fewer balls. Page 1 of 6 Practice - Passing Warm Up 5 - 10 minutes. Activity level - Mild ramping up. Space: General. 1 - 2 Players per group. Numbers Passing The Game Players pass the ball to the player with the number one higher than their own. (eg. 5 passes to 6, 11 to 1). Ball travels through the entire team. First, allow unlimited touches, then two touches, not allowing the ball to stop, then one touch. Try playing with left foot only, outside of foot only, without talking. Coaching Points • • • • • Eye contact. Good passing technique. Angles of support. Proper weight of passes. Keep body open to the field of play Pass and Defend Page 2 of 6 The Game Groups of three, one ball per group. Player A rolls the ball (receiving ground balls) or tosses the ball (receiving air balls) to either player B or player C. In this example, player C must control the ball and get a completed pass to player B. While this is occurring, player A immediately challenges player C and tries to win the ball back. After successful pass, player C would then pick up the ball and repeat the activity as the defender. The defender is awarded a point for winning the ball back and gets to throw again. Coaching Points • Encourage defender to pressure quickly after the toss. Defender needs to work hard at closing down the space while the ball is in flight. • Receiving player's first touch should be away from the pressuring defender. • Player receiving the pass should move to create a clear passing lane. • Do not allow the receiving player to one touch the incoming toss. This is a receiving drill, as well as a drill that serves as a good warm-up for practices dealing with defenders. Small Game 20 - 25 Minutes. Activity level: Medium progression to high. Space: Defined space "smaller". 3 - 5 players per group. Numbers Up Keep Away The Game A basic keep away game. One team tries to keep the ball from the other team. Because the one team has an advantage, the amount of reps of the skill (ie. passing and receiving) is increased. There are many variations; lose the ball and go in the middle, play for a time limit, if you "split" the two defenders with a pass, you get a goal, play 3 v. 1, 5 v. 2, 6 v. 3. Coaching Points • Angle and distance of support must be good. • Keep hips facing the play. • Weight and accuracy of passes. Page 3 of 6 • Good passing technique. • Team shape, wide support and at height. • Defending - make play predictable by being patient. Targets Passing The Game Start with three teams of equal numbers. The space should be rectangular in shape. Team A starts as free target players on all sides of space. Teams B and C play a game of keepaway. Passes can be made to the A players (they must return the ball to the passer's team). Count the number of consecutive passes. Ten equals one goal. After a specified time period, or a goal, rotate teams. Let the scoring team make the decision whether to become "targets" or stay in the grid. Coaching Points • Encourage good pace and accuracy of passes. • Pace should be fast enough so defenders can not intercept, and comfortable for the receiver to control. • Accuracy - Ball should be played to player’s feet. • Players need to make good decision on how to utilize targets to retain possession. Variations • Targets can only one touch the ball. • Field players must have 1, 2 or 3 touches, depending on skill level. • Award a goal if player can make a wall pass with target players. Team Game 30 Minutes plus. Activity level: High. Space: Defined for the game = larger space. 7 - 11 players per team. Page 4 of 6 8 v. 8 with Corner Goals The Game 8 v. 8 played on half a field. Set up 10 yard squares in each corner of the field. These act as goals. A goal is scored when the ball is passed into the square and then out to a teammate. Each team can attack any of the four goals. Coaching Points • Keep the team balanced in attack and defense. Don't bunch up around one goal. • Look to attack the goal that is open. See if players can recognize where the pressure is. • It should be easy to keep possession since the defense has so many goals to defend. Be patient in attack and don't take unnecessary risks. • In defense, look to create opportunities to double team. Variations • • • • Play with two balls to open game up. Allow a goal if player dribbles in and out of square. Insist that passing goals require three players. Limit players to 2 touches End Zone Game The Game Page 5 of 6 Set up field as shown with a seven yard "Endzone" at each end. Score a goal by getting the ball from one "Endzone" to the other by passing or dribbling. Once a goal is scored, immediately attack going in the other direction. The end zones are "free". Only the attacking team can enter this area. Coaching Points • Attacking and defending principles • Counter attack • Passing and receiving Keeper to Keeper The Game This is a possession game that uses the keepers. Instead of trying to score, each team tries to pass the ball from one keeper to another. Keepers can play the ball with their hands. Coaching Points • In attack: Attacking principles of play. Always look to get the ball forward and to the keeper. especially, right when you get it from the keeper. Counter attack often. Since the flow of play changes quickly, players get practice in the back and front. • In defense: Must have pressure on the ball. Quickly get behind the ball when possession is lost. Prohibit counter attacks. • Keeper distributions Warm Down 5 - 10 Minutes. Activity level: Low ramping down. Space: General, No specific boundaries. 1 - 2 players per group. Page 6 of 6 Triangle Passing Drill The Game The triangle has sides of one yard in length. Player A passes the ball to player B. Player B receives the ball at position 2, after it has come out of the triangle. B then touches the ball to the side and returns it to A making sure the ball does not travel through the side of the triangle which it came from. The diagram shows 2 options for the return pass. Try to keep the game going as long as possible without making a mistake. Coaching Points • Passing and receiving warm-ups. • Preparing the surface before reception, keeping feet active. • Keep body facing the play. Use good technique. Progression • Allow unlimited touches to develop a feel for the game. • Restrict players to 2 touches, one to prepare ball, one to return it. • Ask the players to determine if there is an easier way to bring their first touch. (This should be towards the nearest cone - the cut becomes determined) • Nearest Cone forces player to take his eyes off the ball and look at the "field" in front of him. • Make the triangle 2 yards apart and see what happens. Page 1 of 4 4 v. 4 Practice Sessions 4 v. 4 The Basic Game Size of Field Depends on the age of players. Can vary from 30 yd. x 20 yd. up to 40 yd. x 25 yd.. The goals are 8 feet wide. The Team In Possession of the Ball • Can employ buildup by using the entire playing area in terms of length and width (spread out, possession). • Can learn and determine team shape, which, in a group of 4 resembles a diamond. • Can create goal scoring opportunities by taking action either individually or collectively. When the Other Team Has the Ball • The aim is to prevent goals from being scored by getting behind the ball and to regain possession of the ball. • Simple principles of defending are reinforced and amplified since there is no spare defender or goalkeeper. Page 2 of 4 4 v. 4 Line Soccer Variations of the 4 v. 4 Game Using slightly different sizes of goals, differing methods to score, and slightly altered size and shape of field can guide players to solve problems by emphasizing certain aspects of play. 4 v. 4 Line Soccer • Each team has a line to defend and attack. • Score a goal by dribbling the ball over any portion of the line that your team is attacking. • The size of the field is the same as a standard 4 v. 4 game, but it is turned sideways. The wider, shorter field allows for maintaining good shape (diamond), but also creates many good 1 v. 1 situations which challenges the player's dribbling skills. • Players need to evaluate and identify when to dribble and pass. This variation highlights: The correct attitude (when to take a risk aggressively) and the technical development and execution of dribbling. 4 v. 4 The Dribbling Game The Game Same field as the "Line Soccer" game, a wide, short field. teams can score in one of 2 ways. Passing into an open goal or by stopping the ball on the endline between the two goals they are attacking. Page 3 of 4 What The Game Incorporates • Vision • Changes in the direction and speed of play due to the shape of the field and presence of multiple goals. • Decision making skills because the player has a variety of options at his disposal (dribbling, passing, "shooting", changing directions) 4 v. 4 The Passing Game The Game Since the playing area is longer than it is wide, the emphasis is on creating length (height) in the game. In this game, there is a premium placed on playing the ball forward early. The ball can be played early: • To a target player who is coming back for the ball with a defender behind them (as shown in diagram). • To a player running forward away from the server. Scoring • Stopping the ball anywhere on the line. • Passing the ball through an open goal. This Game Emphasizes • • • • Vision Changes in direction and speed of play. Appropriate use of firm touch. Long and short passing. Page 4 of 4 Transitions The Game While one team attacks the large goal, the opposition attacks either of the two smaller goals. When the team scores in one of the two smaller goals, they must change directions and take a turn at attacking the larger goal. This Game Emphasizes • Attitude and confidence that is essential for scoring goals. (Large net) • Passing, shooting and dribbling skills required in the other 4 v. 4 games. • Transition awareness since the team can attack quickly in the other direction. • Team shape and the roles of each player because when there is a transition, the back becomes the front and vice versa. 4 v. 4 The Shooting Game The priority of this game is shooting and scoring. Since the field is wide and short, players should be looking to shoot almost whenever they get the ball. Game played like a regular 4 v. 4 match. Page 1 of 4 Practice - Small Group Defending Warm Up 5 - 10 minutes. Activity level - Mild ramping up. Space: General. 1 - 2 Players per group. Pressure The Game Groups of three, one ball per group. Player A rolls the ball (receiving ground balls) or tosses the ball (receiving air balls) to either player B or player C. In this example, player C must control the ball and get a completed pass to player B. While this is occurring, player A immediately challenges player C and tries to win the ball back. After successful pass, player C would then pick up the ball and repeat the activity as the defender. The defender is awarded a point for winning the ball back and gets to throw again. Coaching Points • Encourage defender to pressure quickly after the toss. Defender needs to work hard at closing down the space while the ball is in flight. • Receiving player's first touch should be away from the pressuring defender. • Player receiving the pass should move to create a clear passing lane. • Do not allow the receiving player to one touch the incoming toss. This is a receiving drill, as well as a drill that serves as a good warm-up for practices dealing with defenders. Small Game 20 - 25 Minutes. Activity level: Medium progression to high. Space: Defined space "smaller". 3 - 5 players per group. Page 2 of 4 Pressure / Cover Defending The Game • 2 v. 2, with goals marked out in the corner of the grid. • Have a regular game with periods of about 2 - 3 minutes in duration. • Have plenty of extra balls ready to keep the game flowing Coaching Points Defending principles of play • Pressure on the ball, do not let the first attacker's head to come up • Second defender must cover the goal as well as be aware of the second attacker • First defender tries to channel the attacker into the sideline and away from the second attacker.(This is easier to do since the goals are in the corners of the grid, the sidelines come up quicker.) • When first defender has made the play predictable, second defender tries to double team. • Make sure the defenders stay balanced, that they do not become too spread out, enabling the attacking team to make "splitting passes". • As soon as the ball is won, can they shoot? This is the best time to do so because the attacking team is not in a good defending posture. Page 3 of 4 Four Goals - End Line The Game 4 v. 4. Each team defends two goals and attacks two goals. Having the goals on the end lines makes this game more realistic as it forces the attacking team to have more of a direction to their attack. Coaching Points Defending principles • Defending become particularly challenging since the defending team has two goals to defend, essentially turning this into a 6 v. 4 game. • It is a good idea to allow each team to decide by themselves, at first, where they are going to try to win the ball. In other words, are they going to challenge the ball all over the field, or will they hang back and try to only defend the space close to their own goals? • Can they "channel" the ball into certain areas of the field to gain possession. • Can they apply enough pressure on the ball to limit the first attacker's options, and make the play predictable. A good session for U-12 players and above. Team Game 30 Minutes plus. Activity level: High. Space: Defined for the game = larger space. 7 - 11 players per team. Four Zones Game The Game A regular 11 v. 11 or 8 v. 8 scrimmage. Break the field into 4 horizontal zones. Award the defending team points when they win the ball back in a chosen zone. For example, the Blue team Page 4 of 4 might be given 3 points for winning the ball back in the first zone, two points for the second zone, one point for the third zone and no points for the fourth zone. This can change depending on where the coach wants the team to try to force the play Coaching Points • Try to get the players t work together, collectively, as a unit, with all 11 players aware of the defensive plan. • Can the defending team control the attacking team, making them play the ball in a certain area of the field, and then winning the ball there. • Make sure you give defending agendas to both teams. Warm Down 5 - 10 Minutes. Activity level: Low ramping down. Space: General, No specific boundaries. 1 - 2 players per group. Two Sided Goal Game The Game A 2 v. 2 game played to a two sided goal. Goals can be scored from either side. The game is a continuous flow game that is best played for 2 - 3 minutes. Coaching Points • • • • • • A good warm-up or cool-down game to teach defending and attacking skills. Defenders must make sure they cover the goal as well as the attacking players. Defenders must work at channeling the first attacker away from their support. Attacking team must be good at combination play to unbalance the defense. As soon as the ball is lost, defending team must get goal side. Try to attack immediately when the ball is won. Page 1 of 6 Practice - Individual Tactics For Attack or Defense - 1 v. 1 Warm Up 5 - 10 minutes. Activity level - Mild ramping up. Space: General. 1 - 2 Players per group. Numbers Dribbling The Game 1. Each player has a ball and dribbles freely around the grid. 2. The coach demonstrates 3 - 4 dribbling or control moves, assigning each a number. 3. As players dribble, the coach calls out a number and the players execute that particular move. Coaching Points 1. Emphasize keeping head up, change of pace, change of direction, ball control. 2. A good warm-up for any dribbling session Knock Out The Game Page 2 of 6 1. Each player has a ball. 2. The object of the game is to protect your own ball while trying to kick the other player's balls out of the grid. 3. If your ball is kicked out, retrieve it, do five push-ups and return to the game 4. The player that is knocked out the least amount of time wins. Coaching Points 1. Shielding sideways on 2. Tackling with nearest foot. 3. Make sure players do not hang out in the corners. Small Game 20 - 25 Minutes. Activity level: Medium progression to high. Space: Defined space "smaller". 3 - 5 players per group. One Versus One Basics The Game 1. 2 players play 1 v. 1 inside a grid. 2. Players outside the grid assist the practice, inserting balls when they go out and encouraging their teammates to work harder. 3. Rotate new players every 2 minutes or so. Try This Progression 1. Attacking player tries to get behind the defender whenever they are in the grid. Defender tries to gain possession of the ball. This is a continuous flow game, never stopping. If the attacker beats the defender, they immediately try to face the defender and beat them again. 2. Play where the attacker tries to stop the ball on the endline. 3. Play a game with goals on the endline to shoot through. Coaching Points Page 3 of 6 Attackers: • • • • • Keep balanced, short steps, knees bent. Always try to face defender, and take them on. Shield ball for possession, sideways on. When taking players on, drive towards leading foot. First fake the other. When attempting to face defender, make a "self-pass" to get away. Defenders: • • • • • • Keep balanced, short steps, knees bent, never square to attacker Try to channel attacker to sideline. Tackle after touch is made. Don't lunge. Angle of approach, speed of approach. Make play predictable. 1 + 1 v. 1 + 1 The Game 1. The object of this game is to get the ball from one target "A" to the other "B" without losing possession. 2. Each time this is done, it is worth one goal. 3. The attacking team keeps this sequence up until possession is lost (ie. they can score as much as possible). 4. If the ball goes out of bounds, it belongs to the other team. 5. Targets "A" & "B" may move along their line. Coaching Points 1. In attack o Encourage combination play between the players. o Have targets look for the player farthest away. Page 4 of 6 Check away from the ball to create space for yourself, check back for the ball at angles. o Receive the ball sideways on whenever possible. 2. In defense: o Make attackers play the ball back whenever possible. o keep the play in front of you. o Never get flat with each other. o Take away options for the attackers, make the play predictable. o Variations 1. 2. 3. 4. 5. Limit target players to one touch. Limit field players to two touches. Do not allow field players to play the ball back to the target they received it from. Play 2 v. 2 in the middle or 3 v. 3, size accordingly. Make field players play it to each other at least once before they make a goal. Team Game 30 Minutes plus. Activity level: High. Space: Defined for the game = larger space. 7 - 11 players per team. Passers & Dribblers Game The Game Two equal teams on a regulation field. Divide each team: half are dribblers (with a maximum of 5 touches before they shoot or pass) and passers (maximum of two touches). All soccer rules apply. If dribbler or passer breaks the restrictions, ball goes to the other team. Use different color pennies to identify dribblers and passers. Coaching Points 1. Each team must organize passers and dribblers so they are in the best positions on the field. Page 5 of 6 2. Make sure to rotate passers and dribblers. 3. Dribblers must control the ball, and dribble to shield if there are too many players around them or dribble to goal and beat opposing defenders. 4. Passers must receive the ball on their first touch and make good passes with the next touch. Don't allow them to just kick the ball away. It should be passed to a teammate. Match Conditions The Game 1. An even sided game with full goals that is played just like the real game but not necessarily with an 11 v. 11 format. 2. The coach then observes if the training has had any effect on the players' ability to meet the demands of the game. 3. Coaching points can still be made but the coach focuses his comments on the theme of the practice. 4. If the session was a technical session, the coach focuses on the player’s body and sees if it is meeting the demands of the game technically. 5. If the session was tactical in nature, the coach focuses on what the player is seeing and focuses on whether or not the player is interpreting the visual clues correctly or making the correct decisions based on what is seen. Warm Down 5 - 10 Minutes. Activity level: Low ramping down. Space: General, No specific boundaries. 1 - 2 players per group. Page 6 of 6 Snake Snake Dribble Divide players into groups of three or four. Middle player (B) starts with the ball. Player B must try to follow the head of the snake, Player A. Player C follows Player B. On command, B steps on ball and becomes new head of snake. Player A goes to the end and Player C now has the ball in the middle. Coaching Points 1. 2. 3. 4. Head of snake should move at different speeds, including stopping. Encourage moving in many different directions. Middle player must keep eyes up to see the head of the snake. Encourage use of man different surfaces of the feet in contact with the ball. Page 1 of 4 Practice - Receiving Warm Up 5 - 10 minutes. Activity level - Mild ramping up. Space: General. 1 - 2 Players per group. Toss and Control The Game Players move around the space freely, tossing their own ball in the air and trying to control it before it lands. Players dribble around controlling, then repeat the activity. Coaching Points 1. Have player's body touch ball before it first hits the ground. 2. Have players control first touch with different body parts: foot, head, thigh, etc. 3. Have players flick ball into hands before the toss, don't allow them to pick the ball off the ground with their hands. 4. watch for height. Encourage different heights. 5. Have players fake before their first touch, fake on way to first touch in the opposite direction. Small Game 20 - 25 Minutes. Activity level: Medium progression to high. Space: Defined space "smaller". 3 - 5 players per group. Page 2 of 4 Receiving Square The Game Define a space approximately 20 x 20. Each player should have a partner and one ball per group. One partner goes to the outside of the defined space with a soccer ball. The other partner goes into the space. On command, outside players pass the ball to partner, who must receive and turn the ball. While dribbling, the inside player must find a new outside player to pass to. After a successful pass, the inside player must move to any outside player with the ball and repeat the sequence. Coaching Points 1. Inside players must be moving toward the incoming pass. 2. Encourage players to turn the ball several ways inside, outside of foot. Use of both feet is important. 3. After the turn, encourage quick decisions on where to pass or dribble next. 4. Change player roles (inside/outside) every 2 minutes. 5. As players become more proficient at receiving and turning, encourage them to fake one way before receiving, then turn the opposite way. Team Game 30 Minutes plus. Activity level: High. Space: Defined for the game = larger space. 7 - 11 players per team. Keeper Game Receiving Page 3 of 4 The Game Play on your soccer field or across the width. Two equal teams, each with at least two keepers. keepers are allowed to move anywhere on the field and use their hands, but are not allowed to score. Field players can score one point by getting a header over the endline and five points for a header in the goal. Play a regular game. When keepers get the ball the only way they can pass to their field players is with underhand tosses to the player’s body or bowling on the ground to their feet. Coaching Points 1. This game allows keeper to use hands out of the penalty area to make sure players get plenty of good air balls and ground balls to receive. 2. It may be necessary to add or delete keepers for desired results. 3. Make rules only when necessary. 4. If keepers run too much with ball, allow them only four steps. 5. Keepers throwing to other keepers? Make it so they can not make a direct pass from keeper to keeper, they must use a field player. 6. Encourage keepers to attack and defend. Match Conditions The Game 1. An even sided game with full goals that is played just like the real game but not necessarily with an 11 v. 11 format. 2. The coach then observes if the training has had any effect on the players' ability to meet the demands of the game. 3. Coaching points can still be made, but the coach focuses comments on the theme of the practice. 4. If the session was a technical session, the coach focuses on the player's body, and sees if it is meeting the demands of the game technically. 5. If the session was tactical, the coach focuses on what the player is seeing, and focuses on whether or not the player is interpreting the visual clues correctly and making the correct decisions based on what is seen. Page 4 of 4 Receiving Through Gates The Game Two Players per gate. The gates are approximately two steps apart. One ball per group. First player must play ball on ground through the gate within two touches. The game continues until players can not get ball back through gate on the ground within two touches. Coaching Points • Player receiving the ball should get in path of ball before it arrives. • First touch should help player to get a good kick back through the gate.. • Keep score and rotate stations. • Receive with thigh, pass back with instep. • vary the serve to start the game: long balls, short balls, inside of foot, instep, outside of foot, weak foot only, etc. • Players should receive with one foot and play it back with another. Page 1 of 1 Pressure The Game Groups of three, one ball per group. Player A rolls the ball (receiving ground balls) or tosses the ball (receiving air balls) to either player B or player C. In this example, player C must control the ball and get a completed pass to player B. While this is occurring, player A immediately challenges player C and tries to win the ball back. After successful pass, player C would then pick up the ball and repeat the activity as the defender. The defender is awarded a point for winning the ball back and gets to throw again. Coaching Points • Encourage defender to pressure quickly after the toss. Defender needs to work hard at closing down the space while the ball is in flight. • Receiving player's first touch should be away from the pressuring defender. • Player receiving the pass should move to create a clear passing lane. • Do not allow the receiving player to one touch the incoming toss. This is a receiving drill, as well as a drill that serves as a good warm-up for practices dealing with defenders. Page 1 of 1 Pressure / Cover Defending The Game • 2 v. 2, with goals marked out in the corner of the grid. • Have a regular game with periods of about 2 - 3 minutes in duration. • Have plenty of extra balls ready to keep the game flowing Coaching Points Defending principles of play • Pressure on the ball, do not let the first attacker's head to come up • Second defender must cover the goal as well as be aware of the second attacker • First defender tries to channel the attacker into the sideline and away from the second attacker.(This is easier to do since the goals are in the corners of the grid, the sidelines come up quicker.) • When first defender has made the play predictable, second defender tries to double team. • Make sure the defenders stay balanced, that they do not become too spread out, enabling the attacking team to make "splitting passes". • As soon as the ball is won, can they shoot? This is the best time to do so because the attacking team is not in a good defending posture. Page 1 of 1 Four Goals - End Line The Game 4 v. 4. Each team defends two goals and attacks two goals. Having the goals on the end lines makes this game more realistic as it forces the attacking team to have more of a direction to their attack. Coaching Points Defending principles • Defending become particularly challenging since the defending team has two goals to defend, essentially turning this into a 6 v. 4 game. • It is a good idea to allow each team to decide by themselves, at first, where they are going to try to win the ball. In other words, are they going to challenge the ball all over the field, or will they hang back and try to only defend the space close to their own goals? • Can they "channel" the ball into certain areas of the field to gain possession. • Can they apply enough pressure on the ball to limit the first attacker's options, and make the play predictable. A good session for U-12 players and above. Page 1 of 1 Two Sided Goal The Game A 2 v. 2 game played to a two sided goal. Goals can be scored from either side. The game is a continuous flow game that is best played for 2 - 3 minutes. Coaching Points • • • • • • A good warm-up or cool-down game to teach defending and attacking skills. Defenders must make sure they cover the goal as well as the attacking players. Defenders must work at channeling the first attacker away from their support. Attacking team must be good at combination play to unbalance the defense. As soon as the ball is lost, defending team must get goal side. Try to attack immediately when the ball is won. Page 1 of 1 Four Zones Game The Game A regular 11 v. 11 or 8 v. 8 scrimmage. Break the field into 4 horizontal zones. Award the defending team points when they win the ball back in a chosen zone. For example, the Blue team might be given 3 points for winning the ball back in the first zone, two points for the second zone, one point for the third zone and no points for the fourth zone. This can change depending on where the coach wants the team to try to force the play Coaching Points • Try to get the players t work together, collectively, as a unit, with all 11 players aware of the defensive plan. • Can the defending team control the attacking team, making them play the ball in a certain area of the field, and then winning the ball there. • Make sure you give defending agendas to both teams. Page 1 of 1 The Triangle Goal Shooting Game The Game • Set up a triangular goal in the middle of a 50 x 50 grid. • Play an even sided game with both teams having their own keeper. • Both teams try to score through any one of the three sides of the triangular goal. • It is best to place the goal in the center of a 20 yard in diameter circle, with only the keepers allowed inside the circle. • If the keeper catches the ball, his or her team must take the ball outside of the grid before they may attack again. • Play with 2 balls for real excitement. • Goalkeepers may become attacking players when their team has possession. Coaching Points • • • • • Attacking and defending principles of play. Shooting Finishing Possession Goalkeeper positioning, shot saving and distribution. Page 1 of 1 Running Bases The Game • Players try to dribble their ball without being tagged. If they get tagged, they exchange places with the "tagger" • Have taggers carry a penny to distinguish themselves. Hand pennies over to the player that is tagged and use their ball to dribble. • Players are save in any one of the 4 bases. Only one player allowed in a base at one time. If a new players enters a base, the old player must leave. Variations For younger players: • • • Only one tagger Fewer bases Only one player in a base at a time For older players: • • • More bases and taggers. 2 players allowed in each base. Play with fewer balls: can only be tagged if you have the ball. or, if you don't have a ball (balls must be passed). Page 1 of 1 Dribble To Score The Game • Dribblers (in Red) try to dribble through the three zones occupied by the blue defenders. • Defenders must stay in their zones and try to kick any ball they intercept out of bounds. • Dribblers go three at a time. If the dribbler ahead of you in your line gets their ball knocked out, you may start right away. • As soon as the dribbler in front of you moves to the next zone, you can also go. • After beating the last defender, the dribbler must shoot the ball into the goal to get a point for their team. Coaching Points • Good dribbling technique. • Look for an opening..perhaps sending a teammate in early to act as a decoy, then, when the defense opens up, take that clue to penetrate. Variations • Put a "free zone" between each zone shown. The free zone can be 5 yards wide. • Once the dribbler gets in the free zone, they can rest before they take on the next defender. • You can also have people that make it into the free zone, leave their ball and assist the next person to try to get past the defender by passing. Page 1 of 1 Protect The Cone - Individual The Game Define a rectangular space. Each player starts with a ball and a cone. Each player must control their own cone while trying to attack and kick over other cones. Player must keep the ball under control while defending and attacking. When defending, try to block attackers by keeping your ball and body between the cone and the attacker. On attack, try to maneuver around defenders while controlling your ball to get a clear kick at their cone. If your cone is kicked over, you can set it up again after you do an exercise (sit-ups, pushups, etc.), dribbling move or juggling of the soccer ball. Coaching Points • This game allows players to stay included by doing some remedial exercise. Choose activities that can be performed quickly so players can get back involved. • Vary the activity to include exercises like pushups, sit-ups, cartwheels and also dribbling; pull backs, stepovers, touches on ball, hopping over ball, etc. • Make sure players control the ball while defending and attacking. • Watch for players who DEFEND or ATTACK more often. • Watch and help players determine when to attack and when to leave the cone, also when to defend and stay at home around the cone. • Help players remember to keep their body and the soccer ball between their cone and the attacker. • Explosive, quick move will help attackers maneuver around defender. Page 1 of 1 Protect The Cone - Group The Game Same space as in previous activity. Divide the group into four teams. Each teams sets up three or four cones to protect on one side of the space. Each player must have a ball. Group leader can choose a group captain. Captain must organize the group; which players will defend and/or attack. On command, the game begins with players defending their cones or attacking the other team's cones, while controlling their own soccer ball. When your cones are knocked down, your team can no longer attack. The team with the last standing cone is the winner. Coaching Points • Allow players to organize themselves with as little interference from group leader as possible. This will be a valuable experience for when they are playing in an organized soccer game. • Watch which players have the most success at organizing their group. But make sure all get plenty of opportunities to be the leader. • Watch the group dynamics and switch players so all get to work together. Page 1 of 1 Protect The Cone - Team The Game Same space and equipment as in previous activity. Combine the four groups into two. Set up four cones at each end of the rectangular space. Group leader should pick and offensive and defensive captain for each team. Allow captains 2 to 3 minutes to prepare the respective strategies. While controlling the ball, players must attack and defend the cones. The team with the last standing cone wins. Coaching Points • After one round, switch roles so captains and players get a chance at offense and defense. • Encourage players to kick away opponent’s soccer ball, while keeping their ball under control. • No player can attack or defend without their ball. Page 1 of 1 Penalty Box Shootout The Game • • • • Play takes place inside the penalty box. Play continues until keeper makes a save and maintains possession or until the ball goes out of bounds. Coach immediately serves a new ball when this happens. The team in possession attacks, the other teams defends. When possession is won, that team immediately tries to score. Coaching Points • Teams are encouraged to shoot rather than play "good soccer". • Look for half chances and rebounds. • If play becomes too bunched around goal, prohibit players from entering keeper's box unless in pursuit of a rebound.. Page 1 of 2 1 v. 1 Possession/Penetration The Game • 1 v. 1 in the middle. Offensive player attempts to receive ball from one of their target players and then play it to the other target on the opposite end of the diagonal. • Whenever they play the ball out, to one of the targets, they switch positions with the player they passed to. The target brings the ball into play and become the field player. • If defender wins possession of the ball, they start by playing it to any one of their targets, changing places with them when they do so. • Score can be kept by allowing a goal every time the ball is played out to the opposite target. Coaching Points For younger players: • • • • Focus on possession vs. penetration decisions of the field players. First attacker penetrates if possible, possesses when penetration is not possible. Start the activity having the field player just try to keep it from the defender, not allowing them to play the ball back. Teach escape moves at this stage as well as sideways on shielding. First attacker can then work on dribbling the ball sideways, across the field: 1. This allows the attacker to possess the ball individually. 2. It also opens up space for the second attacker who can thus immediately penetrate once a back pass is made, which often happens in a real game setting. 3. Attacker decides to penetrate with a dribble if they are able to: Face the defender If the defender is "lunging out" Page 2 of 2 • Has open space in front Defenders must look to constantly recover goal side and in line of penetrating passes. Page 1 of 1 Hospital Tag The Game All players with one ball in a defined space. Set up a second space for the hospital. Players must dribble around in the main space and try to tag other players while controlling the ball. If tagged, player must hold the part of the body that was touched by the ball. After player is tagged for the third time, he must go to the hospital. While in the hospital space, the players practice more dribbling. After competition, they come back to the game and begin to play with a fresh start. Coaching Points • Make sure players are controlling the ball while tagging others. • Encourage rapid changes of speed and direction. This will help them catch the other players by surprise. • Encourage players to attack while they have free hands, but when both hands are holding tagged body areas, they must employ defensive dribbling and go away from attackers. • Give players various dribbling moves, such as pull backs, step overs or quick feet. Try These Variations 1. Can only dribble with one foot. Use one sock up, the other down to help players remember. 1. Can only use the inside of foot to dribble. 2. Can only use the outside of foot to dribble. Page 1 of 1 Red Light, Green Light The Game Each player has a ball except the player designated as the light. Lines from start to finish should be approximately 20-30 yards. Players start a line opposite the light. The player who is the light faces away from the group and calls out "green light". Players begin to dribble towards the light. When the light turns around and calls out "red light", players must freeze their bodies and the ball. If the light catches players still moving, or dribbling, he send them back tot he starting line. The first player to cross the line where the light is standing is the winner and becomes the new light. Coaching Points • Encourage players to dribble under close control. • This drill promotes quick reactions and dynamic balance.. Page 1 of 1 4 v. 4 v. 4 Keepaway The Game • • • • Break up the squad into 3 equal teams, A, B and C. Two of the teams are on attack (A and B) and C defends. If a B player causes the attacking teams to lose possession, then all of the B's become defenders while the A's and C's attack together. Make sure play keeps flowing. Coaching Points • Communication. • Passing and receiving. • Team balance on attack and defense. • Attacking and defending principles • This game has the added element of peer pressure. Players do not want to lose the ball because it means their teammates will need to defend also.. Page 1 of 1 Escape The Game Seven players try to possess the ball. 15 passes equals 1 goal. 4 players are collectively trying to gain possession and get the ball out of the space. One goal each time they get it out. 3 points wins the game Page 1 of 1 Receiving Through Gates The Game Two Players per gate. The gates are approximately two steps apart. One ball per group. First player must play ball on ground through the gate within two touches. The game continues until players can not get ball back through gate on the ground within two touches. Coaching Points • Player receiving the ball should get in path of ball before it arrives. • First touch should help player to get a good kick back through the gate.. • Keep score and rotate stations. • Receive with thigh, pass back with instep. • vary the serve to start the game: long balls, short balls, inside of foot, instep, outside of foot, weak foot only, etc. • Players should receive with one foot and play it back with another. Page 1 of 1 Gauntlet The Game • • • Each player starts with an activity as shown, facing their partner. Players on Line X each have a ball. Each players starts the activity with their partner and advances down the line, repeating the activity at each successive player. Line Y players receive the ball and return it to the player in Line X that gave it to them. When a player gets to position A, they recycle and start again at the top of the line. Try These Activities • One touch back with either foot. (Make sure players go in both directions, up and down.) • Two touch returns, receiving with inside and outside of foot. • Pass back with inside or outside of feet. • Receive with thigh, pass back with instep. • Chest - instep • Chest - thigh - inside of foot. • Outside of foot volley. • Preparation touch with the head, back with head ("double header"). • Chest - head. • The possibilities are endless. Page 1 of 2 2 v. 2 From Corners The Game • • • • First player on each line comes into the game and plays 2 v. 2. Coach serves ball to one of the four corners. Game continues until goal is scored or the ball goes out of bounds. Coach immediately puts a new ball into play when ball is out of bounds. Coaching Points: Attacking • • • • • Playing quickly, one or two touch. Finding the open player with he best opportunity to score. Recognizing passing "seams". Passing and receiving. Combination play. Defending • • • Goalkeeping Recovery runs. Pressure, cover (first and second defender principles). Try These Variations: 1. Vary the type of the serve to each corner (high, low, hard, chipped, driven). 2. Increase the size of the grid for greater fitness demands (44 X 40). Page 2 of 2 3. Decrease the size of the grid to make the attackers play quicker (20 X 20). Page 1 of 2 Monkey in the Middle The Game • • • • • • Three teams, A, B and C. Teams A and B attempt to keep the ball from Team C by: 1. Possessing the ball using their own players. 2. Passing the ball over or through the middle zone to the other team waiting in their own zone. (Team A can pass to Team B as shown in the diagram) The defending team (Team C) is able to get out of the middle by: 1. Replacing the team that looses the ball out of bounds. 2. Dispossessing a team and making a pass into the other grid to the waiting team. (eg. Staling it from A and passing it to B). The defending team is only allowed to send three players into one of the grids at one time. The three remaining players must be back in the "middle" before the ball is sent into the other grid. They can not enter the grid until the ball does. If a ball is lost out of bounds, the coach immediately puts a ball into play in the other grid area, making the new defending team run to put immediate pressure on the ball. Make the grids bigger to allow attacking team more success, smaller to challenge them more. Coaching Points: 1. Transition 2. Attacking principles: Long passing, attacking shape, receiving long passes, support. 3. defending principles: Pressure, cover, balance, compactness, immediate chase. Make Sure: Page 2 of 2 1. If teams are not even, it is OK for a team to play one player down. 2. Keep the game flowing, if a ball goes out of bounds, immediately call out who is in the "middle" and put the next ball into play. 3. Defending team defends as a unit and keeps compact . 4. If the attacking team looses possession of the ball, they try to win it back before the defending team plays it out of their grid. Page 1 of 1 Moving Goal Moving Goal Game Two equal teams. Select two players to become the "moving goal". These players take the ends of a rope or beach towel and stretch it out as they move around the space. The other players play a game trying to score in the moving goal. Coaching Points: 1. Players should look at the ball during shooting motion. 2. Strike the ball with the instep (laces) with toe pointing down and ankle locked. This will give the players a firm hitting surface. 3. Hips should face the goal. Try These Variations: 1. Add two balls. 2. Add a second goal. With more goals, players will get more shooting chances and must play with their eyes off the ball. This will present more complex decision making. Page 1 of 1 Three Ball Keep Away Keep Away Start with two teams of equal numbers and three soccer balls. On signal, players try to possess as many balls as possible. On coach's command, play stops and the team in possession of two or more balls wins that round. Play several rounds. Coaching Points 1. Players must use skills of passing and dribbling to keep possession. They must also make decisions on where to run when they don't have the ball, when to pass or dribble, and whom to pass to. 2. Encourage players to hold the ball against pressure. Many players when faced with pressure from opponents will just kick the ball away. If player does decide to pass, it must be to another player. Try These Variations 1. Each player must hold the ball a minimum of five touches before passing. This will force more dribbling and shielding of the ball. 2. Each player has only two or three touches. Will force more passing of the ball. 3. Players may only use their "good" foot. 4. Players may only use their "weak" foot. (Help players remember which foot they're using by passing one sock down.) Page 1 of 1 Steal The Bacon The Game • Two teams, each player is designated a number. • The coach calls out the numbers of the players. These players then run out from the endline to play the game. • The coach serves balls in from the sideline if the ball goes out of bounds or into a goal. • Each group should play for about one and a half minutes of continuous action. • Players waiting to come on should return loose balls to the coach, or act as "support" players for those that are playing, able to return passes made to them. • The number of players playing at one time depends on the coach's objectives. However, this game is best when played in groups of 2 v. 2, or 3 v. 3. Coaching Points • • • Combination Play Seeking and taking shots Attacking and defending principles of play Page 1 of 1 Receiving Through Gates Receiving Through Gates Two players per gate. The gates are approximately two steps apart. One ball per group. First player must play ball on ground through gate to second player. Second player must receive and play back through the gate within two touches. the game continues until players cannot get ball back through the gate on the ground within two touches. Coaching Points: 1. 2. 3. 4. Player receiving the ball should get in the path of the ball before it arrives. First touch should help player to get a good kick back through the gate. Keep score and rotate stations. Vary the serve to start the game: Long balls, short balls, inside of foot, instep, outside of foot, weak foot only, etc. 5. Players should receive with one foot, play back with the other. Page 1 of 1 Line Game The Game Two teams of equal numbers. Coach calls out a number and that number of players go out into the field. The remaining players stay on the goal line, hold hands, and try to prevent goals. After a goal, or a period of play, coach calls out another number.. Coaching Points: 1. Call out different numbers, so players learn to interact with different subsets.. 2. Give advantages to certain teams so players can learn to deal with numbers of up and down situations (for example, red team 3 players, blue team 4 players). 3. After players understand the game, have them switch quickly. it is important that players control who comes out and how. This helps develop organizational skills and team dynamics. Try These Variations: 1. 2. 3. 4. Three touch: each player can use up to three touches. Double points if scored off a head ball. Double points if scored off combination (ie. give and go, take over, etc.). Setup: Only one player from each team is allowed to score. Page 1 of 1 1 v. 1 with Support The Game 1. Players in the grid play 1 v. 1. 2. Players A, B, C and D are support players, outside the corners, without a ball. 3. Attacking players get a goal when they make a pass to a support player and get the return pass. 4. Whoever has the ball is attacking, whomever doesn't is trying to win the ball. 5. Rotate support players with field players. Coaching Points: 1. 2. 3. 4. Good dribbling, shielding and passing technique. Make passes to support players when eye contact is made. Play away from your defender. Make sure you are keeping space open to receive the pass back. Try These Variations: 1. Make support players play with one touch. Page 1 of 1 Keeper to Keeper The Game 1. This is a possession game that uses the keepers. 2. Instead of trying to score, each team tries to pass the ball from one keeper to the other. 3. Keepers can play the ball with their hands. 4. Once they get it from one keeper, they receive it back again and try to attack going the other way. Coaching Points In Attack: • • • Attacking principles of play. Always look to play the ball forward, and to the keeper, especially right when you get it from the keeper (Counter attack often). Since the game changes directions frequently, players get practice playing in the back and front of the team. In Defense: • • Must have pressure on the ball. Quickly get behind the ball when possession is lost, prohibit counter attacks. Keeper distributions. Variations • • Limit field players to 2 touches. Do not allow keepers to handle the ball with their hands. Page 1 of 1 Thirds Game - Goals In Middle The Game 1. Break the field into thirds, placing the goals on the edge lines of the middle third. 2. Ball must be passed over the line to advance it up field. When ball is passed over the line, one attacking player may follow the pass into that new third. 3. Play with two balls to increase repetitions. 4. White team defends goal 'A', black team defends goal 'B' 5. Keepers can not throw the ball into the middle third. Coaching Points 1. Attacking and defending principles. 2. Passing and receiving. 3. Since teams must go 'around' goals, this game forces teams to play the ball down the flanks. Page 1 of 1 Thirds Game - Goals On End The Game 1. Field is broken into thirds. 2. Ball must be passed over each line, no dribbling or self passes over the line. 3. When the ball is passed over a line, one player from the initial third may follow the pass in. If possession is lost, they must return to their own third. 4. Team that scores the most goals wins. 5. Play with two balls to increase touches on the ball. Coaching Points 1. Attacking and defending principles. 2. 2. Passing and receiving. Page 1 of 1 Shadow Play The Game 1. Break the field into thirds, placing the goals on the edge lines of the middle third. 2. Ball must be passed over the line to advance it up field. When ball is passed over the line, one attacking player may follow the pass into that new third. 3. Play with two balls to increase repetitions. 4. White team defends goal 'A', black team defends goal 'B' 5. Keepers can not throw the ball into the middle third. Coaching Points 1. Attacking and defending principles. 2. Passing and receiving. 3. Since teams must go 'around' goals, this game forces teams to play the ball down the flanks. Page 1 of 1 Shadow Attack The Game The keeper starts with the ball. Have players line up in their basic formation. In this example we are assuming team is playing 8 aside. Players attack the opposite goal, trying to score. After the attempt at goal, repeat in the opposite direction. If you have enough players, organize another group to attack in the opposite direction. The two teams play through one another, no defense. Coaching Points • • • • • Activity leader should encourage wide players to stay wide, but make sure they get the ball. Demand that the players go to goal as in a real game. This should look like a real game. Demand players go to goal at speed. Watch the way the players attack: Do they pass most? Do they dribble most? Which players seem to control the attack. Try These Variations 1. 2. 3. 4. 5. 6. Get to goal in 15 seconds. All players must touch the ball before final strike at goal. Players only have 3 touch, 2 touch ,then 1 touch. Get to goal in as few passes as possible. Get to goal using to passes. Activity leader gives each player a number. At the start of each attack, the leader calls a number, and the team must organize so that player takes the final shot on goal. Page 1 of 1 8 v. 8 To Goal The Game Two teams playing 8v. 8 in the middle third of the field as marked. The team in possession of the ball tries to make a pass over the cones to a teammate that is coming out of the middle third. The passed ball must proceed the player running in. Defenders can not 'track-back' to defend. Once in, the attacker can play one on one with the keeper. Play is then started in the opposite direction with the keeper playing the ball into the middle third to a teammate. Coaching Points Attack: 1. 2. 3. 4. Good possession / penetration decisions. Playing the ball away from pressure in order to complete a 'good pass' into the final third. Combination play in order to get behind the defense. Quality of final service so that it does not go through to the keeper. Defense: 1. Quality pressure on the ball. 2. Group effort to 'keep the ball in front of us' 3. Good compactness. Try These Variations 1. Shooter must shoot first time, or limit the number of touches he may have. 2. If penetrating ball is a wide ball, another attacker may advance to receive a cross. 3. Allow 2 attackers and one defender in to the final third. Page 1 of 1 8 v. 8 - 6 Goals The Game 1. 2 teams of 8. 2. Each team defends their 3 goals, and tries to score in the opponents 3 goals. Team with most goals wins. Coaching Points Attack: 1. Vision, recognizing where pressure is coming from. 2. Possession / penetration decisions. 3. Switching the point of attack. Defense: 1. Pressure , cover, balance. 2. Defending zonally since the 3 goals force a team to defend 'numbers down'. 3. Immediate counter attack when ball is won. Try These Variations 1. Dribble through the goals instead of passing. (Make goals 10 yds.wide) 2. Goals must come off a 'one touch' 3. Limit attackers to '2 touches' Page 1 of 1 8 v. 8 The Game 1. Two teams of 8 play ~keep-away~ in the middle zone as marked. 2. If the defending team wins the ball, they immediately try to possess it. Coaching Points Attack: 1. 2. 3. 4. Moving with and without the ball. Angles of support. Team 'Balance. Vision. Defense: 1. 2. 3. 4. Immediate pressure when the ball is turned over. Cover. Making play predictable. Compacting space. Try These Variations 1. Limit attacking players to '2 touch' 2. Create a sequence where if an attacker takes more than 2 touches, the next touch must be a 'i touch' 3. After every fourth touch the area of play must be shifted elsewhere. Page 1 of 1 1 v. 1 Battles The Game Play one vs. one, trying to score through a 'two-side' goal. There is no out-of-bounds. The player in possession of the ball is the attacker, the other player, the defender. Play games of one minute in duration. Coaching Points 1. Individual defending: steer attacker away from the goal, tackle when ball is exposed, get goal side when possession is lost. 2. Individual attacking: try to face the defender whenever possible~ change of speed, change of direction; shield when trying to maintain possession. 3. Dribbling. Page 1 of 2 1 v. 1 Basics The Game 1. 2 players play 1 v. 1 inside a grid. 2. Players outside the grid assist the practice, inserting balls when they go out and encouraging their teammates to work harder. 3. Rotate new players every 2 minutes or so. Try This Progression 1. Attacking player tries to 'get behind' the defender wherever they are in the grid. 2. Defender tries to gain possession of the ball. 3. This is a continuous flow game, never stopping. If the attacker beats t defender, they immediately try to face the defender and beat the again. 4. Play where the attacker tries to stop the ball on the endline. 5. Play a game with goals on the endlines to shoot through. Coaching Points Attackers • • • • • Keep balanced, short steps, knees bent. Always try to face defender, and take them on. Shield ball for possession, sideways on. When taking players on, drive towards leading foot. First fake the other. When attempting to face defender, make a 'self-pass' to get away. Defenders • Keep balanced, short steps, knees bent, never square to attacker. Page 2 of 2 • • • • • Try to channel attacker towards sideline. Tackle after touch is made. Don't lunge. Angle of approach, speed of approach. Make play predictable. Page 1 of 2 1 + 1 v. 1 + 1 The Game • The object of the game is to get the ball from one target "A" to the other, "B" without losing possession. • Each time this is done, it is worth one goal. • The attacking team keeps this sequence up until possession is lost (they can score as many goals in a row as possible). • If the ball goes out of bounds, it belongs to the other team. • Targets can move back and forth along their line. Coaching Points In Attack • • • • Encourage combination play between the players Have targets look for the player farthest from the ball Check away from the ball to create space for yourself, check back for the ball at angles. Receive the ball "sideways on" whenever possible. In Defense • Make the attackers play the ball back whenever possible. • Keep the play in front of you. • Never get flat with each other. • Take away options for the attackers, make the play predictable, use sideline as extra defenders. Variations Page 2 of 2 • • • • • Limit target players to one touch. Limit field players to two touches. Do not allow field players to play the ball back to the target they received it from. Play 2 v. 2 or 3 v. 3 in the middle. Make field players play it to each other at least once before they make a goal. Page 1 of 1 1 v. 1 v. 1 The Game 1. Player 'C' starts on the endline and dribbles into zone 1, trying to get past defender 'A' 2. If 'A' steals the ball, 'A' tries to dribble past 'C', and over the end line. 3. If 'C' manages to get by 'A', 'C' continues through zone 2 and tries to beat 'B' over the end line. 4. If 'B' steals it, he takes on player 'A' who has been waiting in zone 1. Coaching Points Individual attack and defense. Attackers • • • Try to unbalance defender. Attack at pace, try to keep facing the defender. Change pace and direction. Defenders • Try to channel attacker towards sideline, use sideline as another defender. Variations • Allow defender 'A' to chase 'C' into zone 2 if beaten. 'C' must then hold 'A' off while at the same time moving towards taking on 'B'. This also makes 'C' not give up once beat, teaching them to recover 'goalside'. Page 1 of 1 War The Game 1. 'Dribblers' (in dark) try to dribble through the three zones occupied by the light defenders. 2. Defenders must stay in their zones, and try to kick any ball that is dribbled through out of bounds. 3. 'Dribblers' go three at a time. If the dribbler ahead of you in your line gets their ball knocked out, the next dribbler in line may go right away. 4. As soon as the 'dribbler' in front of you leaves the zone, the next 'dribbler' can also go. 5. After beating the last defender, the 'dribbler' must shoot the ball into the goal to get a point for their team. Coaching Points 1. Good dribbling technique. 2. Look for an opening... perhaps sending a teammate in early to act as a decoy, then when the defense opens up take that clue to penetrate. Variations 1. Put a 'FREE ZONE' between each zone shown. The free zone can be 5 yds. wide. 2. Once the dribbler gets in the free zone, they can rest before they take on the next defender. 3. You can also have people that make it into the free zone, leave their ball and assist the next person to try to get past the defender by passing. Page 1 of 2 1 v. 1 Attacker Facing Goal The Game Server passes the ball to attacker who tries to : • • Dribble under control over the endline for 1 point. Pass it through the small cone-goal for 3 points. If defender wins the ball and dribbles over the opposite line, they get a point. If the ball goes out of the grid, no points for either player. Players exchange positions. Keep score to make the game competitive. Coaching Points Defenders: 1. Try to close down the attacker immediately, during the time of flight of the ball. 2. If attacker receives the ball cleanly: • • • Do not lunge. Retreat a little slower than the attacker is moving forward Tackle only immediately after the attacker has touched the ball. Play the attacker honestly, but make sure to take away the pass into the goal. This is a 'channeling' motion, but can not be so extreme that it allows attacker to dribble right by the defender. Make sure that defender is in a proper stance. Knees bent, leaning slightly forward. One foot slightly in front of the other. Attackers: Page 2 of 2 1. Attack with speed. 2. Attack the front foot by faking towards the trailing foot, then exploding in the other direction. 3. Approach the defender with short, controlled strides. Page 1 of 2 1 v. 1 Attacker's Back To Goal The Game 1. Server passes the ball so that it stays in the grid. 2. Attacker is the only one able to play the ball initially. 3. Attacker attempts to turn with the ball and: a. Dribble under control over the endline for 1 point. b. Pass the ball through the goal for 3 points. 4. Defender attempts to: a. Win the ball and dribble over the opposite line for 1 point. If the ball goes out of the grid, no points for either player. Alternate roles. Coaching Points Defenders: 1. Do not allow the attacker to turn. Play him honestly. Do not let him know where you are by 'leaning' on him. He will use this over-commitment to turn you. 2. Tackle when the attacker turns, and only when certain of winning the ball. 3. If attacker turns, play them honestly, but deny pass into the goal. However, do not overplay this option too extremely as this will allow the attacker to dribble right by. Attackers: 1. Make a self-pass in order to escape pressure. Turn and face the defender as soon as possible. 2. When facing defender, take him on with speed. Use short, controlled steps. Page 2 of 2 3. Use quick changes of pace and direction. Page 1 of 1 1 v. 1 Wars The Game 1. Players play 1 v. 1 for 60 - 90 seconds. 2. Goalkeepers are in full sized goals. 3. If the ball goes out of bounds support player puts a ball into play immediately. Coaching Points 1. . Individual attacking and defending. 2. Dribbling. 3. Goalkeeping: Distribution. Coordination with defender. U-12 Page 1 of 8 TYPICAL TRAINING SESSION Here are some items that should be included in a U-12 training session: WARM-UP: A brief warm-up is appropriate in order to get the players thinking about soccer and to prepare them physically for the time ahead. This should involve individual or small group activities that involve the ball. Since there can be one theme to the session, hopefully, the warmup will lead into the theme of the day. Static stretching is also appropriate at this time, after the players have broken a sweat, again, hopefully done with the ball. The warm-up should get the players ready to play. It should be lively, fun, and engaging as well as instructional. There is nothing like a good, fast-paced activity to grab the player's attention and make them glad that they came to practice. INDIVIDUAL OR SMALL GROUP ACTIVITIES: Follow the warm-up with some kind of individual activity, not necessarily a real 1v.1 game, but some kind of activity where players act as individuals or cooperate in small groups in a game environment. An example would be a kind of keep-away game, or small sided games that bring out or emphasize a specific skill or topic. Keep players in motion at all times. Avoid having them wait on lines. Play games of "inclusion" instead of games where the "looser sits". Be creative. These players like "crazy" games with a lot of action. PLAY THE GAME: Small sided soccer can be used to heighten intensity and create some good competition. Play 4v.4 up to 8v.8. Be creative. Play with 4 goals, or 2 balls. Play with or without boundaries. Perhaps play to emphasize a particular skill (can only dribble the ball over a goal line in order to get a point). Use cones if you don't have real goals. Keep players involved. Have more than one game going on at a time if necessary. Switch teams often, give everyone a chance to win. Also, it is important that every player has a chance to shoot on goal as often as possible. Finish this stage with a real game with regular rules. Players need to apply their newly learned abilities to the real game. WARM-DOWN & HOMEWORK: Finish the session with a warm down. Give them some more stretches to do with the ball. You may want to review what you started the session with. Also, give them some homework so that they practice on their own. Challenge them with some ball trick. Can they complete a juggling pattern? Can one player kick a ball to a partner and then back without it hitting the ground? Can they do that with their heads? How many times can they do it back and forth? It is important to finish on time. This is especially essential if the players are really into it. Stop at this point and you will get an enthusiastic return. U-12 TRAINING IDEA 'NUMBERS PASSING' Here is a good warm-up that will get players prepared for a session on passing and receiving skills. It is an example of how players can be challenged in an environment that is dynamic and can demand specific, targeted technique that has direct implications to the demands placed upon Page 2 of 8 players during the real game. Since there is no pressure from an opponent, it is appropriate to use this activity during the warm-up. THE GAME: • • • • • • Assign each player a number. Players pass the ball to the player with the # one higher than their own # (eg: 5 passes to 6, 11 to 1.) All balls travel through the entire team. After they pass a ball, they must run to a different spot on the field. Players are first allowed unlimited touches, then only two touches, then one touch if they area able. Ask the players not to let the ball stop, or to let their pass hit other players or balls. TRY THESE VARIATIONS: • • • Left foot only. Outside of foot only. No talking allowed. ASK THE PLAYERS TO: • • • • • Make eye contact with the person they are passing to. Perform good passing technique. Keep their body and vision open to the field of play. Keep the person they are passing to in their line of sight. Be active. Look like a soccer player. U-12 TRAINING IDEA 'CORNER GOAL GAME' Here is a game that can be used in the middle phases of the training session. This game involves passing and receiving skills and is also a good activity for showing players the benefits of 'spreading out'. It is a dynamic game with a lot of running. It provides a lot of 'puzzles' for players to figure out and demands that they cooperate. THE GAME: • • • • Set up the field as shown on approximately half-field, depending on how many players are on your team. (16 players shown. It is OK if one team has an extra player. If there is an odd # of players on the team, that gives the players a different puzzle to solve.) 10 yd. 'squares' are set up in each corner. Goals are scored when the ball is passed into the square and then out to a teammate. Each team can attack any one of the four goals. Page 3 of 8 • • • Whoever has the ball is on offense until they loose possession, or if they kick it out of bounds. Score can be kept. Play with two balls at once to make the game exciting. (This will actually make the game two, separate smaller games going on at the same time.) Ask the players to keep spread out and to try to attack the goal that is 'open'. Keep possession; make the other team earn the ball. See if the players can recognize where pressure is coming from. 3-5-2 TEAM Team Formations: 3-5-2 The most recent formation to pop on the scene is that of the 3-5-2. This formation is often used by higher levels of competitors such as collegiate or professional teams. To be successful with this formation you must have exactly the right amount of talent. Because the talent is so precise to fit this formation, youth teams who randomly select members, often don’t have the luxury and talent to use this formation. DEFENDERS in the 3-5-2 formation consist of three athletes: a left fullback, right fullback and a sweeper (or center fullback). These three defenders must stay tightly together, no more than 1025 yards apart from each other at all times. They form a slight triangle in shape with the sweeper nearest his own goal. That means, from left fullback to right fullback the distance should be no more than 50 yards. These three fullbacks must work together, sliding back and forth across the field supporting each other and making sure that all attackers are accounted for. Generally, the two outside fullbacks will mark the two opposing forwards “man to man” all game long, leaving the sweeper free to help out whenever necessary. Because there are only three defenders, they are much less likely to make offensive runs. Only if they are absolutely sure that they will score or assist in a goal should they make an offensive run and leave the man their marking. Again, this defensive strategy is only for the most skilled of teams and very confident defenders. MIDFIELDERS in the 3-5-2 formation consist of five athletes. This formation allows for three central midfielders and two outside midfielders. Again, skill level comes into play here. This type of formation can not be run by a team unless the skill level is excellent. With three players in the middle it is critical that they all have tight ball skills as well as communication skills. They must all work together in attacking, defending, maintaining possession, winning 50/50 ball and controlling the overall pace of the game. These 5 midfielders can be murder on the opposing team if skilled, but they can also ruin a team’s chemistry and ability if not properly trained. It takes a very special group of individuals to create a successful 5 person midfield. FORWARDS in the 3-5-2 formation consist of 2 athletes. These two athletes have a very unique job. They must work together the entire game, rarely separating themselves by more then 10 to 20 yards. Together they must work to close off angles and defenders from clearing the ball out of the defensive areas. These two forwards must become so comfortable with each other that they Page 4 of 8 can predict where the others next move will be. It is very important for these players to be fast and agile. It is also important that these two players are in fairly good shape. Now that their are only two of them up there they have to pick up some of the slack for the missing third forward. With the additional, fifth player, in the midfield the forwards receive a little bit more help then they would from the 4-4-2 formation but still need to work together to produce. The 3-5-2 formation is definitely not for everyone. In fact it is not for the majority. It is good however to be familiar with it. Picking a formation is simply up to the coaching staff. You want to pick the system that will best exploit your talents and support your less talented individuals. Keep an open mind though when picking formations and don’t be afraid to try something totally new and unorthodox because who knows it could be the best formation yet. 4-3-3 TEAM Team Formations: 4-3-3 The 4-3-3 consists of four defenders, three midfielders, three forwards and a goalie (goalies are not counted for in the 4-3-3 equation). At one time this formation was the dominant style of play for teams at all levels. Currently it is a formation that is being used for younger groups of athletes just starting to play the game. It is the easiest and least complex formation to learn, understand and play within. Lately, due to the lack of scoring in American soccer this formation is making a slight come back in higher ranks, yet still plays second fiddle to the very popular 44-2, which will be explained later. DEFENDERS of the 4-3-3 formation consists of four athletes. The defensive positions consist of a left and right fullback, a sweeper and a stopper. The left and right fullbacks play in front of the goalie and behind the midfielders on their respective sides of the field. The sweeper plays in the middle of the field and is the very last defender. The only player behind him is the goalie, so this player needs to be very reliable. The stopper also plays in the middle of the field. He/she is positioned approximately 10 yds. in front of the sweeper. Set up correctly these four players should form a diamond shape. Left and Right Fullback Responsibilities- These two positions are probably the most varied positions in the game when it comes to skill level. What I mean by that is, at young ages (5-12) these players should focus mainly on defending their side of the field, and clearing the ball when necessary. They are responsible for sending balls long into space for the forwards to run onto as well as looking to play the ball into the feet of open midfielders. Speed is not all that essential for outside fullbacks at a young age. Now as the level of play increases (ages 13 through college) the outside fullbacks become much more then just defensive players. These outside fullbacks become essential members of the offense making runs up the sideline, at appropriate times, and looking for crossed balls for scoring opportunities. They can also carry the ball down the sideline and look to get crosses in themselves. In this case it is very important to have speedy outside fullbacks. They must be able to get up and down the field very quickly in case of a counter attack. It is very important that outside fullbacks do not get carried away with the amount of offensive runs. They must judge the opportunity and only go on the occasions they feel will actually result Page 5 of 8 in them touching the ball or taking a shot. If an outside fullback makes to many unproductive runs, they run the chance of getting tired and not being able to get back and defend their goal, like their job description indicates. Sweeper Responsibilities - The sweeper position is one of the most crucial positions on the field and should be manned accordingly. A sweeper needs to be smart, fast, skilled and very comfortable with his/her ability. Because they are the last line of defense they very rarely make offensive type runs. Their job is to control the back. They are the leader of the other three defenders and it is their job to back the other three up at all times. If the opposing team is coming down the right side of the field the sweeper needs to be ready and able to back up his right fullback if he/she gets beat. The sweeper needs to do it all. He/she must be able to clear the ball, send the ball to open space for the forwards (generally aiming for the corner flags), clear balls out with his/her head, control the other defenders, stop breakaways from happening as well as work with the goalie in setting up defensive situations such as corner kicks, free kicks etc. The sweeper is an extremely important player. Stopper Responsibilities- The stopper is generally a bigger player. Speed is not a must here but one thing that is a must is consistency. This player must do things the same way constantly and not be sporadic. I say this because if he/she gets beat in an unexpected manner, his/her only safety net is the sweeper who will most likely be so caught off guard by the mistake that they too will miss the ball and then a breakaway occurs. This player’s role is to simply stop attacks from happening. He/She is to strip the opposing team of the ball and distribute. The stopper is not a play maker or a showboat. He/she is the simplest player on the field. Win possession of the ball and get it to another player on your team. Although his/her tasks are limited, the stopper is still an extremely important player. MIDFIELDERS of the 4-3-3 consist of three players. A right midfielder, left midfielder and a center midfielder. These three players are generally the nucleus of your team. They are always in the middle of things and more often then not create most of a teams scoring opportunities. Midfielders must be able to play great defense as well as offense. These players must be versatile and very athletic. Outside Midfielders Responsibilities- The left and right midfielders should be the most fit players on the team. They will be asked to do an awesome amount of running during the course of a game. They must support the forward in front of them and compliment the defender behind them to be successful. These two players are often the ones who cross the ball in and around the goal. They must have strong legs and be very unselfish when it comes to scoring. They should not be shooting to much from their corners of the field. If they do wander into the middle of the field then they should be ready to shoot, but in most cases they will be running up and down the sideline hitting crosses in for the forwards to convert into goals. Center Midfielder Responsibilities- The center midfielder should be the most talented player on the field as well as the athlete with the hardest work ethic. Everything should essentially work through him and his presence must be known by all. He is responsible for switching the field of play from side to side, setting up forwards for shots, winning all 50/50 balls, playing great defense, shooting from distance and basically playing the role of “player coach” while on the Page 6 of 8 field. He/she must be a very vocal leader and instructor. The center midfielder has an advantage over every other player on his team, that being he is closer to every other player than anyone else. He/she can turn 360 degrees and should always have someone within 10 -15 yards away to pass to. They also have the opportunity to play the long ball into space for on-running forwards. This position is the most crucial and should be looked upon as so. FORWARDS for a 4-3-3 formation consist of 3 athletes. They are very similar to the midfielders in that they play straight across the field in a right forward, center forward, left forward fashion. There is a grave misconception about the forward position. Many believe that you are only an effective forward if you can score goals. Scoring goals is obviously an incredible attribute but a forward who sets goals up and collects assists is also very valuable. Some of the greatest forwards in the world are the ones who set big time goal scores up for all of their goals. That behind the scenes forward is important. Outside Forwards Responsibilities- These two forwards should always be looking to score. Their first thought should be shot, but their second thought should always be, is there a better way. These forwards are often the ones setting plays up. Often times the angles on goal that these players run into don’t equate into quality shots. Because of this they simply pass the ball towards the middle and allow the center forward to finish the job. These players should be good dribblers, and have at least one solid move that they can use to beat defenders. Speed is a nice attribute to a outside forward, but good skills can replace speed sometimes. Center Forward Responsibilities- This player should be the team’s best shooter. The center forward will be, or at least in theory, should be shooting the ball more times than anyone else on the team. This player should be fast and crafty with the ball. His/Her small ball skills should be excellent. They should be able to dribble and control the ball very close to their bodies and work well in tight places. More often than not, when coaching a team you will notice a player who just seems to have a knack for the goal. That is the player you want to play at center forward. He/She should be the most selfish player on the field. This doesn’t mean that they never pass the ball, but it does mean, when they have a mediocre shot, they take it. All other players should (most of the time) pass off mediocre shots but the center forward should always take the chance and use his/her abilities to the fullest. 4-4-2 TEAM Team Formations: 4-4-2 The 4-4-2 formation is the most popular formation in today’s game. It consists of four defenders, four midfielders, two forwards and a goalie. At first glance one might think that this formation would limit scoring due to the lack of forward power. This is not always true. In this formation, the midfielders and outside defenders are much more active in the offensive attack, thus resulting in goals. DEFENDERS of the 4-4-2 can play many different ways. They can play in the diamond formation, much like they would in the 4-3-3 formation. They can play flat across the back of the Page 7 of 8 field in a line. They can play in an arc shape, eliminating the stopper position and forming a double sweeper. They can also play three flat across the field with the sweeper hanging behind in the middle ready to clean up any mistakes. Which way you want to set your players depends a little bit on personnel and comfort. As far as responsibilities go, they are very similar to the responsibilities the defenders have in the 4-3-3 formation. The only difference occurs when you play in the arc with the double sweeper or if you play the flat back four. In these cases the position of stopper is eliminated and you are left with two players that fulfill the role of sweeper. Generally you will use one of your sweepers as strictly a man marker. You pick the opposing team’s best attacker and have your extra sweeper mark him all game long. Other than that, the defensive rolls are all the same. MIDFIELDERS of the 4-4-2 consist of four athletes. The right and left midfielders still exist and carry out the same duties as with the 4-3-3 but a new member of the midfield moves in. This addition to the midfield plays in the middle of the field alongside the center midfielder. The two become an offensive/defensive duo and do their best to hold the middle of the field and control the game. Often times one player will take the roll of attacking midfielder and the other the role of defensive midfielder, although those labels are not branded in stone. These two central midfielders may swap roles as long as they communicate and let the other know when a switch is occurring. These four midfielders start looking a little bit like the defensive diamond mentioned in the 4-3-3 formation. Because the middle of the field is now occupied with two central players, the defense can afford to eliminate the stopper position, due to the excess help in the central midfield. The attacking midfielder is expected to also step up the other way and help produce some offensive scoring power though, now that the extra forward slot has been removed. FORWARDS of the 4-4-2 consist of only two athletes. These two athletes have a very unique job. They must work together the entire game, rarely separating themselves by more then 10 to 20 yards. Together they must work to close off angles and defenders from clearing the ball out of the defensive areas. These two forwards must become so comfortable with each other that they can predict where the others next move will be. It is very important for these players to be fast and agile. It is also important that these two players are in fairly good shape. Now that their are only two of them up there they have to pick up some of the slack for the missing third forward. The attacking midfielder, as mentioned above, should also help pick up some of the slack but the responsibility of scoring goals is still that of the forward so they must really work hard and work together to accomplish their goal. At this age, players are finally developing the physical abilities to do the things they have seen and watched their coaches demonstrate time and time again. Soon, athletically advanced players will be ‘taking’ over during games and practice. Be sure to remember to avoid “elimination” drills. The U-12 group may begin to get contradictory, and may talk back to the coach more and more frequently, especially during sprint workouts. Stay calm and don’t cut any slack, simply expressing that good soccer players must and will practice. As these age groups have noticeably increased motor skills over their U-8 counterparts, more complicated sprinting and agility drills can be helpful. In particular, drills using ‘dot mats’ can be very effective. A dot mat can be purchased (see www.jumpusa.com), but it is just as easy to make one at home with a big poster board or large roll of thick paper. The mat should be Page 8 of 8 approximately 40 inches by 20 inches. Draw two red dots in each right corner of the mat, two blue dots in each left corner, and one half blue, half red dot in the center. 2-1-2 Dot Mat Drill Rules: The red dots represent the right foot and the blue dots the left foot. The combo/center dot represents that both feet land on this dot together. Start on the center dot (feet together). Hop forward and land with one foot on each edge dot. Upon landing, immediately hop backwards to the center dot and then hop backwards to the other edge dots. Upon landing, immediately jump back to the center dot. Perform the drill for 10 or 15 seconds. Count repetitions by the number of foot touches on the center dot in the time period. U-14 Page 1 of 3 U-13 and U-14: DEVELOPMENT OF INDIVIDUAL SKILLS, INDIVIDUAL AND SMALL GROUP TACTICS. HIGH PRIORITY: The importance of possession: DO NOT GIVE THE BALL AWAY!!! Development of individual skill. All practices must challenge the player in competition. Understanding of combination play: 1. Support 2. Takeovers 3. Wall pass Individual and small group defending. One session in three devoted to 1v1's, 2v2's, 3v3's. Develop an understanding of: 1. 2. 3. 4. Delay Tracking back Depth Balance LOWER EMPHASIS Functional play, Team play, Set Plays. All activities should be challenging, motivating and involve TRANSITION!!! Basic Sprinting Set two cones out about 50 yards from one another and have players sprint from one cone to the next. A variation can be to have the players 'start,' or take off, from different 'scenarios,' i.e. after heading a ball, after sending a pass, etc. Slow to Start This drill is the same as the first (Basic Sprinting) but have the players jog for 20 yards or so before they begin sprinting. This works to improve acceleration when the players are already moving, because how often are players really standing still on the field? Hills Run the same sprint up a slight incline (20 to 30 degrees). This develops power as well as acceleration. Add the slow start as a variation. Then do the sprints down the same hill (called overspeed training) to improve coordination while sprinting. Page 2 of 3 Repetitions Set the cones out at 40-50 yard intervals. Have players sprint for one interval, then jog the next interval, for five intervals. Walk back to start, use this walking time for recovery. Weaving Sprints Have the players weave in and out of the cones while they sprint. Partner Sprints Have the players choose partners. Have one player follow another. The leader can jog, sprint, and turn at will, and the second player must mimic these actions, with cones or without. This drill is beneficial for improving reaction time. Unfortunately, at this age many soccer players have already developed habits and techniques that may use fouls rather than clean aggressive play during their one-on-one confrontations on the field. As a coach, it is your duty to always review the basics, including why it is so important not to foul on the field. One good drill to use to study your players' techniques and abilities and teach (or re-teach) them the differences between dangerous and aggressive play is a drill called Four Corners. This drill pits four players against one another at a time, so as a coach, you have the opportunity to watch your players interact with opponents and a teammate. You can instruct them on how to avoid fouling and/or how to become more confident and aggressive in one-on-one situations. In Four Corners, you'll need: an area 30 x 30 yards, one ball, four players, and one feeder (the coach can act as the feeder): Rules: Place each player at each corner of a 30 x 30 grid, and put the feeder with the ball just outside of the grid on the middle of one side of the grid. The feeder then kicks, tosses, punts, or volleys the ball into the middle of the grid. The first player to reach the ball must then establish possession and keep the ball from the other players for at least five seconds (use the second hand on your watch). If the player keeps control for five seconds, he then passes the ball back to the feeder. If another player takes the ball from the first player before the five seconds are completed, the clock starts over and he must keep the ball for five seconds as well. A variation is using teammates—the “winner” of possession may use his teammate to keep the ball away from the other two players. This drill gives a coach ample opportunity to watch how his players are getting control of the ball and/or trying to keep the ball from one another. Stop the drill if a foul occurs and explain why this type of move will not work on the field and may result in a costly penalty kick against the team. Encourage players who shy away from the ball to get in on the action. Page 3 of 3 Good variations on the Four Corners drill include varying the types of passes sent by the feeder, having the players complete 3-5 passes before sending the ball back to the feeder, adding more players to create 3 v. 2 or 3 v. 3 situations, and switching possession in case of a foul. U-16 Page 1 of 1 U-16: DEVELOPMENT OF GROUP SKILL / TACTICS. HIGH PRIORITY: Development of individual skill should be covered in the warm-up. Understanding of combination play: 1. 2. 3. 4. 5. Support Takeovers Wall pass Third man running Overlap DO NOT GIVE THE BALL AWAY!!! One session in three devoted to 3v3's, 4v4's, 5v5's. Develop an understanding of: 1. 2. 3. 4. Depth -- role of strong side defenders. Balance -- role of weak side defenders Compactness Communication -- who, what, when. LOWER EMPHASIS: Functional play, team play, set plays. All activities should be challenging, motivating, and involve TRANSITION!!! Team Roster Here 2-1 Division Age Groupings Players are assigned to teams in the following age groupings: Division Under 6 (Division 7) Age (at 7/31) 4 ½ years Length of Games 24 minutes Under 8 (Division 6) 6-7 years 40 minutes Under 10 (Division 5) 8-9 years 50 minutes Under 12 (Division 4) 10-11 years 60 minutes Under 14 (Division 3) 12-13 years 70 minutes Under 16 (Division 2) 14-15 years 80 minutes Under 19 (Division 1) 16-18 years 90 minutes Other No goalkeepers, five players on the field Seven players on the field; players play at least 3 quarters (only 2 as goalkeeper) Nine players on the field; players play at least 3 quarters (only 2 as goalkeeper) Players play at least 3 quarters and must play at least one quarter on the field Players play at least 3 quarters Players play at least 2 quarters Players play at least 2 quarters 2-2 Laws of the Game - What a U10 Coach Must Know The laws of the game are governed by FEFA (see www.fifa.com). AYSO uses these laws with modifications made for their application for matches for players under 19 years of age. • • • • • • • • • The field must be safe to play. Opposing teams and spectators are to be on opposite sides of the field. Spectators, parents and players are within ten yards of either side of the half-line. Coaching to take place only within ten yards of either side of the half-line. All persons must be one yard off the field. Division U10 uses a size 4 ball - be sure the ball is properly inflated (press – ¼ inch) All players must wear AYSO issued uniform. Shin-guards must be kept covered with socks. Soccer cleats are recommended (but not mandatory) - absolutely no softball cleats! Absolutely no jewelry, watches, pants/sweats, friendship bracelets, earrings, headbands, wrist sweatbands, hats/visors [Exception - medical bracelets must be taped over, goalkeeper may wear hat/visor and pants/sweats]. No splints or casts are allowed. Be prepared to start the game at the scheduled time. Two twenty-five minute halves are played. Half time is a minimum of 5 minutes, maximum of 10, at discretion of referee. Substitutions must be made only at quarters, half-time or to substitute for an injured player. Sliding tackles are not permitted. Division U10 Region Law Modifications Our region made the following changes to the Laws of the Game specifically for division U10 play • • • Goalkeepers may not play more than 2 quarters in goal. Goalkeepers must play at least one quarter on the field. Each player must play at least three quarters of each game. Goal kicks are to be taken from anywhere in the Penalty Area. Line-up Card Administration Please refer to the handout provided. 2-3 Under 6 (Division 7) The Under 6 league is one of the first experiences a child will have with team sports. Emphasis is placed on skill development and the enjoyment of putting on a uniform and playing with teammates. Teams gather for one hour on Saturday. Basic skills are taught in a 20-minute practice session which precedes a game. A game consists of two 12-minute halves. Scores are not kept so that fun and skill development, not competition, are the major focus. It is important that overzealous parents or spectators don't impose expectations that are beyond the skill and maturity level of the children. Coaches act as referees. This division is intended to introduce children to team play and some concepts and skills of the game of soccer. Under 8 (Division 6) • Each child will be allowed up to two throw-ins at a given time before the ball is turned over to the opposing team. • There are no direct free kicks. All fouls will be awarded indirect kicks, including those in the penalty area. Slide tackling is not permitted. • Goal kicks shall be taken from the top of the penalty area, with all opposing players at least 10 yards away. • Each team will provide a parent volunteer to referee games. An Under 8 Referee Clinic will be provided for parent volunteers. The emphasis will be on teaching proper ball control techniques. With skills developed at an early age, strategy can be emphasized, as the players grow older. No league standings are kept. Under 10 (Division 5) • Slide tackling is not permitted. • Goal kicks shall be taken from the top of the penalty area, with all opposing players at least 10 yards away. • No league standings are kept. • Two year end, blind draw, single elimination tournaments shall be held; weather permitting. All Other Divisions • No other special provisions. 2-4 Game Day All Games are scheduled for Saturdays. Actual Schedules & Locations will not be available until the all Coaches meeting August Players should be at the field at least 30 minutes before game time. The games are scheduled to start 10 minutes after the previous game. There is no room for tardiness. The games are 50 minutes in length. Players must wear complete uniforms to the game. The referee will check this and anyone not complying may not be allowed to play. Complete uniform includes Team Jerseys, Shorts & Socks, and Shin Guards (under the sock) & Shoes. Jerseys must be tucked in! Soccer Balls should not be brought to the games, but water and or other liquids should be brought for each player. We encourage enthusiastic and positive cheering. We are trying to set a good example for our children and teach them good sportsmanship. We and AYSO will not tolerate any abusive or disruptive conduct towards, Referees, Coaches, or Players on either Team. Please leave the Coaching during the game to the Coaches. The Field Of Play: • • • • Opposing spectators are to be on the opposite side of the field. All Coaching must take place within ten yards on either side of the half line. No Spectators or Coaches shall be behind the goals. All spectators must be one yard away from the field. Many fields have a "spectator line" to help guide Coaches and Parents. 2-5 Tools for Parents The following ideas may be helpful for being an AYSO supportive parent: Conversations before the games • • Tell your child you love him/her regardless of the outcome. Tell him or her "Go for it, give it your best shot and have fun!" During the game • • Understand that kids are over-stimulated during games. The coach is yelling instructions, opponents and teammates are talking, the crowd is cheering, and the. referee is blowing the whistle. To a youth sports participant the atmosphere is much like that of a fighter pilot with enemy jets racing all around. Do not yell instructions to your child during the game, since it only adds to the confusion. Sometimes the best thing you can do as a parent is to be quiet. Cheer and acknowledge good plays by both teams. After the game • Thank the officials for doing a difficult job. • Thank the coaches for their efforts. Understand that after a difficult loss is not a good time to question a coach. • Thank your opponents for a good game. • Congratulate your child and his or her teammates for their effort. • Compliment individual players on good plays they made in the game. During the car ride home • • • Point out a good play your child made during the game. Avoid criticizing or correcting mistakes. Ask open-ended questions about how the game was played rather than how many points were scored. Examples of open-ended questions that might apply: "Did you have fun?" "Did you give it your best effort?" "What did you learn from the game?" "What was the best play you made and how did it feel?" " Did you bounce back from your mistakes?" AYSO recognizes the efforts and advancements made by the Positive Coaching Alliance "In honor of the game." Furthermore, we thank Dr. Jim Thompson for help in creating the AYSO Parent Pledge. 2-6 Lineup Card Administration 1. Coach prepares top portion of card and enters names in order by jersey number (not alphabetical) to make it easier for the referee. 2. Coach marks players who are OUT and who is in goal each quarter. Remember all players in division U10 and U8 must play 3 quarters with a maximum of 2 quarters in goal. 3. Referee completes bottom portion of card and reverse side of card (required in all divisions). 4. Referee - completed cards should be dropped in box at Carlos DeMarchena's home, 418 Hill Way, San Carlos (cross-street Alameda de las Pulgas) or sent by mail. 5. Questions? Call Carlos DeMarchena at 592-1657 or 368-3521. 2-7 2003 U10B ******* NO HEADING OR SLIDE TACKLING IN U10 ******* 2-8 San Carlos AYSO - Player Development ARTICLE EIGHT Section 7.32. Player Development Recognizing that one of the most important missions of San Carlos AYSO is to have all participants develop versatility as soccer players, with a thorough understanding of the game of soccer, all coaches shall teach all of the positions to all of their players, regardless of ability. Further, coaches are expected to play each player for a minimum number of games (minimum = two games or four halves or eight quarters) in each of the Forward, Midfield, and Back lines. We encourage kids to experience the Goalkeeper position for a full understanding of the game. This player development guideline applies to Divisions U6, U8, U10, U12 and U14. July 2003 - S/C AYSO 2-9 SAN CARLOS AYSO SPORTSMANSHIP POLICY In order to promote the AYSO philosophy of good sportsmanship, the San Carlos AYSO Board has adopted the following policy: 1. Prior to each game, players and coaches will meet in the middle of the field to shake hands in a show of positive sportsmanship, with the expectation that this will continue throughout the game. 2. Referees for the Under 6. Under 8, and Under 10 Divisions will be supplied with pins to reward players after the game for displays of positive sportsmanship. These will be handed out at the discretion of the referee. 3. At the conclusion of each game in the U10, U12, and U14 Divisions, referees will give a numerical assessment of sportsmanship behavior. Referees will assess three categories: Players, Coaches, and Spectators. Ratings will be based on 5 points maximum, with everyone starting at 3, and be written on the back of the game cards. Explanations will be provided for any ratings above or below a 3. Summary totals will be kept during the season, and this information will be passed on to coaches. 4. Have kids thank the families & referees after the game. In the future, sportsmanship points may be a factor in determining which teams advance to postseason tournaments. 2-10 Bring to the Game - players w/ appropriate attire game lineup referee card key to pen soccer gang box medical bag (keep in your soccer bag) game ball (if you’re the home team) game plan or items to work on felt pen to write positions on player’s hands coin for tossing medical release forms (or don’t play) warm up balls notepad to write positive contributions of each player regular pen or pencil smile great attitude cell phone Do not Bring to the Game - ego grumpiness work worries stress 2-11 SAMPLE 2-12 SAMPLE 2-13 SAMPLE 2-14 Team Name Division Team # # 1 Name 1st Quarter 2nd Quarter 3rd Quarter 4th Quarter 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Date: Time: Location: Captains: Game #: Work on: Home/Visitor Outcome: 2-15 Lineup Strategy Rule #1 All athletes play all positions every game! - tell this to your players at team meetings and at every practice! 1. Make a player grid based upon who will be playing. 2. Choose your 1st and 2nd half goalies. Players only play half of the games as a goalie! 3. Figure out how many R’s you have per quarter. R stands for Rest. Fill in the R’s on the grid. 4. Fill in game positions for each child. DO THIS IN PENCIL. Make copies for your assistant coaches. Consider: - player’s abilities - are you defensively covered? - are your weaker players within reach of stronger ones? - have you created a challenging set of positions for all players? - be sure to put your goalie as a forward or halfback in one of their remaining playing quarters - see the strength on your field with regard to “flow”. - use your imagination GOAL – all kids score a goal this season! 2-16 During Game Plays - kids must know these and practice them in advance of the game. #1 – all outside (L. & R.) halfbacks and fullbacks move up field one position #2 – all outside (L. & R.) halfbacks and fullbacks move up field two positions #69 – defense moves up field to create an offside trap #10 – No scoring! Forwards do not cross the ½ mark (mid field). In general - forwards are always on the up field side of mid field no one is standing still – constant motion HBR (halfback rabbit) – running position – always attacking the ball when it’s in the center 1/3 of field. FBR (fullback rabbit) – running position – always attacking the ball when it’s in the down field 1/3 of field. 2-17 ALREADY PLAYED GAMES HERE - keep old lineups, outcomes, things worked on, etc. - keep track of who played where, who started, whose turn to be goalie, etc. - if out of town, a substitute can pick one of these and use it… - keep track of who played the entire game… rotate! 2-18 Soccer Terms A • "A ball in the back of the net knows no gender." This is what I tell my coed teams when they think that only boys can score. • • • • • • Accuracy – well placed. • • • Amazing- shouted from coaches and parents. • Assistant Referee - Prior to 1996 they were known as linesmen/lineswomen. There are two per game. Their job mainly consists of signaling out of bounds, goal kicks, corner kicks, and offsides positions and to assist the Center referee. • Attacking midfielder - the most forward-playing midfielder, playing right behind the forwards; he supports the offense by providing passes to forwards to set up goals. • • • Athlete- a player. • B International - An "international" is a match between two national teams. It does not include a game between just any two teams that come from different countries. A "full" international is a match where both teams are "The" national team (sometimes called the senior national team) from their country. It does not cover, say, U-23 teams playing, which are referred to as "B Internationals." Both teams have to be the national team from their country. • • • Back - a defender. • • • Back third- 1/3 of field closest to your own goal. • • Ballside • Banana Kick - A kick (usually a long corner kick) that curves so much that it take the shape of a banana. The idea is to curve the ball from the corner directly into the goal. • Bending Runs - runs made by players on the team with the ball that are not straight. If you run straight down the field in front of a teammate you can not receive a pass since your back is to the passer. By making a bending run you are always in a position "open" to a pass. • • Body control – methodical movement in a short period of time. Activation – point of beginning. Advantage rule Advantages – Agility – fleet footed. All Ball! - what coaches and parents like to yell when they feel that a tackle was properly made. Usually this is a pre-emptive strike yelled just at the referee just before the referee pulls out a yellow or red card to signify that it was a foul. American Football - What the rest of the world calls our pointy football. Assist - the pass or passes that immediately precede a goal. Only the last pass or the last two passes can qualify as an assist to go in the record book. Away - clear the ball out of the area it is in, usually the Penalty Area (PA) AYSO - American Youth Soccer Organization — an administrative body of youth soccer which sets rules and provides information and equipment to youth league referees, coaches and players. B Back header - a player's use of his head to direct the ball backwards. Back tackle - an attempt by a defender to take the ball away from a ball carrier by swinging the defender's leg in front of the ball from behind. Balance – symmetry. Ball - going for a loose ball; for example, "Gary's ball"; yelling "mine" may be construed as ungentlemanly conduct, trying to deceive an opponent verbally. – ball is between the player and the goal you’re attacking. Ball-to-Hand - This term means an unintentional handling of a ball by a player other than the goalkeeper in the Penalty Area. This action is not deliberate and requires no penalty. In other words movement of the ball into the player’s hand. This is the opposite of Hand-to-Ball which means movement of the hand into the ball which is considered as a deliberate action by the player and is penalized. Boots - soccer shoes - what Americans refer to as cleats. 3-1 • Breakaway - when an attacker with the ball approaches the goal undefended; this exciting play pits a sole attacker against the goalkeeper in a one-on-one showdown. • • • Brilliant – good thing to say frequently. • • Cap - Recognition earned by a player for each appearance in an international game for his country. • • Carry - Dribble • Center - a pass from a player located near the sideline towards the middle of the field; used to get the ball closer to the front of the goal; also called a cross. Bundesliga - The German professional football league. By-line - what we, Americans, normally refer to as the goal line. The end line at each end of the field that the goals are lined up on. C • • Cards - Because soccer is often played between players and fans who may not speak each other's language the card system was devised as the universal symbol of fouls. Carrying the ball - a foul called on a goalkeeper when he takes more than 4 steps while holding or bouncing the ball. Center Back – ‘Middle’ fullback. Center Circle - a circular marking with a 10-yard radius in the center of the field from which kickoffs are taken to start or restart the game. • • Center Line - The Midfield line that cuts the field in half. It is parallel to the goals. • Central Defender - a player who guards the area directly in front of his own goal in a zone defense; does not exist in a man-to-man defense. Center Spot - a small circular mark inside the center circle that denotes the center of the field from which kickoffs are taken to start or restart the game. • • • Chaining - linking drills together so that complicated skills can be learned by a series of simple steps. • Charging - A method of unbalancing the player who has possession, or is attempting to gain possession, of the ball. The maneuver of using a "shoulder" (actually from elbow up to and including the shoulder) against an opponent’s shoulder to gain an advantage; permissible only when the ball is playable (i.e. within 3 feet). • • Chest trap - when a player uses his chest to slow down and control a ball in the air. • Chip shot - a kick lofted into the air to try to sail the ball over the goalkeeper's head and still make it under the crossbar into the goal. • • • Chunking - spatial awareness of other players and positions • Cleats - the metal, plastic or rubber points in the bottom of a soccer shoe used to provide a player with traction; term also used to refer to the shoes themselves. See also "Boots". • • Close down - pressure the ball immediately • Coerver - Weil Coerver - well known Dutch coach who teaches soccer moves and a total soccer concept known as the Coerver method. It relies on lots of repetition to gain ball handling skills. • • Compete – to try. • • • Contain - Slow down player with the ball Challenge – attack the ball. Charge - to run into an opponent; legal if done from the front or side of the ball carrier; illegal against a player without the ball or from behind. Chip pass - a pass lofted into the air from a player to a teammate; used primarily to evade a defender by kicking the ball over his head. Clear - to kick the ball away from one's goal. Clearing - The act of moving the ball out of the vicinity of one’s own goal area by throwing (goalkeeper only) or kicking it (generally up the sideline). Coachable Moment - A quick freeze of the action during a drill. The coach blows his whistle. The players freeze their positions. The coach gets in, makes an observation or point, and then immediately gets back out. No preaching and no long drawn out speeches. This is the consensus pick among coaches as the best way to coach drills. CONCACAF - The Confederation Norte-Centroamericana y Del Caribe de Footbal — the regional organization of North American and Central American soccer under which World Cup qualifying matches are played; member countries include the U.S., Canada, Mexico, and Central American and Caribbean countries. . Cool – how kids want to look. Corner arc - a quarter-circle with a radius of 1 yard located at each of the 4 corners of the field; on a corner kick, the ball must be kicked from inside this arc. 3-2 • • Corner flag - the flag located at each of the 4 corners of the field, inside the corner area. • Counterattack - an attack launched by a defending team soon after it regains possession of the ball. • Creating Space - A term meaning to draw your mark away from your teammates or away from the area that you want open. The most obvious use of this is to draw defenders out of the box on set plays (i.e. corner kicks) so that a player on your team can use that space to receive, shoot or head the ball. • • Creative – use of imagination. • Crossbar - the horizontal beam that forms the top of a goal and sits on top of the two posts; it is 24 feet long and supported 8 feet above the ground. • • Cut – quick turn. • • Dad – Someone for players to thank for coming to their game, and someone who cheers positively. • Defender - Also called fullback. A player who functions primarily in the defensive third of the field and whose major role is to repel attacks on the goal by the opposing team. • Defensive midfielder - the player positioned just in front of his team's defense; he is often assigned to mark the opposition's best offensive player; also called the midfield anchor. • Defensive pressure - when one or more defenders closely mark a ball carrier to harass him into losing the ball. • • • • • Deflection - the ricochet of a ball after it hits a player. • • • • Diving header - a ball struck near ground level by the head of a diving player. Corner kick - a type of restart where the ball is kicked from the corner arc in an attempt to score; awarded to an attacking team when the ball crosses the goal line last touched by the defending team. A kick made by the attacking team from the corner arc on the side of the field where the ball went out of play. A corner kick is awarded when the ball is last touched by a defensive player and goes out of play over the goal line without resulting in a goal. Opponents must be at least 10 yards away from the ball when the kick is taken. A goal may be scored directly (without being touched by another player) from a corner kick. Cross or Crossing Pass - a kick into the middle of the goal box, a pass from an attacking player near the sideline to a teammate in the middle or opposite side of the field; used to give the teammate a good scoring opportunity. A pass in which the ball is kicked from one side of the field to the other side. Cut off the line - A defense against teams that throw "down the line". D Dangerous play - when a player attempts a play that the referee considers dangerous to that player or others. Play that is likely to cause injury. Examples are high kicking, playing while lying on the ground if a defender is also playing the ball, or playing the ball while it is in the possession of the goalkeeper. Most referees include that there should be a "flinch factor" by the opposing player for it to be a dangerous player. In other words if the play does not cause the opposing player to "flinch" or hold back from playing the ball then it probably is not a dangerous play. What is a dangerous play at U10 may not be a dangerous play at U14. Demonstrate – physically show. Dexterity - . DIMITT – determination is more important than talent Direct Free Kick - a free kick that is awarded for fouls that involve physical contact such as tripping, holding, or pushing or for a hand ball by field players or for a hand ball by the goalkeeper when he is outside of the penalty area. A free kick requires the other team to back off of the ball ten yards and allow a free striking of the ball. A free kick can score by going directly into goal. It does not have to be touched by anyone other than the kicker. A free kick from which a goal can be scored directly (i.e. without first being touched by another player). It is awarded for substantial infractions of the rules (see Summary of the FIFA Laws of the Game, Law XII, this section). Opponents must be at least 10 yards away from the ball (opposing players may stand on their own goal line between the goal posts), but the player taking the kick may do so without waiting if he/she wishes. The ball is not in play until it has traveled its own circumference. The ball must be stationary when kicked and the kicker may not touch the ball a second time until it has been played by another player (of either team). Don't be caught flat – Down field – toward your own goal. Down the line - a cry heard in youth soccer during Throw-ins meaning to throw the ball close to the touch line toward your opponent's goal rather than toward the center of the field. 3-3 • • Draw - a game that ends with a tied score. • Dribbling - run with the ball at your feet, playing it on every step or every other step. Used in close proximity to an opponent. • Driving - (running with the ball) playing the ball well forward and running after it. Used to accelerate away from an opponent. • Drop - pass backwards into negative space (usually) dropping a ball for a teammate to possess or shoot. • Drop ball - a method of restarting a game where the referee drops the ball between 2 players facing each other. A ball held by the referee and allowed to fall directly to the ground between two opponents. The ball is in play after it touches the ground. A drop ball restarts the game after play is stopped for no penalty situation (e.g. after an injury). The ball is dropped where it was last in play or at the nearest point outside the penalty area. A goal may be scored directly from a drop ball. • Drop kick - when a goalie drops the ball from his hands and kicks it before it hits the ground. • Early Service - Not church at 8:00am on Sunday but rather to cross or pass the ball into the 18 Yard box quickly. This puts the ball far enough out that the keeper has to risk coming out of the goal after the ball and leaving an undefended "empty" net. The reason that attackers like an early service is that the ball is served high and behind the sweeper and fullbacks who have to risk turning their backs to the attackers to clear the ball. They also risk an "Own Goal" if they play the ball wrong. • 18 Yard Box - The large area in front of the goal known as the penalty area. Most fouls in this area against the defensive team will result in a penalty kick. • Empty net - A goal without a keeper in front of it. Often the goal is emptied on purpose late in a match by the trailing team in order to get numbers up on the offensive end of the field. The Draw - the selection of World Cup teams to place them into playing groups for the World Cup Championship. E • • Endline - see Goal line. English Football Association - the F.A., an association of English soccer teams founded in 1863 to set soccer rules. • Escort - A defensive move using the attackers own momentum and no passing lanes to "escort" the attacker out of bounds. • Escort him out of bounds. A good delaying form of defense against teams that tend to dribble too deeply into the corners before serving their crosses into the mouth of the goal. As long as the attacker is going wide the defender will try to deny the cross while defending against a cut-back dribble into the middle. This defense often pushes the attacker into an error so deep that he carries or shoots the ball over the goal line. • • • • European Cup - the championship tournament played between Europe's top national teams. • Fake or feint - a move by a player meant to deceive an opposing player; used by a ball carrier to make a defender think the ball carrier is going to dribble, pass or shoot in a certain direction when he is not. • • • • • • Fantastic – shouted by coaches and parents. • • • • Flat Back Four - A popular defensive formation that relies on lots of support. Excel – expand beyond one’s normal ability, to do well. Excellent – good thing to say frequently. Explode – accelerate rapidly. F Far and Wide - Spread out using the width and length of the field. . Far post - goal post farthest from the ball Field - the pitch, the rectangular area where soccer matches are played. FIFA - The association that rules the world of futbol "soccer". Finish - The ability to complete a play or move. Younger players have problems "finishing". Because they lack confidence in their ability to shoot or pass accurately from long distances they tend to dribble or possess the ball too long and end up losing the ball to an opponent. Strikers must be "good finishers". Flexibility – bendable. Flick - A quick header, flick header Foot trap - a player's use of the bottom or sides of his shoe to control a rolling or low-bouncing ball. 3-4 • Formation - the arrangement into positions of players on the field; When listed as numbers formations always leave the goalkeeper off and work from the defensive end to the offensive end. For example, a 4-3-3 formation places 4 defenders, 3 midfielders and 3 forwards on the field. • Forward line - the 3 or 4 forwards who work together to try and score goals; consists of two wingers and 1 or 2 strikers. • • Forward pass - a pass made towards the opposition's goal. • • • Foul - a violation of the rules for which an official assesses a free kick. • 4-4-2 - a formation that consists of 4 defenders, 4 midfielders and 2 forwards - also one of the most popular formations currently used by World Cup teams. • Free kick - a kick awarded to a player for a foul committed by the opposition; the player kicks a stationary ball without any opposing players within 10 feet of him. See also Direct free kick and Indirect free kick Forwards - the 2, 3 or 4 players on a team who are responsible for most of a team's scoring; they play in front of the rest of their team where they can take most of its shots; strikers and wingers. Player who functions primarily in the attacking third of the field and whose major responsibility is to score goals. 4-2-4 - a formation that consists of 4 defenders, 2 midfielders and 4 forwards. 4-3-3 - a formation that consists of 4 defenders, 3 midfielders and 3 forwards; the most common formation used by teams. • Friendly - a British term meaning a practice match as in "We had a friendly with a team before the regular season began." It simply means that the match does not count in official standings (e.g., not a World Cup qualifying match). It's another name for a practice match or scrimmage, but you can't get people to pay $30 to watch a "scrimmage". Did you know that last year's friendly Argentina v Brasil was shown only on Pay Per View? And the stadium was sold out (scalpers had a field day). • • Front header - the striking of a ball in the air by a player's forehead; the most common type of header. • • • Front third – 1/3 of field closest to opponent’s goal. • Front tackle - an attempt by a defender to kick the ball away from an attacker by approaching him from a head-on position. Fullback - A rear defender. See also Defender Full International - An "international" is a match between two national teams. It does not include a game between just any two teams that come from different countries. A "full" international is a match where both teams are "The" national team (sometimes called the senior national team) from their country. It does not cover, say, U-23 teams playing, which are referred to as "B Internationals." Both teams have to be the national team from their country. Funnel - an imaginary funnel shape on the field with the wide portion of the funnel originating at the points where the mid-field line meets the touch-lines and the narrow end of the funnel pouring into the mouth of your own goal. This is a term used by the defense to get the opponent out of the funnel area where the angle on shots is good. G • • • Genius – good use of your brain. • • Give & go - Get it out of there! - An obvious call to kick the ball out from in front of the goal. Get square. - an offensive tactic of getting ten to twenty yards away from your teammate who possesses the ball at a 90 degree angle (formed between the teammate and the goal.) Goal - a ball that crosses the goal line between the goalposts and below the crossbar for which a point is awarded; also, the 8-foot high, 24-foot wide structure consisting of two posts, a crossbar and a net into which all goals are scored. A one-point score occurring when the whole of the ball passes entirely over the goal line, between the vertical goal posts, and under the horizontal crossbar. A goal is not scored if the ball was not touched by another player (of either team) after an indirect free kick, goal kick, kick off, or throw in. • Goal area - the rectangular area 20 yards wide by 6 yards deep in front of each goal from which all goal kicks are taken; inside this area, it is illegal for opposing players to charge a goalie not holding the ball. Area (20 x 6 yd. on a full-size field) marked within the penalty area, and directly in front of goal, from which all goal kicks originate. • Goal kick - a type of restart where the ball is kicked from inside the goal area away from the goal; awarded to the defending team when a ball that crossed the goal line was last touched by a player on the attacking team. Taken by any defending player to restart the game after the ball goes out of play over the goal line, having last been touched by an attacking player. It may be taken from any point within the half of the goal area nearest where the ball went out. All opposing players must stand 3-5 outside the penalty area. To be in play, the ball must leave the penalty area (inbounds); otherwise the kick is retaken. • • • Goal line - the field boundary running along its width at each end; also called the end line or by-line; runs right across the front of the goal; the line which a ball must completely cross for a goal to be scored. Goalie - Goalkeeper, GK, keeper - other names for Goalkeeper. Goalkeeper - the player positioned directly in front of the goal who tries to prevent shots from getting into the net behind him; the only player allowed to use his hands and arms, though only within the penalty area. Player who functions primarily in the penalty area and whose major responsibility is to prevent the opponents’ shots from entering the goal for a score. The goalkeeper is the only player allowed to touch or pick up the ball with his/her hands, and may only do so when the ball is within his/her own penalty area. The keeper is the team’s last line of defense. • • Goalmouth - the front opening to each goal. • • • • Goal side - Keep opponent with or without the ball towards the outside touchline. • • Hacking - kicking an opponent's legs. • • • • • Halfback - Midfielder. • • • Hat trick - 3 or more goals scored in a game by a single player. • • • • Hello – accompany with a name. • • Hook - the curved trajectory of a ball due to spin imparted on it by a kicker, such as in a banana kick. • IFAB - International Football Association Board — the organization consisting of 4 British soccer organizations and FIFA that approves all changes in the official international rules of soccer called the 17 Laws. • Illegal Throw-in - violation of legal throw-in requirements. Goalposts - the two vertical beams located 24 feet apart which extend 8 feet high to form the sides of a goal and support the crossbar. See also far post and near post. Good sportsmanship – demand this from your players. Grandparents – someone for players to thank for coming to see their game. Great – good thing to say frequently. H Half and Half - This is what I yell to my goalkeeper. It means that, if the attacker had a clear view of my goalkeeper and the goal, then half of that view of the goal should be on one side of the keeper and the other half on the other side of the keeper. I don't mean that half of the goal should be on one side of the keeper and the other half on the other side of the keeper - rather "HALF OF THE VIEW". It’s a spatial/angle concept putting the goalkeeper in center of the attacker's shooting angle allowing the goalkeeper the best defensive position in most circumstances. Halftime - the intermission between the 2 periods or halves of a game. Halves - see Periods. Handle - What the goalkeeper can do inside of the 18 Yard Box - use his hands to pick up the ball. Hand-to-Ball - This term means deliberate handling of a ball by a player other than the goal-keeper in the Penalty Area. This is considered as a deliberate action by the player and is penalized. In other words movement of the hand towards the ball. This is the opposite of Ball-to-Hand which means a movement of the ball into the player’s hand which is not deliberate. That action requires no penalty. Header - the striking of a ball in the air by a player's head. "Heels on the Line" - Coaches often yell "Heels on the Line" to their midfielders to remind them to remain wide. . Help - Support teammate in trouble High 5 - good thing to say frequently. Hips open - this is the way a player should receive the pass from a teammate. By having you hips open to the field in the direction that you are attacking you can receive the ball on your back foot without stopping or trapping it and thus can play it forward immediately. Also the "hips open" position allows the player to see the whole field so he can remain aware of open teammates or defenders. Hospital Pass - a pass from one teammate to another that should be crisp but instead is too soft. This results in a pass that becomes a 50/50 ball instead of one that is easily received without being contested by the opposition. A hospital pass is just what it says it is - a pass that could result in an injury that puts the receiver in the hospital. I 3-6 • In bounds - when a ball is within the boundaries of the field, having not completely crossed a sideline or goal line. • • Incredible - good thing to say frequently. • Injury time - time added to the end of any period according to the referee's judgment of time lost due to player injuries or intentional stalling by a team. • • Inner circle - • Instep drive - a straight shot taken with the instep of a player's foot; usually the most powerful and accurate of shots. • • Indirect Free Kick - a free kick that is awarded for other fouls that are judged to be not serious - such as obstruction, dangerous play or charging. Indirect kicks must touch another player (either team) before the ball goes into the net in order to score. The player kicks a stationary ball without any opposing players within 10 feet of him; a goal can only be scored on this kick after the ball has touched another player. A free kick from which a goal cannot be scored until the ball is touched by another player. It is awarded for technical and minor infractions of the rules (see Summary of the FIFA Laws of the Game, Law XII, this section). Opponents must be at least 10 yards away from the ball (opposing players may stand on their own goal line between the goal posts), but the player taking the kick may do so without waiting if he/she wishes. The ball is not in play until it has traveled its own circumference. The ball must be stationary when kicked and the kicker may not touch the ball a second time until it has been played by another player (of either team). In play - when a ball is within the boundaries of the field and play has not been stopped by the referee. Inswinging - A kick that curves in towards the goal mouth. International - An "international" is a match between two national teams. It does not include a game between just any two teams that come from different countries. A "full" international is a match where both teams are "The" national team (sometimes called the senior national team) from their country. It does not cover, say, U-23 teams playing, which are referred to as "B Internationals." Both teams have to be the national team from their country. • • Intermission - the 5-minute rest period between periods of a game. • • ITOOTR - Abbreviation meaning In the Opinion of the Referee which is what matters in any ruling. • • Jazzed up - In Touch - A ball that is out of play is called "in touch" - A ball that crosses the plane of the touch line or goal line is in or out of play. It does not have to make contact with the ground or an object. This means it can be blown in or out of bounds without ever actually touching a player or ground. Intuitive - J Juggling - keeping a ball in the air with any part of the body besides the hands or arms; used for practice and developing coordination. • Jules Rimet Trophy - the trophy given to the World Cup winner between 1930 and 1970, after which it was permanently retired. • Jump kick – hop vertically to bring power into your kick. • • Keeper - goal keeper command for the ball • Kickoff - the method of starting a game or restarting it after each goal; a player passes the ball forward to a teammate from the center spot. Officially begins the game at each half and restarts play after a goal is scored. The ball must go forward (into the opponent’s half of the field) and is in play after rolling its own circumference (about 27 inches). This was changed in the July 1997 FIFA rules to "the ball must move." The player kicking off must not play the ball again until it has been played by another player (of either team). Opponents must be at least 10 yards away from the ball in their own half of the field when the kick off is taken. K Keepers in charge - Yelled to the keeper to remind him to communicate to all defenders on corner kicks and throw-ins deep in your own territory as to who is to mark which opponent. This is especially important when opponents overload the far post on corner kicks. 3-7 L • • • Laugh – often. • • • Lead pass - a pass sent ahead of a moving teammate to arrive at a location at the same time he does. • Legal Throw-in - A throw-in made with both hands. Hands must begin behind the head. The ball can not spin when thrown - must be thrown with equal force by both hands. Both feet must remain on the ground. Part of each foot must be on the touch line or behind it. • • Line - deliver the ball to or down the touchline • • • • Location – (not position). Laws of the Game - the 17 main rules for soccer established by FIFA. Law XVIII - Law 18 is the unwritten law that requires referees to apply common sense to officiating a game. In other words a referee should apply the 17 Laws of the Game so that they do not interfere with the fairness of the game at hand. Leftback – defensive player on left side if looking up field. Legal slide tackle - most tackles where the defender gets all or most of the ball are considered legal. However, tackles from the front "cleats up" and almost any tackle from the rear are considered illegal by most referees. Linesman - Now known as assistant referees. If they are certified assistant referees may help the referee call fouls, offside and out-of-bounds calls. If they are not certified they are restricted to helping make out-of-bound calls. And they carry a flag to signal their observations. Also Linesperson - Person (often a parent volunteer) who assists the referee; one linesperson is assigned to each touchline. Their primary responsibility is to indicate when the ball is out of play (i.e. when the whole of the ball crosses the whole of the touchline or endline). The linesperson also signals which team has the right to put the ball in play again by using their flag to show the direction of play for the restart. Lock in - double team opportunity, normally along the touchline Lock on - pick up and stay with an opponent, tightly Long Corner - A corner kick where the attacking team attempts to kick the ball all the way into the goal box. • L.O.T.G. - abbreviation for The Laws of the Game - FIFA's rules. • • • Magnificent - good thing to say frequently. • Marking - guarding a player to prevent him from advancing the ball towards the net, making an easy pass or getting the ball from a teammate. Guarding or covering an opposing player (with or without the ball) when he/she moves into your area of play. • • • Mark or Mark Up - cover an opponent • • • • Megged - short for nutmegged. • • • Middle third – 1/3 of field equally close to both goals. • • Mom – someone for players to thank for coming to see their game. M Man on - opponent approaching fast Man-to-man - a type of defense where each defender is assigned to mark a different forward from the other team; the most common type of defense for national-level teams. Match - a soccer game. Measure - What you do to your opponent in a man-to-man system. You "measure" him. Does he always go to his right to shoot? Does he have a favorite move that he uses all the time? Does he try to always tackle or just delay on defense? Does he have a favorite receiver or passer? Generally this is done in the first portion of a match. Then a smart player will use that information to gain an advantage during the remainder of the match. For example, if you know that you opponent has a weak left foot you can cheat to his right to tackle away the ball. Mid - short for midfielder - as in "He's playing center mid." Midfield - the region of the field near the midfield line; the area controlled by the midfielders. Midfielders - the 2, 3 or 4 players who link together the offensive and defensive functions of a team; they play behind their forwards. Player who functions primarily in the center (neutral) third of the field and whose principal job is to link the defense and the attack through ball control and passing. M.L.S. - Major League Soccer — the major U.S. outdoor soccer league Mine - signifies "My ball" - yelled when going for a loose ball - can be considered unsporting behavior by the referee, especially if used to trick an opponent into not playing a ball. Motor skills - 3-8 • Move - don't get caught flat footed and keep moving or also a move is a way of maneuvering around an opponent - "to put a move on him." • N.A.S.L. - North American Soccer League — an outdoor league formed in the U.S. in 1967 that attracted great international players including Pele and huge audiences to the U.S. in the 1970s; folded in 1985. • • Nasty – as in dog do or boogers. • Near Post - goal post nearest to the ball - this same post can become the far post as the ball moves to the other side of the field. N • National team - a team consisting of the best players in a country chosen to represent it in international competitions such as the World Cup. Net - hemp, jute or nylon cord draped over the frame of the goal and extending behind it; also used to refer to the goal itself. • Nil - an English term meaning zero as in the score of the match is one - nil. Used in the United States until mid twentieth century. Heard often from the British announcers when watching soccer Fox Sports World. • "Numbers Down" - Have fewer defenders than the other team has attackers in a third of the field or conversely having fewer attackers than the other team has defenders in a third of the field. You never want to be "numbers down". • "Numbers Up" - Have more defenders than the other team has attackers in a third of the field or conversely having more attackers than the other team has defenders in a third of the field. You always want to be "numbers up". • Nutmeg - to pass or dribble the ball through the legs of a defender. • Obstruction - when a defensive player, instead of going after the ball, uses his body to prevent an offensive player from playing it. • • • • ODP - Olympic Development Program (or Player) O Offense - the function of trying to score goals. Offensive team - see Attacking team. Official game clock - the clock that the referee carries with him on the field so he can signal when each half is over; does not stop during the game, even when play does. • Officials - the referee and 2 linesmen who work together to make sure the game is played according to the rules of soccer; responsible for stopping and restarting play, keeping track of the score and the time remaining and citing violations of the rules, called fouls; they wear uniforms that distinguish them from the players on both teams. • Offside - a violation called when a player in an offside position receives a pass from a teammate; an indirect free kick is awarded to the non-offending team. Offside is defined as occurring at the moment the ball is played by one of the attacking players to a teammate. A player is in an offside position if he/she is nearer to the opponents’ goal line than the ball, unless: (a) the player is in his/her own half of the field, or (b) there are at least two opponents (one may be the goalkeeper) nearer the goal line than the player. A player is penalized if he/she is in an offside position AND if, in the judgment of the referee, the player is: (a) interfering with play or with an opponent, or (b) seeking to gain an advantage by being in that position. A player is not declared offside (a) merely by being in an offside position; (b) if they receive the ball directly from a goal kick, a corner kick, a throw in, or a drop ball; or (c) if the ball is last played by an opposing player. • Offside position - an attacking player positioned so that fewer than 2 opposing defensive players (usually the goalie and 1 other defender) are between him and the goal he is attacking; a player is not offside if he is exactly even with one or both of these defensive players. Being in an offside position is not the same as offsides and is not illegal unless he participates in the play or gains an advantage in being offsides. • Offside Trap - A play by the defense to catch the attacking team offsides. It is often used on restarts (short corner kicks, deep indirect free kicks and deep throw-ins). The sweeper usually calls out "Trap" as a signal for the fullbacks to pull up past the attackers as soon as the ball is put into play by an attacker. 3-9 • • • • OGSO - Obvious Goal Scoring Opportunity • Out of bounds - when a ball is wholly outside the boundaries of the field, having completely crossed a sideline or goal line. • Out of play - when a ball is wholly outside the boundaries of the field or play has been stopped by the referee. • • • Outrageous - good thing to say frequently. • Overlap - when a wing moves away from the sideline towards the center of the field to create space for a teammate to advance the ball undefended along the side of the field. • Overtime - the extra periods played after a regulation game ends tied; used in collegiate and championship international matches to determine a winner. • • Out - defenders are to move towards the ball, away from the goal line • Own Goal - to accidentally put the ball in your own goal which counts as a goal for your opponents. • • Pal – friend. On-side - the opposite of offside. Open - describes an attacking player who does not have anyone marking him. Osgood-Schlatters - A painful knee condition that many soccer players going through the growth spurts of puberty get. Outstanding - good thing to say frequently. Outlet passes - when a goaltender or defender passes the ball from close to his own goal toward the other team's goal; used to start a counterattack. Outswinging - A kick that curves away from the goal mouth. The idea is to curve the corner kick away from the arms of the goalkeeper to an attacker with a clear shot or head at goal. P Passing - when a player kicks the ball to his teammate; used to move the ball closer to the opposing goal, to keep the ball away from an opponent or to give the ball to a player who is in a better position to score. • Passive offsides - being in an offsides position but not being involved in or interfering with or gaining an advantage in the play. • • Penalty - short for penalty kick; also, a punishment given by the referee for a violation of the rules. • Penalty area - a rectangular area 44 yards wide by 18 yards deep with its long edge on the goal line; the goalkeeper may use his hands to block or control the ball only within this area. Large area (18 x 44 yd. on a full size field) in front of goal in which any of the "direct kick" fouls by the defending team result in a penalty kick. Also delimits the area where the goalie can use his/her hands. The penalty area includes the goal area. • Penalty arc - a circular arc whose center is the penalty spot and extends from the top of the penalty area; designates an area that opposing players are not allowed to enter prior to a penalty kick. The arc at the top of the penalty area; no player may be within this area while a penalty kick is being taken Penalty kick - Awarded to the attacking team if the defending team commits a direct free kick violation within the penalty area. Penalty kicks are taken from the penalty mark. All players (of both teams) except the kicker and opposing goalkeeper, must remain on the field of play outside the penalty area and penalty arc. The opposing goalkeeper must stand (without moving his/her feet) on the goal line, between the goal posts, until the ball is kicked. The player taking the kick must kick the ball forward and may not touch the ball a second time until it has been played by another player (of either team). The ball is in play after it has traveled its own circumference. A goal may be scored directly from a penalty kick. For any infringement of the penalty kick rules by: (a) the defending team, the referee will allow the kick to proceed, but if a goal does not result, the kick will be retaken; (b) the attacking team, other than the player designated to take the kick, if a goal is not scored it will be disallowed and the kick retaken; (c) by the player taking the penalty kick, committed after the ball is in play, an opposing player will take an indirect free kick at the point where the infraction occurred. The referee’s whistle always starts the taking of a penalty kick. Any penalty kick taken prior to the referee’s whistle will be retaken using the referee’s whistle as the proper start for the kick. See also Penalty shot. • Penalty mark - A mark on the field from which penalty kicks are taken; also called the penalty spot. It is located 12 yards from the goal line, equally spaced between the goal posts. • Penalty shot - a kick taken from the penalty spot by a player against the opposing goalie without any players closer than 10 yards away; awarded for the most severe rule violations and those committed by the defense within its own penalty area; also taken in a tiebreaker to decide a match. • Penalty spot - the small circular spot located 12 yards in front of the center of the goal line from which all penalty kicks are taken; positioned at the center of the penalty arc. 3-10 • • Penetrate - to advance the ball behind opposing defenders (between them and their goal). • • • • • Pinny - short for pinafore, the colored bibs worn in practice by players to distinguish each team. • Points - a team statistic indicating its degree of success, calculated as follows: 2 points for a win (3 in the 1994 World Cup), 1 point for a tie, 0 points for a loss; also, an individual statistic for a player, calculated by totaling 2 points for each goal and 1 point for each assist. • • • • • • Positive coaching – a must in AYSO coaches. • • • Pull up - defense move up command • Qualifying Draw - the division of teams into groups for World Cup qualifying matches, held 2 years before The Draw. • Qualifying matches - games played in the 2 years preceding the World Cup to determine which teams participate in the tournament. • • • Quality – very well done/good technique. • • Radical – wildly creative. Periods - the segments of time into which a game is divided; a regulation game played by adults consists of two 45-minutes halves. Pitch - a British term for soccer field. PK - short for Penalty Kick Play - This is a generic term as in "play the ball" - to trap, dribble, kick or head the ball. Play on. - The referee may wave his hands and yell "Play on" if, in his opinion, stopping the play at that point would benefit the team that committed the foul more than the team that was fouled. For example, if a player with a break-away is tripped from behind but the player is able to retain possession and has a chance to shoot on goal the referee would not want to stop the play at that point and charge the defender with a penalty. The referee retains his right to issue a penalty card at a later point in the action. By yelling "Play on" he lets everyone know he is aware of the foul. Possession - control of the ball. Post - goalpost or the area near it. Posture – description of stance. Pressure - tight defense - as in "We pressured the goalkeeper on all punts." Professional foul - a foul committed intentionally, usually by a defender on an attacker just outside the defender's penalty area; used to prevent a scoring opportunity without incurring a penalty shot. Push pass - when a player pushes the ball with the inside of his foot to a teammate. Push up - move toward your opponent's goal. Can also be the command for an off-side trap. Q Quick – a fast start. Quiet – said to kids to get their attention. R Recovery runs - A looping run made by a defender backward into the center of the field (and behind your sweeper or second defender) after being beaten by an attacker. It is important that the recovery run by a first defender be backward behind the second defender. Younger defenders often make the mistake when they are beaten by an attacker of racing after (in effect trailing) the attacker. First and second defender drills are important in teaching this concept. It is equally important to teach the second defender to immediately step up and press the attacker - not necessarily trying to steal the ball but stepping up close enough that attacker is delayed long enough that the first defender can make a recovery run into a back-up position. • Red Card - A card issued by the referee for particularly blatant fouls or abusive language. A player receiving a red card is automatically ejected for the game and his team must play the remainder of the game shorthanded. They may not substitute for an ejected player. • Referee - The official in control of a soccer match. His word is final. His objective is to enforce the rules. The official who is in complete charge of the soccer game. The safety of the players is the referee’s main concern. He or she is responsible for keeping time, enforcing the Laws of the Game (see Summary of the FIFA Laws of the Game, this section), stopping and restarting the game for penalties or injuries, cautioning or banishing offenders (including coaches or spectators) and ending the game, if necessary. All decisions by the referee are final! The referee is assisted by two linespersons. • • Regulation game - two completed periods of a game, prior to any overtime or tiebreaker. Reverse the field/Switch the Field - A strategy used against aggressive defenses where the attackers place a wing wide (and sometimes an extra forward) on the opposite side of the field from the ball 3-11 and when an aggressive defense runs to the ball the attacking team sends a driving kick into the opposite corner which their wing chases down and crosses or shoots over the back of the defenders. It is an example of attacking your opponent's over-aggressive defense - similar to a counter play in American (pointy) Football. - shouted from coaches and parents. • • • Right on • • Safety – necessary for soccer practices and games. Priority #1. • • • • • • Scorers - players who score goals. • Sever's disease - occurs in children when the growing part of the heel is injured. This growing part is called the growth plate. The foot is one of the first body parts to grow to full size. This usually occurs in early puberty. During this time, bones often grow faster than muscles and tendons. As a result, muscles and tendons become tight. The heel area is less flexible. During weight-bearing activity (activity performed while standing), the tight heel tendons may put too much pressure at the back of the heel (where the Achilles tendon attaches). This may injure the heel. Children are most at risk for this condition when he or she is in the early part of the growth spurt in early puberty. Sever's disease is most common in physically active girls 8 to 10 years old and in physically active boys 10 to 12 years old. Soccer players and gymnasts often get Sever's disease, but children who do any running or jumping activity may be affected. Sever's disease rarely occurs in older teenagers, because the back of the heel has finished growing by the age of 15. • Shadow Dribbling - Shadow dribbling is a great warm-up exercise. Two players, one ball. One player dribbles, the other player moves around in open space. The object is for the dribbler to attempt to keep his ball, by dribbling, in contact with or very near the other player’s shadow. Kinda like tag. Younger kids laugh while doing this exercise. High school boys don't too much work. • • Shepparding – how a defensive back pushes players where she wants them to go. • Shin guards - pads that strap onto a player's lower leg to protect the shins should he or she be kicked there. • • • • Shooting - when a player kicks the ball at the opponent's net in an attempt to score a goal. • Shutout - preventing the opposition from scoring any goals in a game; for example, a score of 2-0 or 4-0; goalies are often credited with shutouts because they did not allow any goals to get past them. • Side tackle - an attempt by a defender to redirect the ball slightly with his foot away from a ball carrier running in the same direction. Rightback – defensive player on right side if looking up field. Rhythm – good cadence. S • • • Save - the act of a goalkeeper in blocking or stopping a shot that would have gone into the goal without his intervention. Scoring opportunity - a situation where a team stands a good chance of scoring a goal. Screening - see Shielding. Send - Pass or kick to the open player Send It! - A call to kick the ball long. Set play - a planned strategy that a team uses when a game is restarted with a free kick, penalty kick, corner kick, goal kick, throw-in or kickoff. Shielding - a technique used by a ball carrier to protect the ball from a defender closely marking him; the ball carrier keeps his body between the ball and the defender. Shorthanded - a team playing with less than its full complement of 11 players. Shot - a ball kicked or headed by a player at the opponent's net in an attempt to score a goal. Shoulder charge - minimal shoulder-to-shoulder contact by a defender against a ball carrier; the only contact allowed by the rules unless a defender touches the ball first. 6 Yard Box - The small area in front of the goal - similar to the crease in hockey. Shoot - Take a shot on the goal Short Corner - A corner kick that is played to a teammate who is not around the 6 yard box and who is fairly close to the kicker as opposed to a long corner which is kicked directly to a player in front of the goal. • • Skill - • Small-sided game - a match played with fewer than 11 players per side. This is currently "in" in American recreational soccer because it allows more touches on the ball during a game and promotes ball control and confidence in younger players. Sliding tackle - an attempt by a defender to take the ball away from a ball carrier by sliding on the ground feet-first into the ball. 3-12 • Snapshot - a mental picture. Strikers are often told to take a snapshot of the goal (steal a glimpse) so they know the position of the other players. That allows them to shoot on one touch without having to look up at the goal. • Soccer - In the late 1800s it was the practice of the well-to-do students at Oxford University in England to shorten the length of some common words. At the same time they would add -er to the end of the word. For example, breakfast became known as "brekkers". There were two forms of "football" being played on campus at the time. One used the Rugby Rules and the other form used the rules governed by the Football Association of London. The prior was called "ruggers" on campus and the latter as "soccer" which was short for association and included the popular "-er" ending used by the "in" students. The phrasing caught on and became the popular nickname for the sport. In the United States it is used to differentiate soccer from what the rest of the world refers to as American Football - the pointy variety. In recent years the term soccer has actually become acceptable in the rest of the world. • Soft Goal - A goal given up by a goalkeeper on what should be an easy save - i.e. no pressure, weak shot, etc. • • • • • S.O.T.G. - Spirit of The Game Spread - distance on the field Square - pass across to another player Square pass - a pass made by a player to a teammate running alongside him. Starter - a player who is on the field to play at the start of a game; a team usually makes its best players starters. • "Stay Wide" - Yelled to wings and outside midfielders to remind them to hold their positions and not run to the ball. • • • • Steal - when a player takes the ball away from an opposing player. • • • • • Strength - • • • Strong side – the side that the ball is on. • Sudden death - a type of overtime where the first goal scored by a team ends the game and gives that team the victory; most overtime in soccer is not sudden death. • • • Step - defense move up command Stick - go for the tackle Stopper - the defender that marks the best scorer on the attacking team, often the opposition's striker; exists only in a man-to-man defense. . Stretch Out - asking forward to go as far forward as the defense allows Stride – Strike – to kick the ball. Striker - a team's most powerful and best-scoring forward who plays towards the center of the field; also, the name of the mascot for the 1994 World Cup. Stupendous - good thing to say frequently. Substitution - replacement of one player on the field with another player not on the field; FIFA rules allow only 2 substitutions per game. Sunday Shot - a desperation shot from long out that remarkably results in a goal. Support - support teammate in trouble (offensively or defensively) Sweeper - the defender that plays closest to his own goal behind the rest of the defenders; a team's last line of defense in front of the goalkeeper. • Sweepers in charge - Yelled to the sweeper and fullbacks to let them know that the sweeper is responsible for communicating to the fullbacks and defenders which defender is to mark which attacker. Also that the sweeper is in charge of calling for the offside trap. • • Switch - changing positions with another player up field • Tackling - the act of taking the ball away from a player by kicking or stopping it with one's feet; only a minimal amount of shoulder-to-shoulder contact, called a charge, is permitted to knock the ball carrier off balance. A method of gaining possession of the ball by use of the feet. Unnecessary roughness and use of the hands are not permitted. Switch the Field/Reverse the field - A strategy used against aggressive defenses where the attackers place a wing wide (and sometimes an extra forward) on the opposite side of the field from the ball and when an aggressive defense runs to the ball the attacking team sends a driving kick into the opposite corner which their wing chases down and crosses or shoots over the back of the defenders. It is an example of attacking your opponent's defense at its weakest point - similar to a counter play in American Football. T 3-13 • • • • Tandombacks – • • The three D's of Defense - Deny, Delay & Destroy • • • Thigh trap - when a player uses his thigh to slow down and control a ball in the air. • Throw-in - a type of restart where a player throws the ball from behind his head with two hands while standing with both feet on the ground behind a sideline; taken by a player opposite the team that last touched the ball before it went out of bounds across a sideline. Taken to restart the game after the whole of the ball crosses the outside edge of the touchline. The throw in, by any member of the team that did not touch the ball last, is taken at the point where the ball went out of play. The thrower must face the field and throw the ball with both hands, in one continuous motion from the back of his/her head and over the top of his/her head. When the ball is released, the thrower must have some part of both feet on the ground on or behind the touchline. • Tie game - when two teams have scored the same number of goals in a match; if the game ends tied, it is a draw. • Tiebreaker - a way to choose the winner of a match when teams are tied after overtime; in FIFA tournament play, a series of penalty kicks are taken by players from both teams, and the team that scores on more of them is declared the winner. • Timekeeper - the job of the referee, who keeps track of the official time to notify teams and fans when each period is completed. • • Time - Settle down, get the ball under control - There is no pressure from the defenders. • • • • • • Timing - • • • Triangles - • • Unbelievable - good thing to say frequently. • • • Unsportsmanlike conduct - rude behavior. • USYSA - United States Youth Soccer Association — the official Youth Division of the organizes and administers youth league competitions, establishes rules and guidelines, and holds clinics and workshops to support players, coaches and referees. USSF and the largest youth soccer organization in the U.S. TechniqueTerritory - the half of the field which a team defends. The ball has no lungs. A Brasilian saying meaning to pass the ball to cover ground rather than dribble or run after it. Save your energy by passing! Third Man Running - an offensive attack characterized by movement away from the ball and passes into space. Three Stripes - Three stripes on a sock signifies a certified FIFA referee Through Pass/Through Ball - a ball delivered through the defensive line to a teammate to get him the ball behind his defender; used to penetrate a line of defenders. Timeout - an official break in the action of a sport; the rules of soccer do not allow for any timeouts; timeouts for television advertising breaks are permitted by NCAA collegiate rules. Touchline – side long lines of field. Touch me - requesting a quick one-touch or flick pass Trailing - running behind another player. Training – practice. Trap - when a player uses his body to slow down and control a moving ball, most often using his chest, thighs or feet. Trap can also be the command yelled for an offside trap by the defense. TRIAR - Abbreviation meaning the referee is always right. Turnover - the loss of possession of the ball. U Unlucky - a phrase used by soccer coaches to tell a player that he/she was doing what they were supposed to be doing and just because the result wasn't good that they should not change what they were doing because they were doing it properly. For example, if a goalkeeper plays a corner kick properly and the opponents still score the coach might yell "unlucky" to let him know that it was not his fault. This is a difficult concept for newcomers from other sports to understand. For the longest I refused to use the term as I felt that luck has little to do with performance. I now understand that acceptance of the term has as much to do with understanding that the score of a game is not the most important part of a soccer match. Up field USSF - United States Soccer Federation — organization formed in 1913 to govern soccer in America; America's link to FIFA, providing soccer rules and guidelines to players, referees and spectators nationwide. 3-14 V • v - short for versus - used to denote how many attackers are facing how many defenders in drills or game situations such as "We had 3v2 in their end most of the match" meaning we had three attackers versus two defenders in their third of the field. • • Venue - location where a sporting competition is held. • Wall - A defensive line of players posted to protect their own goal against a defender's direct or indirect free kick. The idea is to give the shooter very little area of the goal to aim for. • Wall Pass/Give and Go - a series of passes where one player passes to nearby teammate and then sprints forward to receive pass that's returned. Similar to passing the ball off of a wall and then receiving the return ball. Volley - any ball kicked by a player when it is off the ground. W • • Width Wing - A forward who stays wide to either side of the field. The main responsibilities of a wing is to feed the ball to the strikers and to take shots when they are open. • W-M formation - A team shape used for years which forces attacking teams wide while maintaining strength in the midfield area. It provides for two sweepers and is a good defensive shape. It can be weak on the offensive end - especially if the other team is also playing a W-M. The general shape is usually a 3-2-3-2. • • Yeah Baby • "You'll always miss 100% of the shots you don't take." - This is an old soccer maxim that all coaches abide by. While some shots are not "good shots" even poor or bad shots are preferred to no shots at all since you can't usually win without shooting. X Y - shouted from coaches and parents. Yellow Card - a warning card issued by the referee for repeated or blatant fouls or abusive language. Anyone receiving two yellow cards in a single match is automatically ejected for the game and his team must play the remainder of the game shorthanded. They may not substitute for an ejected player. • "You're either part of the steamroller or part of the pavement." Soccer is not a passive sport. Players sometimes have to make ten or twenty runs before the ball is played to them. So even if you are not involved in the play you must be involved in the action. • Zone - a type of defense that assigns each defender to a particular area in front of or around his team's goal in which he is responsible for marking any attacker that enters; often used in youth league games but rarely in professional competition. Z 3-15 Miscellaneous Soccer Abbreviations: • • • • • • • • • • • • • • • IFAB - International Football Association Board • • • • • • • • • • • • • • • • • • • • • • • • • • • • SOTG - Spirit of the Game FIFA - Federation Internationale de Football Association USSF - United States Soccer Association CONCACF - Confederation of US, Can, Mex, Caribbean nations UEFA Europe AFC - Asian Confederation CAF - African OFC - Down Under Confed. CONMEBOL - South American Confed. NF - national high school soccer governing body NCAA - college Soccer governing body AYSO - a runaway soccer org. YSA - another runaway soccer org. HS - high school US Referee ranks: 010 - Assistant Referee only 09 - Referee of small sided games 08 (R2) - Entry level referee rank 07 (R1) - advanced beyond entry level 06 (S2) - junior State referee: CR in amateur leagues 05 (S1) - senior State referee: CR in Div III professional 04 (N2) - junior National referee: CR in Div II pro/AR in in DivI 03 (N1) - National referee: CR the highest national level 02 - FIFA AR 01 (IP) - FIFA Referee LOTG - the Laws Of The Game: the written laws IBD - International (FA) Board Decision AIRTLOTG - Additional Instructions Regarding The Laws Of The Game Law-0 - Spirit of the Laws Law-18 - Common Sense CR - Center Referee AR - Assistant Referee CAR - Club Assistant Referee ITOOTR - In The Opinion Of The Referee 2LD - 2nd to the Last Defender OSP - Off-Side Position K - Keeper DSC - Diagonal System of Control: one referee two ARs DSR - Dual System of Refereeing: 2 referees with no ARs. OGSO - Obvious Goal Scoring Opportunity FP - Serious Foul Play F&A - Foul and Abusive language VC - Violent Conduct FRD - Failure to Respect the Distance FK - Free Kick DFK - Direct Free Kick IFK - Indirect Free Kick GK - Goal Kick CK - Corner Kick PK - Penalty Kick KO - Kick Off TI - Throw In 3-16 • • • DP - Dangerous Play • • • • • • • • • • • CC - Center Circle DB - Drop Ball AOAP - Area Of Active Play or AOA: Area Of Activity; referred to where the ball's trajectory will end (in judging Offside) GA - Goal Area PA - Penalty Area GL - Goal Line (end lines) TL - Touch Line (side lines) QC - Quarter Circle (at the corner flag) CF - Corner Flag HL - Halfway Line HT - Half Time OT - Over Time CF - Corner Flag 3-17 CREATE YOUR OWN ACRONYMS Example: Superb Outstanding Incredible Fantastic Unbelievable “SOIFU” Use them with your athletes! 3-18 AYSO Philosophy Purpose To operate soccer programs where young people can learn and develop a positive self-image, self-confidence, and other positive character traits through their interest and participation in soccer based on our philosophy of: Balanced Teams At the start of each season we aim to set up teams as evenly balanced as possible - it is more fun when teams of equal ability play one sided games have little value to either team. Everyone Plays Our goal is for kids to play soccer - so we mandate that every player on every team must play at least half of every game. When team size allows, all players in U6-U14 shall play at least three quarters of every game. Positive Coaching Winning kids are built up, not torn down! We train and require our coaches to offer honest positive encouragement to our players, rather than negative criticism; "catch them doing something right." Soccer is FUN for players, coaches and parents. MAKE IT SO! Open Registration Our programs are open to children between the ages of 4 ½ and 18 years who want to register and play soccer. Interest and enthusiasm are the only criteria for playing. We will accommodate as many children as available playing fields and qualified volunteers allow. Sportsmanship Athletic contests naturally involve competition. We desire to create an environment in which the game is played with a healthy and constructive orientation, rather than a "win dominated" attitude. We want everyone to "honor the game." We emphasize respect for: rules of the game, opponents (for whom without we have no game), officials, teammates, and self. We believe that no matter what the outcome of the game, everyone will have a positive experience if they are treated respectfully and congratulated for giving their best effort. 4-1 SAN CARLOS AYSO RECYCLES KIDS NEED YOUR HELP REGISTRATION & SOCCERAMMA ♦ BRING ALL OF YOUR OLD SOCCER GEAR!!! ♦ EMPTY THOSE DRAWERS!!! GIVE YOUR OLD SOCCER GEAR NEW LIFE SHORTS SOCKS SHIN GUARDS BALLS SHIRTS GOALIE GEAR LET’S OUTFIT A TEAM THAT HAS NO UNIFORMS!!!!!! LAST GAME - BRING AN EXTRA SET OF CLOTHES - COACHES WILL COLLECT TEAM UNIFORMS AT THE LAST SEASON GAME RECYCLING: - 'IT'S GOOD FOR THE GEAR - 'IT’S GOOD FOR THE KIDS' THANK YOU EVERYONE!!!!!! 4-2 I WILL PERSONALLY BUY A T-SHIRT FOR ANY COACH WHO BRINGS ME ALL OF THEIR UNIFORMS!!! Bob Cook 591-1919 Uniform drop-off – Bob & Lisa Cook – 1445 Orange Avenue • • Explain to the kids! Uniforms will go to the needy. They don’t have to return them – it’s ok! 4-3 COACHING IS A PROCESS! Your thoughts, dreams & worries this year will not be the same next year; neither will be your coaching method! WORLD’S ALL TIME GREATEST COACH… YOUR PICTURE HERE … NOW AND FOREVER - I want to develop character and self esteem in my players, but… if I want to keep my self portrait intact, I also want to be recognized as a good coach. For me to look good, my team needs to look good, and the surest way to look good is to win! - It is the rare observer who can recognize good coaching in a losing effort. 4-4 - Fact – 10-year olds have 60% of the depth perception of the average adult… eyes too close together, thus, miss the ball 6 of 10 times! - Coaches are role models 24/7/365 • • Don’t ‘lose it’ Don’t ‘flip out’ Kids will mimic our good and bad behavior. - None of you will lose a game of soccer this year! However, we will all “run out of time”. - A Coach’s measure of success is what we see looking back at the season. • • • • • • Taught kids skills Had fun (Coach) Special moments Built character Was it challenging for players? Was it fun for players? - Fact – 70% of all kids quit playing sports by the age of 13. Don’t argue calls! - Since the referee represents the authority figure, on the field, during games, it is often difficult to effect change immediately during a game and still maintain the respect due the referee’s position of authority… Always model appropriate behavior in front of impressionable players!!! 4-5 - Cheer when ANY kid scores Goal – Have all kids on your team score Set example of “winning doesn’t matter” Tell kids you want or expect them to make mistakes! Teach them how to ‘shrug it off’ • • • Over shoulder Flush it Throw to ground Then move on. - Fact – 750,000 AYSO players 4.5% will play in high school 33,750 1.35% of these will play in college 455 .23% of these will play pro soccer 1 - Fact – Scholarship Data 30 academic to 1 sports - Broken arms and legs heal – broken spirits do not. 4-6 • Being awarded a ‘throw in’ is rarely an advantage! • To learn a word, a child must hear it approximately 25 times. • If they can’t do it in practice – they can’t do it in a game. • Allow silliness – it’s not the Army. • Coaches are senders – kids are receivers: they’ll do what you do. • Kids provide 90% of the talent on their own. Coaches can affect 10%, at the most. • Know the kids’ birthdays. It’s on the medical release forms. Cookies at practice that day! • If kids want a sleepover before the ‘big game’, let them! It’s unlikely they’ll be tired, and if they are, who cares? • Use language that’s appropriate: no – suck, hate… negatives; yes – adult beverage… positives. • Krispy Kreme doughnuts are ok! • Boys & Girls are different. Girls are more into the fun! Example – “pick a player”. • Mark Twain (mistakes) “A person that can spell a word in many ways is very creative.” • Technique is different from skill. Skill is the ability to correctly execute the technique while under pressure. A coach cannot teach skill. • Force out discrimination. Celebrate individuality. • Coaching is a process that can never be mastered. • How to reach kids? Soft voice, on knees, self esteem. Kids listen after a genuine complement, and they’re much more receptive. • Sandwich Criticism – 1 to 1; 3 to 1; 5 to 1. • Teach your kids to: - win and lose with class - have compassion for others - develop mental toughness/persistence Too often our standard of success is to win at the beginning. - Ghandi → mistreated Indians burning I.D. cards in Africa - Robert Bruce → First King of Scotland – defeated British on his 7th attempt • Be the coach you would’ve wanted to play for. • One of the greatest challenges a coach faces is dealing with special needs. • Make the “unspecial” kids feel special. 4-7 • The kindness you show kids with problems often aren’t reflected in your ‘won-lost’ record, but they can pay off dramatically with those kids who rarely get singled out for special attention. • Make sure weaker players learn some tangible skills by the end of the season. Fundamentals… • More than anyone else on the team, make sure that the weaker players have fun. • “Sports don’t develop character as much as reveal it.” • We all want to be cheered for, if not by thousands, at least by a few. • The highest rates of participation in sports occur at age 10. • “More, Better, Longer” = more kids having a better experience and staying with it longer. • Coaching kids is difficult: - Everything you do (and fail to do) is exposed for everyone to see. - Your mistakes are often obvious to everyone, while your genius moves can be invisible. • Competitive sports tend to bring out the worst in the parents of young athletes. • Goal = every kid has a positive experience, gets to play all positions, and develops a stronger sense of self esteem. • Peter Pan (Hook movie when Peter has grown up) said to Captain Hook, “You seemed so much bigger before.” To which Hook replies, “To a ten-year-old, I’m huge!” • Imagine what a soccer field looks like when you’re 3-feet tall. • Commitment frustration → kids today have many more things to occupy their time than I did as a child. • Coaching can be incredibly rewarding. • The greatest coaching principle in the world: The things that get rewarded, get done. • Punishment does carry with it some information value, and it can stop a behavior, but it rarely can teach new ones. • Responding successfully to a challenge requires emotional support. When a child is secure in knowing that they will be valued and accepted by the coach, parents, or someone, no matter how they perform, more of their energy can go to responding to the challenge. – important goal kicks – “it’s ok to miss it!” • Reinforce positive behavior; ignore negative behavior as much as possible; and when negative behavior can no longer be ignored, intervene in a way that extinguishes the behavior rather than reinforcing it. • The key is being “relentlessly positive”, not just positive at first. • Maximize the amount of time you can get your players to practice what you are trying to teach them. 4-8 • At the beginning of practice following a game, take a few minutes to share with your team the good things that you’ve noted about each of them. - carry a note pad – write down several significant, positive things about each kid. This sets a positive tone for practice, helps motivate kids to try to improve, especially since they know improvements will be noted and will be called to the attention of the entire group. • People do what gets measured. • Ask kids to practice on their own, or with their parents. • Most of the average kid’s life is spent being corrected, criticized, yelled at, punished, or in some way being made aware of shortcomings. Here is a moment where the child can do no wrong. Kids love it, and they respond by trying harder to improve. - Each kid should have about the same amount of things noted and shared for each game. - Recognize kids for great things they have done on their own, as well as on what you are teaching. - Include “character” items when appropriate. For example, a child may have trouble controlling her temper when an opposing soccer player elbows her. If so, make that one of the things she is working on and note it and share it with the group when she makes progress. - Give recognition for effort, not just results. Most improvements come about little by little, same of coach development. - Do note negative things during the game but don’t share them with the kids at this time. One rule on criticism is clear and inviolate: praise in public, criticize in private. - Ask kids to help you observe good things that other kids are doing. - After the last practice before a game, get together with your coaches and note what things you want to watch for with each kid during the next game. 4-9 The following are some excerpts from Positive Coaching by Jim Thompson, to help you to better coach: • A sport like soccer should be the source of a lifelong love affair, not constant agonizing over what might have been. • Some kids will be outstanding athletes, most won’t. Some teams will have winning records, about half won’t. But in the bigger picture, every child can develop a stronger sense of herself through participation as a member of a team. Every child can learn important lessons about life by making great efforts, enjoying the taste of victory, and returning to try again after loss. • Coaching kids is difficult. There are a number of perfectly good reasons why coaching is hard. For one thing, everything you do (and fail to do) is exposed for everyone to see. • Managing is like holding a dove in your hand. Squeeze too hard and you kill it; not hard enough and it flies away. – Tommy Lasorda • Your mistakes often are obvious to everyone, while your genius moves can be invisible. The players look like stars for doing what you taught them to do, while all the parents can think about is how the kid is a chip off the old block. • Competitive sports also tend to exacerbate the situation by bringing out the worst in the parents of young athletes. • If you are getting into coaching with the idea that you intend to be in control of the situation, forget it! As a coach you usually can’t control which players will be on your team. You can’t guarantee that your players will show up for practice, especially when you’re prepared to work on a skill that the no-shows really need work on. You can’t know or control whether key players will get sick right before a crucial game. And you certainly should not go into coaching with the idea that you will be able to control the outcome of the games themselves. • Another problem many coaches bring with them is a lack of positive role models. The yelling and screaming comes through while the teaching and the strong relationships that many of the greatest coaches establish with their players are invisible. • Kids today have many more things to occupy their time than I did as a child. • Some moments are just not teachable: - Games: In general, games are not filled with teachable moments. - Mistakes: When a child makes a mistake that costs the team a game, he knows it better than anyone. If you are emotionally caught up in the mistake and can’t be positive at the moment, then be silent. - When you are angry: I firmly believe that it is okay, even desirable, to be able to get angry at kids. However, do not confuse this with the idea that you can teach much of anything to a kid when you are mad. - Factors beyond your control: A child whose parents have recently divorced or whose father has recently died is probably not going to have as many teachable moments as he otherwise would have, no matter how positive you are. 4-10 • “Acceptance time” has been a valuable tool for me as a coach. This is the time it takes an individual to process a suggestion or criticism and embrace it as her own. • In some cases, kids need time to be able to “forget” that the idea wasn’t theirs in the first place so they can embrace it as their own. • The enlightened coach will derive satisfaction from the learning he has inspired and not try to force the player to acknowledge the source of the new skill. • Teachable moments are not always discrete, teary-eyed flashes of breakthrough. Often what makes the difference is an accumulation of many seemingly ordinary interactions that create an atmosphere in which learning, growth, and change take place. • There’s nothing tough about getting negative when things don’t go your way. Any threeyear-old throwing a temper tantrum is tough in that sense. A truly disciplined coach is one who can provide emotional support to a kid who just blew an “easy” play (easy from the sidelines) that cost a game. He can remain cool while analyzing the situation that contributed to the mistake. Then, at a future practice, he can introduce drills to help the player reduce the likelihood that the same mistake will be repeated. True mental toughness is exhibited by remaining positive in the face of adversity. • Coaches should tell stories. Humans respond to stories. Stories motivate. • To most kids, a baseball or soccer game seems like a series of random events. There’s no big picture. There’s no logic or structure to what’s happening. It’s either “we’re winning” (not sure why, we must be better) or “we’re losing” (not sure why, they must be better). One of the coach’s most important roles is to help the players impose a framework on events that can help them gain some measure of control. • Today is hot for both teams. But if you guys can put even more effort into your play, it will demoralize the other team since they will be thinking about how hot it is, while you will be thinking about how much more miserable they will be in the heat when you outhustle them. • Kids have lots of what we adults think of as distractions or “noise” competing for a share of their attention. They have fantasies. They wonder what other kids think of them. They hear the traffic passing by on the streets next to the soccer field. They see birds fly overhead. They get hungry and wonder what’s for dinner. So, it’s not surprising that our players don’t always (or even often) get what we’re trying to teach them the first time. • If we want to help kids develop the ability and the self-confidence (two related, but very different things) to deal with problems and chart a life of their own choosing, we should be looking at sports as an opportunity to develop thinking skills. • The first step in getting kids to think is to set the expectation by telling them again and again that you expect them to use their heads on the field. • The place where kids will begin to believe you when you say you want them to think is when they make a mistake. • If you tell kids you want them to learn to think and they take your word, they will make mistakes. And you need to respond in a supportive, encouraging way so they won’t be afraid to try to think the next time. 4-11 • Incorporate kid-teaching into your teaching: - explain how to kick - demonstrate the kick - ask each of them, in their own words, to describe how to kick - in pairs, have then demonstrate kicking to each other; and - still in pairs, have them critique and encourage each other. • Train the trainers – whether its kids that are helping or your assistant coaches. • “Player buy-in”: I will work incredibly hard on something when the motivation comes from me. When the goal is someone else’s goal for me, I may work at it, but often only to the degree that I think is necessary to satisfy someone else, not to the point of achieving excellence. • … if your child has high self-esteem, he has made… self-esteem is the mainspring that slates every child for success or failure as a human being. – Dorothy Corkille Briggs • Self-esteem is one’s internal judgment of oneself. Often it is not a conscious statement as much as a feeling about oneself. • It is acceptable and useful to assume that high self-esteem involves two things: - the belief that one is worthy of life’s blessings - the belief that one is competent to master life’s challenges • Youth sports are such a great opportunity to build self-esteem precisely because sports are highly valued in this society, and athletic ability is highly valued by young athletes and their peers. • As a coach, you can improve the self-esteem of your athletes in a number of ways, but the key is to communicate that you accept and value them in ways that they can’t mistake, that you like them, and that you endorse them. • Endorsement, being chosen for important positions and being supported by important others, is ultimately what drives our own feelings of self-worth. • The belief that one is worthy comes from feeling appreciated and valued by important adults in a child’s life. • Too often the message given young athletes is that their value as human beings corresponds to how well they perform on the field. 4-12 A youth sports coach can increase the self-esteem of players by these means: 1. Names: Kids respond to adults who take the time to learn their names and call them by name often. 2. Smiling: Coaches can communicate that they like a player perhaps more easily by smiling than any other way. 3. Joking: Humor does not make fun of someone, it is something that typically only goes on between people that like and care about each other. Friendly humor causes people to enjoy each other’s company, something that can be important in a stressful setting such as an athletic team. 4. Eye contact: Eye contact of a friendly nature communicates caring. 5. Appropriate touching: Touching kids can be a controversial issue in a time when so much sexual abuse of kids is being uncovered. But a coach who tousles the hair of their players, who appropriately puts their arm around kids’ shoulders during a huddle, who pats players on the back, who exchanges “high fives”, and who shakes hands with players after good efforts is communicating that you like and value your players. 6. Influence-ability: A coach who can be influenced by his players is communicating that he cares about them and values their ideas. 7. Listening: Implicit in influence-ability is being heard. There are times when a coach simply has to make a decision that the athlete is not going to like or agree with. But it can make an incredible difference if the coach will give the child a chance to say his piece. Just listening without interruption can communicate caring to the player, whether or not the decision goes his way. 8. Apologies: There are a few things in life I find as difficult as apologizing when I make a mistake that hurts someone. I don’t like to do it, largely because I don’t like to admit that I might have been wrong. But every time I do apologize I feel better, usually the other person feels better, and our relationship is strengthened. 9. Forgiving: The flip side of apologizing is forgiving children when they hurt us. 10. Asking for help: A coach can build young athletes’ self-esteem by simply asking them to help. 11. Expressing appreciation and recognition: When someone notices what I have done or an effort I have made, I feel great and am more inclined to make additional efforts. 12. Bragging: I like to brag about my son. I am proud of my wife and the exciting work she does, and I enjoy telling people about her. Bragging about someone conveys pride in who that person is and his or her accomplishments. 13. Negative feedback gently delivered: While we may not want to hear negative feedback from anyone, it is true that a gentle word about how we might improve ourselves is a sign that someone cares about us. 4-13 14. Helping see one’s potential: Most of us would work hard for someone who helps us see our potential and cares enough to share his perception with us. 15. Photographs: Make a point of having pictures taken of your players. • The number one character trait of an effective coach is the ability to demonstrate unqualified support for one’s players. • In adversity lies the potential for development of mental toughness and other positive character traits. • As time passes, the stressful nature of the challenges fades but the character lessons live on. • One way to help players develop character is to acknowledge when someone is facing a difficult situation, either privately to the person or in front of the entire team. • Tell every potential goalie at the beginning of every season that being a goalie is a character building experience. • When bad things happen, as they always do to goalies sooner or later, I remind them that this s a moment in which they can work on building character. • By calling attention to the fact that they are indeed in a stressful situation, you can help them minimize worry about fear of failure. You can help them begin to see the presence of stress as an opportunity to work on playing under pressure without letting it bother them unduly. Say to your players when they’re under stress, “I’m glad you got into that jam. That’s the only way you’ll ever learn to work yourself out of one.” • Each of us needs to decide for ourselves what character traits are important for us to teach and reinforce with our players: 1. Mental toughness: Successful people do what unsuccessful people aren’t willing to do. 2. Having fun: The ability to enjoy challenges and take pleasure in struggle is a character trait that can be developed and will make for happier, more successful people. Most people who are truly successful in their lives enjoy what they are doing. They see a challenge as an opportunity rather than a threat. 3. Winning and losing with class: Where “being a good sport” often can seem like a passive behavior, winning and losing with class seems to give young people more to grab onto. Encourage them to help an opponent up after a collision. Insist that they give a rousing cheer for the other team at the end of a game whether or not you win. Try to point out examples of classy behavior to your players whenever you see it. Stress that class never involves cheating or sacrificing your principles to win a game. 4. Courage: Courage isn’t the absence of fear. If you’re not afraid, you’re not demonstrating courage. Courage is doing what you think is right or necessary in spite of being afraid. When children are given support and encouraged to see scary situations as opportunities to develop their courage, they can feel more free 4-14 to try to deal with the challenge. When there is overemphasis on success and it seems that only winners are worthwhile, who in their right mind would want to tackle something scary? 5. Setting and commitment to goals: Help your players determine what their goals are for the season. Ask them to think about what they want to get better at, and what they want to accomplish, and to come back to the next practice with a clear idea that they can share with you. • If you can communicate to your players that it is the amount of effort they are willing to put into becoming better at kicking with their weak foot in soccer that will determine how good they can become, you will be giving them an invaluable gift. • The person who wins the tackle is the person who wants it the most. Defense is a gutsy thing where effort and hustle can make up for a great lack of ability. • DIMITT is an acronym for “determination is more important than talent.” In a single “word” it sums up the message that you want the players to remember, that it is their effort on each play that mostly determines the outcome. Often now, when we break from a huddle, instead of “Defense!” or “Rebound!” the cheer will be “DIMMIT!” • 4 steps to teaching positive character traits: 1. introduce and define the character trait; 2. look for opportunities to illustrate the concept as the season progresses; 3. reinforce, model, and intervene when appropriate; and 4. look for stories to share with the players. • We’re not just building soccer teams, we’re building character! • Mistakes are the lifeblood of learning. Without the willingness to make mistakes and learn from them, learning shrivels up. • One of the reasons mature people are apt to learn less than young people is that they are willing to risk less. Learning is a risky business, and they do not like failure. • The message may need to be repeated again and again, so ingrained is the fear and loathing of mistakes in this society. It’s okay to make a mistake. • Most young athletes, like most adults, want more than anything else to avoid looking dumb. The single most prevalent mistaken goal of young athletes is to avoid looking dumb. If you never look ‘dumb’, maybe you’re not trying hard enough. • One of the great things about sports is that it can give children the chance to experiment with making gigantic efforts without horrible consequences when they fail. • Often foolish mistakes result from nervousness. After making the foolish mistake, the player may settle down and be the least likely player to make the next error. It may also be that the substitute may be the person most likely to blow the next play. • Perhaps the most important reason why coaches should make the most of mistakes is because every kid knows that adults can be two-faced. All adults tell kids to “do as I say, not as I do.” Every kid has seen adults espouse values in the abstract and then violate 4-15 them in the specific when it was in their interest to do so… but it is a different matter when a coach responds positively after a costly mistake. There is no more dramatic way to communicate that you care about a person, and that you mean it when you say that mistakes are okay, than after that person has made a costly mistake. • By owning up publicly to our own errors, we help to reinforce that it truly is okay to make a mistake on this team, even if you’re the coach. • When a coach sees something happen again and again, it becomes very difficult to continue to believe and act as if you believe that mistakes are okay. It helps to try to understand exactly what it is that is the mistake and why it is happening. • You get good judgment by exercising bad judgment. • Make practices fun! • How a team practices determines how it plays. Practice sessions are where the players discover whether the coach knows what he is doing and whether he has a commitment to helping the team become as good as it can be. Practice is critical. Ted Sizer, Dean of Education School at Brown University said, “Show me a quarterback that thinks and I’ll show you a losing team.” Sizer pointed out that in the heat of an athletic contest, what most determined the outcome were the habitual responses of the athletes. The only way to truly acquire a skill is to overlearn it. Repetition is the key to overlearning, which can lead to outstanding athletic performances. • Recognize that organizing an effective practice is an art and requires a commitment to make it happen. • Once you have decided that you are going to become a good/better/even better coach, there are numerous resources available to you. Attend coaching clinics. Ask players how their coach last year dealt with a specific problem. • If you don’t know where you are going you will end up there. Think it and ink it. Ideas for practice come from games, either the experience of the most recent or the anticipation of the one coming up. In either case, it is essential to write down your thoughts or you will lose most of them by the time the next practice rolls around. • At the beginning of practice, go over with them what you want to cover during the practice to get their commitment to give it their best effort. • Try to develop a core of activities, usually centered on fundamental skills that need constant reinforcement. There are at least three advantages to building around a core practice schedule. First, it helps you remember to continue to focus on fundamentals as the season progresses. Second, it cuts down on wasted energy. Each player knows that they always do certain things at certain times during practice. Finally, it allows everyone to focus most of the creative energy on learning the new things that are introduced in any particular practice session. Everyone is less distracted by the routine things that simply get done without a lot of thought. • Students’ expectations are set on the first day of school. And for a team, expectations are set at the first practice. Set expectations of behavior that will allow you to give your players some degree of autonomy. My first goal is to endorse them and let them know 4-16 that I am excited about having them on my team. I want them to know right from the start that they will be “among friends”. • Talk about this team’s Big Three goals and Rule Number One. The first is to have fun. The second is to try our hardest. I don’t particularly care whether we win a lot or not, but I do want each of you to try hard on every play. If you try hard, we will be much more likely to win, and we’ll have more fun. Almost no one has fun without putting some effort into the activity, so I want you to try hard and to have fun. The third goal is to be a good sport. It is very important to me that you display good sportsmanship all the time. That means being a gracious winner and a dignified loser. I want you to win with class and lose with class. Rule Number One is that it’s okay to make a mistake. You can’t learn anything new without making mistakes. • The single biggest failing in beginning coaches is a tendency to overcontrol kids during practice. • The key to being able to allow your players some autonomy during practice is having the confidence that you can get and hold their attention when you need or want it. • The ideal practice session allows players to work hard, run off energy, try new things, have some choice about what they do, and converse with their teammates – all while operating within a structure that allows the coach to have some significant measure of control when she wants it. One way of getting back control – run! • A pause between drills to reflect can refresh your players. • Before the scrimmage, remind the players of what we have been working on and ask them to try to remember to implement this skill during the scrimmage. If it is feasible, stop the scrimmage in midstream several times to remind them if they are not remembering to incorporate the new skills. • Many coaches overtalk. The longer you talk the less likely the players are to stay tuned in. Make your talking brief and to the point, and punctuate it with drills, competitions, breaks for water fountain, and scrimmaging. • It works much better to talk individually with players. You can communicate what you want more easily. The athlete can hear you better since he knows that he is the only one you’re focusing on. And sometimes, it can even become a special moment between coach and player. • Many coaches get too hung up about insisting that their players come to every practice. It is simple courtesy for a player to let you know if he is unable to attend practice… ask your players to do this. • The people who have the most fun in their lives have a certain lightness about them. Mostly what kids remember about a sport is whether they had fun or not. If they have fun, they keep laying the game. If they stop having fun, they eventually quit. • There are a variety of ways to introduce more fun into practices. Here are four: competition, reducing the level of play, having coaches play, and bringing a sense of drama to the practice. 4-17 • 1. Competition (with or without handicaps): One of the ways to inject fun into a practice is to scrimmage. 2. Reducing the level of play: There are times when a person needs to withdraw and take it easy for a bit to recharge batteries. Reducing the level of play can often add some fun and motivation to a practice. 3. Having coaches play. 4. Bring drama into practices. 3 Levels of delegation: 1. See and do: The most basic form of delegation is to have your assistants watch you teach a sill with a group of players and then replicate with another group. 2. Plan and preview: The next level of delegation gives more authority to the assistants. Ask your assistant ahead of time to think about how she would teach a particular skill and be prepared to explain what she plans on doing before unveiling it at the next practice. 3. Do and report: A more complete level of delegation involves asking your assistant(s) to figure out how to teach some skill, do so at the next practice, and then talk with you afterwards about how it went. • Take your team to observe a local college or high school team practice. • Games are different. How kids perform during games matters more than during practice, and they know it. Therefore, they tend to get nervous, and because they don’t know how to deal with nervousness, their performance often degrades. When performance degrades, players often get depressed and frustrated. At these moments they need support and insight of their coach to help them weather what is an unavoidable part of any sport. • The most important role a coach can play in a game situation is to be a cheerleader and advocate for the players. When a coach lets his players know that he is for them no matter what, they can turn their inner energies toward doing their best in the game. • A coach who expects loyalty from his players (and who doesn’t want that?) needs to demonstrate the same loyalty back, rather than telling the world about their failings. • Coaching up to the kids means supporting them in their most vulnerable hour, when they’ve made a mistake that loses a game. • Dominant (well-learned) responses are enhanced by an audience while non-dominant (poorly learned) responses are lessened by an audience. The implications of this information are important. It is rare that an athlete finds himself in a teachable moment during a pressure-filled game. • A coach who prepares her players adequately for a challenging game situation can sometimes find that her players can’t wait to play the team that played against them so successfully the last time. 4-18 • One of the realities of games is that much of what happens is beyond the control of the players and coaches. The savvy coach will incorporate the style of the refereeing into his coaching. • More emotion is not always better. High levels of emotional arousal can work against development of the mental concentration that is necessary to execute in a game the way one has been practicing. • Mental concentration is the key to successful execution in a game, and a pep talk that distracts a player from concentrating on what he needs to do in the game is likely to be counterproductive. In lieu of an emotional pep talk, review the game plan with your players before the game. Remind them, or ask them to remind all of us, what we need to do to win the game. Especially before a big game, remind the players that soccer is supposed to be fun. You want them to enjoy the game as well as do well in it. • A coach can provide the equivalent of the elephant’s stick to help young athletes deal with anxiety in a pressure-filled situation by giving them some specific tasks to perform early in the game. Two suggestions can apply to almost any nervous situation: remember to breathe/feel your feet. • One of the great opportunities of hotly contested games is that they offer countless chances to teach and reinforce lessons on character. Dorcas Susan Butt wrote: “…If athletes understand that the sport in which they participate is greater than themselves and will continue longer than they will, and if they have a clear picture of its organization and rules, and understand that it places the highest value upon the development of competence, then the athlete will be able to concentrate fully upon developing his or her own competence and appreciating the competence of others.” • Enjoyment is often the first thing that goes out the window in a game. Continually remind them to relax and simply have fun. • More than almost any other factor, it is parents that give would-be coaches pause. As kids get older, parents tend to become more belligerent, as if they acknowledge that it is okay to just have fun when kids were young, but now that they are in seventh grade (or sixty, or fifth, or…) it’s time to win. • No matter the referee’s call, yell “Good call”. • Begin the season by telling parents some horror stories of parents and coaches you’ve seen in the past. Make it clear to them that you don’t want that to happen with your team and that you are confident it won’t. • Arranging situations where parents have to perform (and not just give directions to their children) can have a positive impact by giving parents a whole different way of looking at their child’s performance. If possible, get parents into game-like situations where they cannot continue to fantasize unrealistically. • No one will judge you based upon your child’s athletic performance! • What parents want from a coach: 4-19 1. To be in the information loop. 2. To hear good things about their kids. 3. To see their kids play. 4. To be included – to also be “among friends”. • A coach who wants his players to be enthusiastic and positive about the team and the sport is to recognize the impact parents can have on a player’s attitude and effort level. Discuss this impact with parents at the beginning of the season and encourage them to be visibly upbeat about the season with their child. • If you can give parents some concrete guidelines about how they can help, you are more likely to forge a potent coach-parent partnership that will benefit everyone. Hear are some guidelines: 1. Don’t put the player in the middle: Ask them to talk directly with you if they have a problem. 2. Give you feedback: You can only benefit from encouraging your parents to engage in full disclosure about your players. 3. Don’t give instructions during a game: Too often, players are put in the nowin situation of trying to please both the coach and the parent. 4. Provide positive support for their player: Perhaps the most important thing a parent can do is to be there for the athlete. Competitive sports are stressful to players and the last thing they need is a critic at home. Be clear with your parents that you want them to be a cheerleader for their kids. You want them to focus on the positive things their child is doing and leave the correcting of mistakes to you. 5. Be a part of the “home court advantage” for the team. 6. Don’t disparage the other team: Don’t win at the expense of diminishing the players and coaches on opposing teams. • When parents get clear signals of what your program of parental involvement is and isn’t, when they are clued into the sources of AYSO parent-it is, when they hear lots of good stuff about their children from the coach, when their kids get to play a lot and are progressing and having fun, they tend to go along with the program. • Most parents want their kids to do well because they love them. • Usually coaches win if they can; if they can’t, they build character. – Austin Henderson, a character in Thomas J. Dygard’s Quarterback Walk-on. • Youth sports is not war, and even trying to win needs to be balanced against other goals of participation in sports, such as having fun and learning good sportsmanship. • As a coach, be clear how you feel about winning. • Hold yourself to the standards you ask of your players. • Sometimes when we coach to win we do more poorly than if we come at winning indirectly. I like to start each season with a new group of players by stressing the big 4-20 three goals: having fun, trying hard, and being good sports. When, as they sometimes do, players ask about winning, it gives me the chance to say that the surest way to win is by trying hard and having fun. • It’s common for us to play over our heads against superior opposition, because this foreknowledge that winning is not an essential part of the experience is what brings out our best performances… If you are not intimidated by the idea of losing… or “looking bad,” you can simply concentrate on playing and sometimes go beyond yourself. – Thomas Tutko and Umberto Tosi, Sports Psyching. • Thomas Edison was reputed to have tried more than a thousand times to invent the light bulb before he was successful. • It is difficult to see how one could develop the positive character trait of persistence in the face of adversity without the adversity. It’s hard to develop the ability to keep getting up if you’re never knocked down. We need to value losing for the lessons it can bring us and our players. • Coaches who want to make a positive difference in their players’ lives should welcome adversity. It is when things go wrong that coaches can have the most impact. When you have a great bunch of athletes who always win, what is there for you to add? • Too often our standard of success is to win at the beginning. • Losing restores us to balance. We coaches, whether of children or of college athletes or of professionals, are really just quite little fellows (and fellowettes) in a wide world after all. Losing helps us remember that. • The first rule of medicine, international development, and coaching kids is “Do no harm.” • Every coach undoubtedly wants his players to work harder on becoming better athletes. The research on self-efficacy gives some clear direction on how coaches can encourage their players. Here are some guidelines: 1. Educate them about internal motivation. 2. Encourage them to see skills as acquirable. 3. Provide mastery experiences for key skills. 4. Encourage personal goal-setting and charting. 5. Focus on the do-able parts of any challenge. 6. Encourage generous estimation of relative ability. Stark realism about one’s own abilities is not advantage, and can even be a handicap. 7. Desensitize them to pressure. There is an old saying that the greater part of courage is having done something before. 8. Be influencable. There is much evidence that it is a person’s feeling of having little or no control over his environment, not stress itself, that permits stress to overwhelm him. 9. Coaches cannot make their kids into superstars. You can nurture it, but you can’t do it. So relax and enjoy coaching. 4-21 • People on a meshed team will help each other personally… A group of self-dedicated soloists, on the other hand, never ceases its internal competition. – Bill Bradley, Life on the Run. • Whenever a new group assembles, there is a sorting out process that it must go through before it can become a team that works together toward a common goal. There are four general requirements that must be satisfied in the minds of your players (and coaches for that matter) before they can begin to work together as a team to accomplish the group goals of playing as well as they can and winning: 1. Acceptance: Each player must feel that she is accepted by her coaches and teammates before she can devote anything close to 100 percent of her energies to improving as an athlete and helping the team win. 2. Influence: If a player has a sense that they can exert an adequate amount of influence over what happens to them on the team, then they can throw themselves wholeheartedly into helping the team win. 3. Identity: Am I an important member of this team? Do I have a role that will help the team achieve its goals? 4. Goal matching: Each player needs to feel that he wins if the team wins. • Liking someone is involuntary (at least initially). Caring, on the other hand, is an act of will. You can decide that you are going to care for someone and you can learn to do it. You can decide that you are going to act in ways that benefit another person even if you don’t particularly like them. • Avoid MVP type awards, which often backfire with 11 kids coming away feeling like the least-valuable player and resentful of the one. Instead, try to give each child an award that says something about the unique contribution each made to the team. • “Just caring about each other and wanting each other to do well.” If you can help your players achieve that state of mind, you will have helped them become something rare and wonderful – a true team. • It is only as a child’s total uniqueness that he can permit his individuality to unfold. – Dorothy Corkille Briggs, Your Child’s Self-Esteem. • Two good goals: First, I want to make sure that the weaker players learn some tangible skills by the end of the season. While I try to help all my players learn as much as I can, I want to make especially sure with weaker players that the fundamentals are covered. My second and most important, goal with weaker players is that, more than anyone else on the team, I want them to have fun. • It will be no surprise to students of psychology that, as you began to look for positive things about each child’s behavior every week, you begin to like them. • Coaches love the kid that takes coaching well. The players that hang on every word and then try to do what we tell them are terrific. The uncoachable kid has something important going for him. He owns his behavior. He takes responsibility for what he learns and refuses to learn. He may not be open to lots of things that would make him a better athlete or person, but his acceptance of responsibility can be turned to the 4-22 perceptive coach’s advantage. The key is the art of suggestion. Ask her if she is open to a suggestion. “Anna, I noticed something in the game and I wondered if you are open to a suggestion.” • Regardless of how well a parent/coach and child/athlete get along with each other, there definitely is stress for both the child and the parent when the parent is a coach. The key to doing a good job with your own kid is to never forget that your kid is not you. • There is a normal curve of behavior for each child – some days the kid will be an absolute angel and others will be a terror. Most of the time, the behavior is somewhere in the middle of the curve (if he is a “normal” child). • Don’t forget that every child is special. What makes a child special is special attention by an important adult in that child’s life. You can be a coach that gives special attention to all of your players, those that society has designated as special, and those that are special because they don’t have a special category for themselves. And when you begin to see ach of them as special, each will be! • Public ceremonies and rituals are the ingredients that crystallize personal commitment. They help to bond people together and let them know that they are not alone… There is a family feeling about celebrations. While fun, they also provide a meaningful reminder about which key values are celebrated in the organization. – James M. Kouzes and Barry Z. Posner, The Leadership Challenge. • A primary purpose of the end-of-the-season party is to recognize your players both for the effort and progress each player made during the season. Make a point to recognize each player individually. • The ideal is to create an award for each child that expresses something about their uniqueness and the specific kinds of contributions they have made during the season. • Sometimes the greatest teachable moments come at the ceremony at the end of the season. The kids are paying attention in a way that some of them haven’t all year. The parents are there. The work is completed, for better or for worse. What you have to say, and how you structure the event that celebrates the end of your season, can reinforce what you’ve been trying to do all year, and it can sometimes even make points that you weren’t able to make effectively during the season. When you have a child standing next to you in front of an audience of his teammates and their parents, and you are talking about him and what he has accomplished during the season, you can be sure of one thing: he is listening to you. This is a teachable moment. Sometimes it is at a moment like this that you can make the points that just didn’t make it through their skulls to their minds during the season. You can also reinforce ideas with parents, who after all, aren’t’ with you during the season when you practice day after day. Two challenges and wishes for you in your great adventure as a coach of young people. First, make your goal to turn every one of your players into a coach so they can pass on to others what you are teaching them about life as well as sports. And finally, never lose sight of what it is you would have wanted in a coach when you were young, and do everything in your power to become the coach that you would have wanted to play for. 4-23 KIDS PLAY I COACH YOU CHEER 5-1 Team Volunteer List – Page 1 These positions need to be filled prior to the end of our team meeting: Team Sponsor(s) $ Name Phone $ Name Phone $ Name Phone Team Mom(s) – snack schedule/party/ph. Wrk Name Phone Name Phone Field Helpers – early games – goals/check field for safety Name Phone Name Phone Practice Helpers Name Phone Name Phone Name Phone Name Phone Banner Creator(s) Name Phone Name Phone 5-2 Team Volunteer List – Page 2 Referee (U-8’s only) Name Phone Name Phone Name Phone Team Photographers Name Phone Name Phone Name Phone Name Phone Take photos early in the year! They are due approximately 1/3 into the season! Publicist Write a brief summary of each game for the website. Name all players equally throughout the year, and with positive enthusiasm. 5-3 TEAM MEETING - Introduce yourself and your assistant coaches. - Kids pick team name. Write their list of choices and let them vote! - Set expectations of parents. Late to pick up kids, etc. Practice starts and ends on time! - Set expectations of kids (to the parents). - Zero tolerance for negative comments to players, refs, anyone! - All kids play all positions EVERY game. - All families chip in $10.00 to make banner. - U-8’s need one ref volunteer from each team, each game. - Handouts to parents. - After volunteer list is filled out: hand out uniforms. - Write down child’s name next to uniform number. - Get all parent’s phone numbers, e-mail address and addresses. - Kids bring tennis shoes if it rains. - Parents always bring water for their children. - All children bring their own soccer ball, shoes, and shin guards! - No winning by more than 5 goals! - Tell parents what team number we are. - Inform parents of the “recycle” uniforms and equipment at end of season! 5-4 Team #: Team: Name: Roster (list alphabetically) Name Jersey # Parents’ Names Phone Number E-Mail Address 5-5 TEAM NAME: Jersey # Player’s Name Parents’ Names Address Phone # E-mail Team Job Snack Date 2 3 4 5 6 7 8 9 10 11 12 13 5-6 SAN CARLOS AYSO TEAM EXPECTATIONS Players, coaches and parents need to be able to work together in order to form a fun, cohesive and well organized team. Everyone involved must have a clear understanding of what is expected from them, as well as v/hat they can expect from others. San Carlos AYSO has the following expectations of the players, coaches and parents that participate in our soccer program. EXPECTATIONS OF THE PLAYERS: 1. Players should play for the fun of it, not just to please their parents or coach. 2. Players should arrive to practices and games on time, focused and ready to practice and play. 3. Players should never argue with or complain about the referee calls or decisions. 4. Players should always give their best effort and work equally hard for their team as for themselves. 5. Players should treat all players as they would like to be treated. 6. Players should not talk when the coach is speaking and should listen attentively. 7. Players should show respect to coaches, referees, teammates and opposing players. 8. Players should help and encourage their teammates. 9. Players should be willing and eager to learn and improve. 10. Players should show good sportsmanship at all times, regardless of whether they win or lose. EXPECTATIONS OF THE COACHES: 1. Coaches should conduct well-organized practices, starting and finishing practices on time. 2. Coaches should be reasonable in their demands on the player's time, energy and their performance. 3. Coaches should be enthusiastic, encouraging, motivating and stress positive coaching. 4. Coaches should prepare a well thought out game plan, including player substitutions. 5. Coaches should enlist the team's parents to instill the proper attitudes and values in the players. 6. Coaches should be supportive, patient and understanding with their players. 7. Coaches should be fair with all their players, regardless of their abilities. 8. Coaches should always display good sportsmanship and never criticize the referee. 9. Coaches should stay informed about sound principles of coaching by reading books and taking clinics. 10. Coaches should ensure that their players' soccer experience is one of fun and enjoyment. EXPECTATIONS OF THE PARENTS: 1. Parents should not force an unwilling child to participate in sports. 2. Parents should remember that their child is playing soccer for his/her enjoyment, not the parent's. 3. Parents should teach their child that playing hard and giving their best is all they expect. 4. Parents should help their child work toward skill improvement and good sportsmanship. 5. Parents should recognize the importance of coaches and referees and give them their due respect. 6. Parents should not question a referee's judgment or honesty, or complain about the referee's calls. 7. Parents should applaud good plays by players on both teams, not just their own child’s. 8. Parents should get involved with their child's team by volunteering for a team job. 9. Parents should make every effort to drop off and pick up their child on time from practices and games. 10. Parents should remember that the AYSO soccer is "for the kids". 5-7 2004 San Carlos AYSO Board of Directors Position Name E-Mail Phone Commissioner Raymond Merala Commissioner Emeritus Barbara Billings Asst. Comm. Leagues Brad Lewis Registrar Tim Gordon Boys League Director Dan Hoffman Girls League Director Rob Holden Treasurer Barney Mooney Secretary Leanne Moore Auditor Anna Lippi Scheduler Steve Lippi Community Relations Rod Lehr Chief Coach Bob Cook Referee Administrator Keith Hussinger Director of Referee Instr. Carlos De Marchena Dir, of Ref. Assessment Bob Miller Open • We Need Help U8 Parent Referee Coord. Field Director Will Stambaugh Sponsor Director Tom Paraubek Safety Director Marianne Camous Purchasing Director Tom Bedell Purchasing intern/Asst. Stanley Johnson Technology Advisor Dana Rasmussen Picture Coordinator Joslin Cory Prof/College League Liaison Alex Leibovich Appreciation Event Coord. Maureen Garrett Indoor Director Lisa Allen Winter League Michael Lipinski Yearbook Coordinator Robin Mendoza Soccerama U6-U10 Will Stambaugh Soccerama/website design asst. Tim King Child & Vol. Protect. Adv. Greg Cattermole Asst. Child & Vol. Protect. Adv. Bob Miller BOYS COORDINATORS: Under 19 & Under 16 Terry Juri Open - We Need Help Under 14 Under 12 Marey Rich ins Under 12 Greg Gehlen Under 12 Joe Wucher Under 10 Chris McKay Under 10 Frank Bravo Under 8 Kelly Cabezon Under 6 Jeannine Stambaugh Open - We Need Help Under 6 Assistant GIRLS COORDINATORS: Under 19 & Under 16 Terry Juri Under 14 Linda Townsend Under 12 Chuck Gillooley Under 10 Chris Thane [email protected] [email protected] [email protected], [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] Open • We Need Help [email protected] [email protected] chloetown @aol .com [email protected] [email protected] 591-1134 593-1705 595-2599 598-9492 Under 10 Under 8 Under 6 Area Director [email protected] [email protected] [email protected] [email protected] 593-9832 598-0667 576-6659 Brad Driver Karen Boe Jeannine Stambaugh Ken Rhoads 598-9617 592-5815 556-1958 591-5781 631-7969 592-5056 367-1760 892-/8514 593-5757 593-5757 591-1947 450-1120 464-1370 368-3521 593-2464 [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] catthowse@aol .com [email protected] 280-5603 592-6061 654-5516 369-3684 593-7292 637-1170 508-1571 592-4289 592-6535 594-4828 593-7480 802-9356 280 5603 594-0686 592-3850 593-2464 [email protected] 591-1134 [email protected] 595-3172 595-8574 508-9840 593-0101 508-8945 593-1779 576-6659 [email protected] [email protected] [email protected] [email protected] [email protected] Open - We Need Help 6-1 6-2 Results 1-15 of about 30166 containing "soccer coaching resources" NEXT >> WEB PAGES - ABOUT 1. soccer learning systems soccervideos.com 2. usyouthsoccer.org ... to the US Youth Soccer Coaching Education Network: The National ... Discounts on coaching aids from Success in Soccer. Register today for ... Official US Youth Soccer Coaching Manual. 01/30/03 ... www.usysa.org/coaches 3. FineSoccer.com Free Soccer and Goalkeeping Newsletters sent out once a week! FineSoccer sends out two free newsletters each week. One is a free Soccer Newsletter and the other is a free Goalkeeping Newsletter. ... SoccerAtEase - Learn to be successful in soccer and in life ... FineSoccer Content for YOUR web site! Coaching Philosophies. Glossary ... how to become a better soccer player or coach. ... www.finesoccer.com 4. Soccer Coaching Resources This page contains links to resource soccer web sites for the youth soccer coach. ... Injuries Uncommon But. Can Occur. Soccer Coaching Resources. Train your coaches ... help you learn or reinforce the basics of coaching youth soccer. There is also a downloadable version of ... www.ksnusa.org/soclinks.htm 5. Coaches Resource Library US Youth Soccer - The Games for All Kids! www.usysa.org/coaches/archive_COA.html 6. CANCoach Systems Inc. ... Multimedia Sports Coaching Applications ... Sports. Store. Support. Resources. About CANCoach. Looking for something at CANCoach.com? ... Rugby > Soccer > Softball ... www.cancoach.com/index.php/sports/soccer_home 7. 360 Soccer - Coaches Resources - Futbol, Voetbal, Fussbal, Futebol, Football Comprehensive Soccer, Futbol, Voetbal, Fussbal, Futebol, Football pages covering Pelé, FIFA, World Cup, World Acclaimed Pelé Page, MLS, International, ACCA, CCSL, Mexican Professional, Youth, ... NorCal. News. Resources. e Postcards. Forums. Resources. Training Guides ... Soccercards. Soccer Base. Soccer Clinics Europe. Soccer Coaching Sources and Resources ... www.360soccer.com/resource/rescoach.html 8. Free Youth Soccer Coaching Magazine Free Youth Soccer online magazine created and designed especially for beginning coaches, parents, and youth soccer players ... Coaching Youth Soccer. With. Coach Karl Dewazien ... Youth Soccer Articles. Training Tips. Coaching Tools. FUN Soccer Store. Special Offers. About Koach Karl. Resources. Contact Us ... www.fundamentalsoccer.com 9. Coaching Soccer - A Reference for Youth Soccer Coaches Coaching soccer for a youth soccer team? Here are some basic tips, drills, and resources to make your soccer coaching experience rewarding and fun. ... go to the following website: NASL.com Coaching Soccer Website . Their soccer website is the best online resource ... have found bar none for soccer coaching resources. ( and they get a ... www.soccer-for-parents.com/coaching-soccer.html 10. SOCCER-COACH-L Soccer Coaching Manual A manual for the novice and more advanced youth soccer coach ... Overview. Principles. Coaching Resources. Practical Guidelines ... Welcome to the SOCCER-COACH-L Basic Coaching Manual. We hope that you find many items of interest to you, whether you ... www.ucs.mun.ca/~dgraham/manual 11. Soccer Coaching Links 6-3 ... This section offers links to soccer coaching resources across the web… ... FineSoccer.com. Southern Soccer Scene Coaching Corner. BruceBrownlee.com ... www.soccercoach.bravepages.com/common/Links.htm 12. CoachingSports.net, plays, drills, exercises, instruction, strategy, videos, software, books CoachingSports.net provides coaches with important information like free archives of plays, drills, strategies, tactical/technical instruction, coaching tips, books, videos, newsletters & software... to bring you valuable information and resources for coaches in all sports at all ... Get valuable coaching tips in Basketball, Soccer, Volleyball, Tennis, Football, Baseball, Softball ... www.mwnsports.com 13. Coach's Resources ... Town and Country Optimist. Soccer Association. Coaching Resources. Available to T&C Coaches ... company then and now is on soccer coaching and teaching systems and products that generate ... www.townandcountryfootball.org/soccer/Coachingresources.htm 14. Welcome To The Trophies2Go.com Link Directory - Coaching Resources Welcome To The Trophies2Go.com Link Directory - coaching resources ... Coaching Resources. Home. Please support our Link Partners by visiting them. A Free Youth Soccer Coaching Magazine... A Youth Soccer online magazine created and designed especially ... www.trophies2go.com/links/coachingresources.html 15. Coaching Soccer Instruction, Drills and Tips The Coaching Corner, the youth team sports resource for coaches, players & parents. We provide instruction, editorials, coaching tips, bulletin boards and practice skills & drills to help coaches ... Tips. Commentator. ChalkTalk. RESOURCES. Forms. Products ... Check out our Soccer KnowledgeBase of coaching tips and share your favorites with the rest of us! ... www.thecoachingcorner.com/soccer 16. Coaching and Training Resources on SPORTQuest Everything for the professional and the beginning coach including training techniques, software, drills, nutrition, weight training, mental training and more. ... soccer associations, soccer teams. Soccer coaching, soccer training, soccer drills. Soccer ... Soccer: Coaching Tips. Soccer: Coaching: Sources and Resources. Soccer: Colorado Soccer ... www.sportquest.com/resources/coaching2.cfm?scat=Coaching&StartRow=41 17. nscaa.com ... Join NSCAACoaching EducationCoaching TipsRankingsJob ListingsSoccer Communities ... MEMBER BENEFITS. MEMBER RESOURCES. POST-CONVENTION JOURNAL ... www.nscaa.com 18. Soccer Tips and Coaching ... DVD and Video Soccer Coaching Tools. A comprehensive online resource for both ... more Articles & Resources below. Articles & Resources. more from your guide. Soccer Coaching Equipment ... worldsoccer.about.com/cs/coach?iam=anaconda&terms=soccer+coaching 19. Dallas Soccer Resources - coaching youth soccer Dallas Soccer Resources. soccer coaching youth soccer coaching youth soccer coaching youth soccer galleries, wallpapers, coaching youth soccer links. www.dallassoccer.net/coaching_youth_soccer-1.html 20. Dallas Soccer Resources - coaching soccer ... Dallas Soccer Resources. how to play soccer, coaching soccer coaching soccer learn how ... soccer play soccer, how to play better coaching soccer coaching soccer skills, soccer how ... www.dallassoccer.net/coaching_soccer-1.html 21. Soccer Coach Manuals This site was last updated on 04/29/04. Soccer Coaching Manuals. Files marked with require Adobe Acrobat Reader. Go to http://www.adobe.com to download the Acrobat Reader Free of Charge. ... Futsal (Indoor Soccer) Coaching Manual. Shooting Practice Manual Great new manual ... Sins of Soccer. Soccer-Coach-L Coach's Manual. Overview. Principles. Coaching Resources. Practical ... 6-4 www.decatursports.com/drills/soc/soccer_manuals.htm 22. Soccer Coaching Tips ... Coaching resources. Watch, listen and learn. Explaining formations. Walk before you run. Soccer Score Book ... Web Site Adds Example Training Sessions. US Soccer Coaching License Courses ... www.decatursports.com/drills/soc/soccer_tips.htm 23. The Coaching Staff: SoccerCoaches.net:Multi-topic Resources Coaching Directory with resources for coaches by coaches about the sports they love coaching. ... Coaching Resources> SoccerCoaches.net > Multi-topic Resources. Featured Coaching Resources 1 - 8 of 8. Colorado Soccer Net - Coaches ... www.coachingstaff.com/irc/soccercoaches_net_multi_topic_resources.phtm... 24. CoachingSoccer.net, plays, drills, exercises, instruction, strategy, videos, software, books ... Special Offer: Buy 1, Get 1 FREE - Soccer Coaching Software. Welcome to CoachingSoccer.Net, a member of the ... bring you valuable information and resources for coaches in all sports at ... www.coachingsoccer.net 25. COACHES: Kentucky Youth Soccer Association, Inc. The Kentucky Youth Soccer Association represents over 50,000 Kentucky soccer players. ... COACHING RESOURCES - Information on many of the coaching resources available online to assist the youth coach including US Youth Soccer and USSF ... www.kysoccer.com/coaches/coaches.html 26. Coaching Links Coaching Resources: Select a Topic. Back to Coaches Page. Organizing a Practice. Sample Practice Session. Player Eval Form (Acrobat Required) Coaching Links. Coaching Links ... to assist soccer coaches - activities/drills, tactics, child-development resources, and "coaching tips". Below are ... graftonsoccer.org/coachlinks.html 27. Coaching Education New Jersey Youth Soccer. Coaching Education. F License. E License. D License. Waiver. Policies. Hosting a Course. Part of the mission of New Jersey Youth Soccer is to provide coaching education to those involved in the game. ... a wealth of coaching education resources. The Soccer Coaches Mail List provides ... www.njyouthsoccer.com/coaching/coaching_schools.htm 28. NK United ... United Soccer Club ... Soccer Sites. Choose a Link by Category: Local Soccer SitesSoccer OrganizationsProfessional Soccer. Soccer NewsSoccer Coaching ResourcesTop (Exit) Cincinnati United Soccer ... www.nkunited.org/links.html 29. Compare Prices and Read Reviews on Kwik Goal Coaching Sticks 16B1041 at Epinions.com Epinions has the best comparison shopping information on Kwik Goal Coaching Sticks 16B1041. Compare prices from across the web and read reviews from other consumers on Kwik Goal Coaching Sticks ... View store info. Kwik Goal Soccer Coaching Sticks ... www.epinions.com/Kwik_Goal_Coaching_Sticks_16B1041_Soccer 30. Coaching Resources coaching resources. recommended books for coaches. Soccer: How to Play the Game. The Official Playing and Coaching Manual of the U.S. Soccer Federation (1999: Universe Press) ( review: "This should be on every American coach's bookshelf. ... the best book in 30 years on soccer coaching. A dream book for soccer coaches and players, it's ... www.greatfallssoccer.com/Files/coach_resources.html 31. Yahoo! Directory Soccer > Coaching ... private camps and clinics. Soccer Coaching Net - information for coaches including ... information, and more. SOCCER-COACH-L Basic Coaching Manual resources, basic principles, practice ... dir.yahoo.com/Recreation/Sports/Soccer/Coaching 32. Coaching Resources 6-5 ... Coaching Resources. PORTLAND YOUTH SOCCER ASSOCIATION COACHES MANUAL ... about PYSA, code of conducts, parent’s role, rules summary, soccer primer for all age groups, laws of the game ... www.pysa.net/Coaching%20Resources.htm 33. Youth & Coaching Links ... SOCCER RESOURCES ON THE 'NET ... be made available for coaches who want to print out parts of it." Soccer Coaching Resources ( http://www.kick.com/coach) ... www.ortho.lsumc.edu/Geo/soccer2.html 34. Coaches: Kentucky Youth Soccer Association The Kentucky Youth Soccer Association represents over 50,000 Kentucky soccer players. ... Coaching Resources. Available resources on this website and on the web ... sites on the web for soccer coaches. Coaching Articles Interesting soccer articles from Kentucky and around ... www.kysoccer.com/coaches/information/resources.html 35. NHSA Coaching: Resources and Links Your browser does not support script. Director of Coaching. Mark Ruest. 66 Highland St. Candia, NH 03034. [email protected] ( 603) 483-2421. Coaching Links - NHSA Home - Director of Coaching - Course Description - Course Schedule www.soccernh.com/coaching_resources.htm 36. Coaches: Resources (Updated: 1-27-04) Coaching Resources & Educational Materials. Coaching Education Scholarship. April Heinrichs, Technical Director of the U.S. Women’s National Teams Program, and Nike, Inc. ... to the US Youth Soccer Coaching Education Network: The National Director of Coaching Education and ... www.mnyouthsoccer.org/coaches/resources.cfm 37. Farmington Club Soccer, Coaches Page Farmington Club Soccer. ETEAMS - TIPS, DRILLS and RULES. Coaches Corner. The only way to have a successful soccer program in Farmington is to ensure that all coaches stay up-to-date and informed. ... There are hundreds of soccer coaching resources on the Web ... It will include links to coaching resources, age specific practice plans, season prep sheets, and more ... www.sol-is.com/soccer/coaches/forcoaches.htm 38. New Soccer Coach - Tips and Ideas for Beginning Soccer Parents Are you a new Soccer Coach? Here are some basic tips, drills, and resources to make your soccer coaching experience rewarding and fun. ... Most parents are glad to help the soccer coach if you will specifically tell them what to do ... Let them borrow your soccer coaching resources or recommend material the parents ... www.soccer-for-parents.com/soccer-coach.html 39. Coaching Resources Mebane Youth Soccer Association. Spring 2004 Season Information. Date. Deadline/Activity. 1/24/2004. Registration Ends. 2/9/2004. Practices Begin. Reminders. If you need registration forms, you can print them out. ... other good coaching resources on the Internet, please send me the URLs! Soccer-Coach-L Mailing List. Soccer-Coach-L Basic Coaching Manual. Soccer-Coach-L ... www.mebanesoccer.us/coach.html?SoccerSys_Parent=5b0f4935626db8813ff8bc... 40. Youth Soccer ... Guide to Youth Soccer Coaching. For First Time Coaches ... specific youth soccer coaching information, please consult the sources below, under Coaching Resources & Links (Online ... family.knick.net/slomar/soccer.htm 41. Soccer Coaching Manuals ... are part of the most comprehensive soccer coaching library on the internet ... by George Lasher. Soccer-Coach-L Coach's Manual. Overview. Principles. Coaching Resources. Practical Guidelines ... www.nasl.com/drills/manuals.htm 42. South San Jose Youth Soccer League non-profit organization supporting youth soccer ... San Jose Youth Soccer League. Coaching Resources. Coaching Sources and Resouces ... Fieldturf socer surfaces. Buy Soccer Coaching books ONLINE! SPORTS HARDWEAR - industrial strength soccer ... www.ssjysl.org/resources.html 43. Soccer Coaching Videos & Books for Youth Soccer Leagues 6-6 Soccer instructional sports videos for youth Soccer, PAL, and Little League soccer coaches and parents. ... thorough and useful guidance on age-appropriate soccer coaching. Using more than 200 full-color ... These valuable resources will be a complement to your soccer coaching library and are ... www.soccercoach1.com 44. Soccer, Football Drills, Coaching, Dribbling, Passing, Goalkeeping, Tryouts... Soccer tips for players, coaches and parents, including ball handling skills such as passing and dribbling, drills, goalkeeping, strategy and more. ... Soccer/Football Lessons, Drills Ball Handling, Dribbling, Passing, Heading, Shooting... Coaching ... Resource Library - US Youth Soccer. Coaching Resources (risk management, on ... www.knowledgehound.com/topics/soccer.htm 45. Valley Soccer Coaching and Players Valley Soccer Coaching and Players' Resources. FUNdamental Soccer Coaching. UKELITE <--- Back--www.valleysc.org/coaching.html Results 1-15 of about 549 containing "ayso coaching resources" NEXT >> WEB PAGES - ABOUT 1. Malibu AYSO Region 759 - Links & Resources ... matrix of all AYSO coaching courses offered, along with ... coaching resources, plus links to many other soccer-based websites. Copyright © 1996-2004 All Rights Reserved. Malibu AYSO ... www.malibuayso.org/_content/linkpage.asp 2. Welcome To The Trophies2Go.com Link Directory - Coaching Resources ... Coaching Resources. Home. Please support our Link Partners by visiting them ... Coaching Newsletters Affiliate Programs Software Store AYSO Coaching Software Complete Allsports Software ... www.trophies2go.com/links/coachingresources.html 3. Ojai Valley AYSO Region 147 - Links & Resources ... A detailed matrix of all AYSO coaching courses offered, along with the prerequisites and time ... Website with many excellent free coaching resources, plus links to many other ... www.ojaiayso.org/_content/linkpage.asp 4. Malibu AYSO Region 759 - Coaching Page ... The following AYSO coaching-related events are all ... coaching resources, plus links to many other soccer-based websites. Copyright © 1996-2004 All Rights Reserved. Malibu AYSO ... www.malibuayso.org/_content/coachpage.asp 5. Ojai Valley AYSO Region 147 - Coaching Page ... The following AYSO coaching-related events are all tentatively scheduled ... Website with many excellent free coaching resources, plus links to many other soccer-based websites. ... www.ojaiayso.org/_content/coachpage.asp 6. COACHING RESOURCES ... Coaching Resources. note: any web site or product listed here is provided for informational purposes only. No official AYSO ... of other great coaching resources, please send an email ... www.ayso105.org/resources.htm 7. coaching Coaching Resources. ( updated 2/04/02) Upcoming Training. Drills and Links. Miscellany. Intermediate Coach Training. February 4, 2003. 6 to 10 pm. Albuquerque, NM. AYSO Training Center. Field Session: February 8, 2003. 9 am to 5 pm www.ayso-s12.org/coaching.htm 6-7 8. Links ... AYSO Region 198 - Clearfield, Sunset, Syracuse, Clinton, West Point & Hill Air Force Base, UT ... World Cup. Coaching Resources. AYSO Coach Home Page Resources & training for coaches ... ayso198.tripod.com/links.htm 9. Term Papers Online - Welcome To Our Directory - Christian family Term papers online, custom written college essays and thesis writing help. Research topics for term papers help, essay & thesis analysis from writing and research experts! ... Coaching Resources. Main | Suggest A Site ... The Author Coaching Newsletters Affiliate Programs Software Store AYSO Coaching Software Complete Allsports Software ... www.mostpopular-term-papers.com/links/coachingresources.php 10. AYSO Region 89 -- La Mesa AYSO Soccer Home Page Event Calendar. August 2003. S. M. T. W. T. F. S. 27. 28. 29. 30. 31. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 1. 2. 3. 4. 5. 6 www.lamesaayso.com/coaching/coaching.asp?month=8&year=2003 11. AYSO - Region 443 - La Quinta, California Our mission is to develop and deliver quality youth soccer programs, build positive character through participation in a fun, family environment based on the AYSO philosophies www.laquintasoccer.com/coaches.htm 12. Coach Information Leeward AYSO. Region 269. Hey Coach! Cool New Region Shirts, Sweaters and Tank Tops. Check them Out. Player Evaluation Form. Coaches! Please fill out and return the player evaluation form. ... Drills and Coaching Resources. TRAINING. Date(s), Place and Times ... leewardayso.org/coach.htm 13. Untitled ... Welcome to the Home of AYSO Region 1053 Soccer ... Comics. Coaches. Coaches. Coaching Resources. Coaches Training ... www.region1053.com 14. AYSO Soccer Region 1112 AYSO Region 1112. Serving Cedar Rapids, Marion and the surrounding area. Schedules and information. ... Real Madrid & nbsp. Coaching Resources. Fine Soccer. World Class Coaching. World of Soccer ... Association of America & nbsp. Referee Resources. Laws of the Game ... www.ayso-cr.org 15. AYSO Region 76 Beverly Hills Youth Soccer Home Page AYSO Region 76 Beverly Hills, California provides a fun recreational youth soccer program to the children of the City of Beverly Hills and the surrounding area. ... Official Licensee of AYSO Coaching Software. For more information, visit our coaching page or ... gathers together numerous Regional resources on coaching, including Words of Wisdom, a ... www.ayso76.org/index_reg.html 16. AYSO Region 83 - Five Cities, CA - LINKS PAGE AYSO Region 83 - Links to see ... AYSO National - American Youth Soccer Organization - Founded in 1964 in Torrance, CA, AYSO is the ... de Football Association. Soccer Coaching Resources: Positive Coaching Alliance ... www.5cities-ayso.com/links.htm 17. AYSO Region 1159 - Home Page ... You can also find coaching resources, referee resources, game schedules, ... The design and content of this web site is the sole property of AYSO Region 1159. ... www.korrnet.org/ayso1159 18. Soccer Coaching Tips ... The role of the youth coach. Coaching resources. Watch, listen and learn ... Positions When and how to start teaching positional play. Successful coaching. AYSO Positive Philosophy ... www.decatursports.com/drills/soc/soccer_tips.htm 19. AYSO Resources and other Soccer Related Sites 6-8 AYSO Resources and other Soccer Related Sites. The following sites are provided for your use and education. ... Fun stuff for kids and coaching tips for every level ... www.ayso112.org/aysoresources.htm 20. AYSO Region 55 - Huntington Beach, CA - LINKS PAGE AYSO Region 55 - Links to see ... Soccer Links. AYSO - American Youth Soccer Organization - Founded in 1964 in Torrance, CA, AYSO is the official ... Soccer Coaching Resources (check these out - they're excellent): ... www.ayso55.org/links.htm 21. California Youth Soccer Association - South Excellence in Youth Soccer www.calsouth.com/coaching.htm 22. CASA Coach's Corner ... Resources. The links below lead to some neat coaching resources for coaches and kids ... American Youth Soccer Association AYSO is another national organization promoting youth soccer ... www.capsoccer.org/coachs.htm 23. VI AYSO Coaches Links Page ... Coaches Links: Coaching Resources www.worldclasscoaching.com. Coaching Soccer www.coachingsoccer.net ... Soccer-Coach-L Coaching Manual http://www.ucs ... www.ayso1383.org/coaches.htm 24. Region 275 Coaching Information Region 275 Coaching Information. Region 275 coaching information and resources: Check Current Referee Assignment Status. Download a Letter from the AYSO Safety Director - Welcome (6k PDF) - added 9/20/99 www.korrnet.org/ayso275/coaching.htm 25. Youth Soccer Guide to Youth Soccer Coaching. For First Time Coaches. About this Webpage. ... please consult the sources below, under Coaching Resources & Links (Online and/or Print Resources ... different philosophy behind youth soccer; AYSO membership is not as large as ... family.knick.net/slomar/soccer.htm 26. Contacts ... The Monroe AYSO is an entirely volunteer organization dedicated to spreading the love of soccer and the positive ... Contact Jim for information on Coaching resources. Coaching Director ... www.monroeayso.org/monroe_ayso_soccer_contacts.htm 27. region 127 ... Here you can receive information on AYSO coaching, reffing and administration ... Beverly Hills) has a lot of good resources for coaches. http://www.soccer.org/about/regions/socal.html ... www.sanmarcosayso.org/links.htm 28. Palo Alto AYSO Youth Clinic ... Open Registration. Positive Coaching. Good Sportsmanship ... Coaching Resources. Region Chief Coach. Books & Videos. Graduation / Course Evaluation. Last updated 6 September 97. Palo Alto AYSO ... www.ayso26.org/coach/youth.html 29. Hawks Soccer Club - Girls Traveling Soccer The following listing represents various sites that may be of interest to our visitors. ... American Youth Soccer Organization (AYSO) AYSO Region 210. United States Soccer Federation (USSF ... Coaching Resources. The Laws of the Game from FIFA ... www.hawkssoccerclub.com/links.htm 30. Coaches Page Monroe, Connecticut AYSO. Coaches. " Planning a training session" ProExcel Camp. Forms available online. Susan Shea. Checkout these suggested stretching exercises. Coaching Resources ... Coaching Resources. Mo' touches, mo' better! Take a look at the "Short-sided" info at the AYSO national site ... www.monroeayso.org/CoachesHome.htm 6-9 31. Positive Coaching Alliance ... Certification. Resources. Events. Keynote Speeches ... balanced teams with open registration, positive coaching and good sportsmanship. AYSO has grown from nine teams in Los ... www.positivecoach.org/arDisplay.aspx?SecID=131&ID=142 32. Section 2 Training ... Instructed in at least three AYSO Coaching Courses following the completion of Intermediate (G4) Coach ... to Amernet for providing the resources and space necessary for this page ... www.skyhighinteractive.com/Section2/training.asp 33. Coach/Player Development Info ... Development Director coordinates all Coaching development resources to provide opportunities for coaches ... Regional and National Diplomas. AYSO Coaching Licenses - details about U6, U8 ... www.nasl.com/coachinfo.htm 34. Links ... Visit Pleasant Hill Martinez Soccer Association AYSO Region 281 ... Click here to visit WorldClassCoaching.com - "coaching resources for the World's most innovative soccer coaches ... www.concordayso.org/OtherLinksHome.htm 35. Coaches and Referees ... techniques and tactics and the critical AYSO coaching philosophy. It draws from a diverse ... coach, offering the best planning resources for organizing worthwhile practice sessions for ... www.ayso41.org/hndbk/coach.htm 36. San Mateo AYSO Region 36 ... Welcome to San Mateo AYSO. Calendar. Season, Events, Clinics, Tournaments ... Standings, Field locations. Coaching. Coach's manuals and resource links. Referees. Resources, Schedules, Quizzes ... www.aysosm.org 37. CoachPage ... A page gathering together resources for coaches. ... Official Licensee of AYSO Coaching Software. CoachPal is software to help manage your team and do line-ups that comply ... www.ayso76.org/coach.html 38. AYSO National Policy Statements ... All persons assisting with training and coaching of AYSO teams must be registered prior to engaging in ... because it may diminish volunteer resources to be expended on regular season ... www.deerfieldayso.org/ayso_national_policy_statements.htm 39. AYSO Region 42 Soccer ... a Referee. Clinics. Schedules. Referee Resources ... coaching clinic outside Region 42 please let your division director know after completion to ensure you receive full credit. 2004 AYSO ... www.aysoregion42.org 40. *** FAQ of [email protected] *** WELCOME to AYSO-L !!! Air Your Soccer Opinions - List. NOTE 1: All list members should BOOKMARK & SAVE this FAQ for Future reference. Click on the Above to... BOOKMARK!!! ... administrative, coaching, and referee techniques among the. AYSO soccer mindset. ... Area, Hey_Coach, Humor, Management, Hey_Ref, Regional, Resources, Section, Talk, Tournaments, WinAYSO ... www.ayso-l.org/ayso-l_faq.htm 41. Balancing Out Blowouts [PDF/Adobe Acrobat] 6-10 ... Coach!Congratulations on accepting the privileges and responsibilities of coaching an AYSO team thisseason ... and how best to utilize your coaching resources. Balancing out a blowout ... www.ayso2j.org/Blowouts.pdf 42. Physical Education Search for educational information and links in over 50 categories. ... AYSO Online. The American Youth Soccer Organization offers ... Information on training and coaching.... and much, much ... indispensable collection of Olympic resources," this site is nicely ... www.educationindex.com/physed 43. AYSO - The American Youth Soccer Organization ... Educational resources. Centralized accounting and registration functions ... Positive Coaching Alliance to Participate in AYSO Section Meetings ... www.soccer.org/about/faq.html 44. region 669 south haven ayso - referees AYSO Region 669 Referees. Resources. Referee Programs & Courses > Referee. Regional Referee. Area Referee. Section Referee. National 2. National 1. Referee Training Calendar. Coach Programs ... AYSO Region 669 Referees. Resources. Everyone Plays ·. Balanced Teams ·. Open Registration ·. Positive Coaching ... you can become an AYSO certified referee, please contact your local ... www.geocities.com/Colosseum/Stadium/4332/refpage.htm 45. AYSO Region 1 - Information for Coaches ... The goal of the AYSO Region 1 Coaching program is to provide a safe, fun, educational environment for ... some links to online drill resources that we hope you'll find useful ... www.ayso1.org/coaches.shtml 6-11 2003 Coach Evaluation Report Results: - over 200 returned - 95% positive comments many – “my child’s best experience ever!” - Negative comments were: 1) Coach was unorganized. Didn’t get information to parents. 2) Great person but didn’t have coaching skills, or knowledge of soccer. 3) Only cared about their own kid. Fact: 65% of coaches are harder on their own child. Be careful of the ride home. Let them “move on”… 4) Didn’t let kids pick the team name. Keep yearbook? YES 2 to 1 7-1 - Coaching is a never-ending process. No slipping through the cracks! - Much of our coaching is “boilerplate” – Yelling, drilling, laughing. Make a goal to speak alone to every child on your team, at least twice! Say something specific to them to help their self-esteem, twice per week! It’s not just “little Johnny” – it’s Mary and Mike’s everything! We teach our kids that it’s ok to make mistakes. It’s part of being creative and learning. We need to offer that to ourselves, as coaches, but with a heavy weight on “learn from it”. We need to be able to change, to adapt. We need to adjust from our normal ways of dealing with our own child, to include ways that make each child feel that they are having fun, in a positive atmosphere. Make every effort to increase a child’s self-esteem! 7-2 San Carlos AYSO 2003 Parent Feedback - Please give us ten minutes and your feedback The AYSO Board of Directors wishes to "Thank-you!" for your involvement in this youth soccer program. The ongoing success of our program is due, in no small measure, to the consistent and generous support from you, the parents of our young players. Once again, as the 2004 season comes to an end, we would like to express our appreciation to you. We also ask for a few moments of your time as we evaluate the success of our AYSO program and coaches. We'd appreciate your response in the next week or so. San Carlos AYSO recognizes that quality coaching is central to a positive youth sport experience and that the coach is a role model for the players. We are dedicated to developing a high level of positive coaching competence. In addition to effectively teaching the fundamentals of soccer, AYSO coaches strive to help players acquire the positive character traits and enhanced self esteem that players can implement off the playing field. In this regard, and with your feedback, we hope to acknowledge those coaches who are successfully implementing the "AYSO Coaching Philosophy" and to help and support those coaches that are struggling to get there. Thank you for your time and thoughts on this. Team name: _____________________________________ Gender/Age: ___________ (e.g. Boys/Under 10) Head Coach:_____________________________________ Assistant Coach: This coach: Second Assistant: Head Coach Assistant Coach Second Assistant (1 = Strongly disagree, 7=Strongly agree) Fostered a fun, fair, safe environment 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Used positive reinforcement 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Emphasized effort, trying one's best 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Emphasized accomplishments, rather than mistakes 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Taught players to bounce back after making mistakes 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Recognized and rewarded effort, not just results 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Gave truthful and warranted feedback to players 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Made the season fun for my child 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Treated all players respectfully 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Treated opponents respectfully 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 7-3 Head Coach Assistant Coach Second Assistant Showed respect for officials 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Obeyed rules, in spirit and practice 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Remained positive, even when things were not going well 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Promoted good sportsmanship 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Communicated effectively and 1 2 3 4 5 6 7 managed my expectations as a parent 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Encouraged players of all levels of ability 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Put players first, winning games second 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Was well organized at practices 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Was well organized at games 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 Knows soccer skills and tactics 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 I would recommend this coach to other families and players Yes No Yes No Yes No Players on this team Gave maximum effort 1 2 3 4 5 6 7 Continued to learn and improve 1 2 3 4 5 6 7 Didn’t let mistakes or fear of mistakes hamper their effort 1 2 3 4 5 6 7 Had fun 1 2 3 4 5 6 7 Learned soccer 1 2 3 4 5 6 7 Please add any further comments/feedback regarding the strengths and weaknesses of your head and/or assistant coaches. 7-4 Most positive aspect of your child’s AYSO experience? The yearbook costs us about $8.00 per player to produce – shall we continue with the yearbook? Any recommendations to improve the quality of the AYSO program? Additional Comments Please mail completed form to: San Carlos AYSO Attn: Chief Coaches P.O. Box 1462 San Carlos, CA 94070 7-5 GENERAL RULES FOR ALL FIELDS (revised 8/2004) (handout for all coaches) 1. Safety: Always supervise the movement, installation, and take-down of the goals to prevent injuries and damage. Never let anyone climb or do pull-ops on the crossbars. Never allow the large goals to slam to the ground. It works best if four or more adults move the full-size goals. Start with the crossbar on the ground and then lift and move the goals. Metal goal stakes must be installed during all games and practices. Keep the equipment box lid down whenever possible and keep the box locked during games. We play in wet and rainy weather unless there is thunder/lightning, the field is dangerous to players or the field is likely to be damaged. 2. City Policies: Never allow balls to be kicked against fences, violate City "closed field" signs, or place goals in the game position during practices. During practice move the goals approximately six yards forward or backwards, or to the side of the field. 3. Nets/Goals: At the start of the season most of the nets on the full size goals will be left attached to the goals with heavy plastic straps. Leave the nets on these goals unless advised otherwise. During games the large goals are placed on the goal line an equal distance from the edge of the goal area lines. The back edge of the goal posts will be lined up with the back of the goal line (especially important for the goals with narrow goal posts at Stadium and the U10 fields). In a goal scoring opportunity this makes it easier for the assistant referee to see if a ball completely crosses the goal line on the ground or in the air. Make sure the metal goal stakes are in place for all games and practices and use 4 to 6 plastic stakes to secure the nets for games. 4. Keys: Make sure you bring the key (#A272) for the boxes and for the locks that secure the goals to the fences, especially if you have the first or last game. The paint box has a separate key which is restricted. Some locks are hard to close without the key. Push the locks inward to lock the equipment boxes. 5. Equipment: Parents must start setting up the goals and flags 30 minutes before the first game. AYSO games may be shortened by the referee so that the next team can start on time. Both teams are responsible for setting up and taking down the equipment, but if you are playing an out of town team you might have to do everything. Show good sportsmanship by helping with these duties when playing in other cities. Flags at the corners are mandatory. Flags at midfield are optional, but help the players and referees with offside. The midfield flags are placed one yard off of the field. If there is more than an one hour break between games the flags need to be locked up. Do not use the flags for goals during practice. The shovel is for minor field repairs and clean-up, but never put sand on the field. If really necessary use some dirt from the side of the field to make repairs. Coaches are responsible for game day field, goal, net, etc. repairs. 6. General: Both teams must check for litter after EACH game and it would be greatly appreciated if the parents from the last game of each day make a special effort to ensure that the area is litter free. Please do not violate Park or School rules. If we put locks on Port-a-potties at Headier and Tierra Linda, use your AYSO key to open and secure them. Volunteers lining the field have priority during your practice. The paint is usually dry in about a minute. 7. Contact numbers: City Field Hotline: 594-2626. AYSO recording: 595-0642. Police/Fire from cell phone: 592-2222. Advise your Division Coordinator of any field or equipment problems. 8-1 The No’s 1. No jewelry, including watches, and any and all earrings, chains, bracelets, barrettes, etc. 2. No team uniforms are to be worn to practice. 3. No bike pants or sweatpants are allowed to be worn underneath game shorts. 4. No shoes with sharp spikes or toe cleats are allowed. 5. No sweatshirts or sweaters are allowed to be worn over uniforms during game. 6. No player soccer balls need to be brought to games. 7. Players are not allowed to chew gum or eat food while participating in games or practices. 8. No casts or splints during practices and games. 9. Nothing shall be added to uniforms, such as player, team, or sponsor’s name. 8-2 Emergency Medical Treatment of Dehydration, Concussions and Nose Bleeds DEHYDRATION 1. Heat Exhaustion. The body is overheated and needs fluids. Not life threatening. Signs and symptoms: Pale in color, hot sweaty skin, nauseated, elevated pulse, elevated blood pressure, may have a headache. (The headache is caused by the body compensating for the lack of fluids. More specifically, cerebral spinal fluid is drawn out of the spinal canal having a direct effect on the brain stem.) Treatment: Cool the patient by resting them in the shade, fans, wet towels, plenty of water or Gatorade type drinks. No Coke. Prevention: Drink water starting the day prior to the event and continue until the game is over. Drink Gatorade or a similar product and/or water. Do not drink Coke or other caffeine products because the caffeine makes the person want to urinate. 2. Heatstroke. The body has lost its ability to cool itself. The brain is now affected and is not sending the message to the skin to sweat. This condition can be life threatening. Signs and symptoms: Red skin, very hot to the touch, patient cannot sweat even when overheated, diminished level of consciousness, low blood pressure, elevated pulse rate. Treatment: Rapid cooling. Use shade along with fluids, wet towels, ice. Ice packs should be placed in areas of massive blood flow such as the groin area and the arm pits to cool the blood as it flows by. THIS IS A TRUE EMERGENCY CALL 911. This patient need intravenous fluid replacement in an emergency room. Prevention: Drink water starting the day prior to the event and continue until the game is over. Drink Gatorade or a similar product and/or water. Do not drink Coke or other caffeine products because the caffeine makes the person want to urinate. 8-3 Injuries in Youth Soccer -How many play soccer in the U.S.? -12-18 million, 3 million in youth soccer/high school. -How many injuries? -approximately 150,000 annually -85% = up to 23 y/o, 45% < 15 y/o -non-fatal injuries: 2.6 - 5.2% of players/season -injury rate: 0.6 - 19.1/1000 playerhours -male: female ratio = 1:2 overall -indoor: outdoor rate = 6:1 -Factors -outdoor: player-to-player contact = 43 - 61% of total injuries reported *48% occurred during tackling -age: higher injury rate in older (male or female), lowest = 9-13 y/o girls -higher rates if relatively poor muscular strength -goalposts: during play and when not in use -Types -contusion/bruise = #1 -fractures uncommon, 3-9% of injuries -lower extremity = 61-81% of all injuries -ankle, knee, foot, hip, thigh, groin -upper extremity = 2.3-7.7% of total injuries -hand, shoulder -head/facial = 5-22% of total injuries, 20% = concussions -dangers of heading the ball? -protect your player's brain -research studies -eye injuries: polycarbonate sports goggles? -mouth/face injuries: 2nd only to basketball. Use mouthguard? 8-4 References 1. American Academy of Pediatrics. Committee on Sports Medicine and Fitness. Injuries in youth soccer: a subject review. Pediatrics. 2000; 105: 659-61. 2. Safety: Goal Safety. American Youth Soccer Organization website, www.soccer.org. 3. Safety: Heading the ball. Ouellette, J. American Youth Soccer Organization website, www.soccer.org. 8-5 Responding to an injured player “First, Do No Harm” ***CALL for HELP: 592-2222 or 911 when there is any doubt. Don’t try to be a hero. Take a CPR/First Aid class. First Step - Did you see what happened? - Don’t touch the player. - Ask: “Are you OK?”, “Where does it hurt?”, “Can you move your leg/arm?” Second Step - Decide how serious the injury is. - If any loss of consciousness or decreased alertness → DO NOT RETURN TO PLAY. Call for emergency help!!! - If bleeding: - - wear gloves apply direct pressure with bandage or clean cloth for 5 minutes. if minor, clean the wound and apply bandage. if more serious or any facial lacerations, send to the Emergency Dept. for treatment. For joint problems (ankle, knee, wrist, etc.): - if swelling and severe pain: DO NOT RETURN TO PLAY. Needs medical follow-up. if dislocated: DO NOT ATTEMPT TO MOVE THE JOINT. Call for emergency help. if contusion, determine severity of pain. - Don’t try to have the player “walk off the sprain.” - “RICE”: R = Rest I = Ice C= Compression (only if you know how) E= Elevation (keep injured part of body above level of the heart) 8-6 First Aid Kit – What I Carry *** Ice & Zip-Loc bags - - San Carlos Emergency Services phone # (650) 592-2222 Player registration forms Pen & paper Latex/non-latex gloves (always wear when you might touch blood or bodily fluids) Alcohol wipes (to cleanse cut) Iodine/swabs (rinse off before applying bandage) Hydrogen peroxide (rinse off before applying bandage) Saline (to cleanse wound or flush an eye) Bandages (assorted sizes) Tape Tongue depressors Ointments (cortisone, antibiotic) Nail clippers Orthopedic scissors Safety pins Medications - Tylenol, Motrin - Aspirin (not for children) - Epi-pens (for emergency allergic reactions) Bleach 8-7 FACT • • 20 million people play soccer in this country and about 3 million are in youth and high school programs. Of the injuries that occur, 45 % are in participants under the age of 15. It appears that lesser skill and lesser emphasis on appropriate conditioning and stretching are at least partly to blame. QUOTE "To work with the developing mind and body of individuals, all youth soccer competitions and training programs must respect the laws of nature and take into account the actual mental and physical condition of their young participants." Horst Wein OBJECTIVE The focus of this presentation will be on the appropriate stretching, training, strength and conditioning, and nutrition for the young soccer player. 8-8 - STRETCHING • • Being properly stretched will affect how a player moves in the game. Because skills such as lateral speed, acceleration, and change of direction require a lot of range of motion, increasing flexibility will increase the player's potential for gains in each area. In order to achieve the greatest benefits from stretching, it is best to do a 5 to 10 minute warm-up. Muscles and joints will perform better when warm and stretched and will also help in reducing injuries. Warming up can entail doing gentle running drills or doing a few laps around the soccer field. Stretching should include a static and dynamic component. Static stretching means holding a stretch for 20-30 seconds without bouncing or using too much force. The major muscle groups that should be stretched are: ♦ ♦ ♦ ♦ Neck Shoulders Back Groin ♦ Quads ♦ Hips ♦ Hamstrings ♦ Calves Dynamic stretching involves taking the body through the movements that it would during the activity. For soccer this would include doing movements such as forward runs and backward runs, side steps, and cross-overs. - TRAINING Training of the youth soccer player should include: • Speed • Agility • Skill • Endurance 8-9 TRAINING: Speed Speed is an essential component of most sports. For soccer speed is seen as: 1. The ability to accelerate quickly 2. The ability to react quickly to situations 3. Being able to twist, turn, and change direction quickly 4. The ability to produce bursts of fast running throughout the game 5. The ability to read a situation and anticipate 6. The ability to move the ball and use the ball with speed The first five elements can be done with specific drills and the last is specific to soccer training with the ball. It is good to simulate these elements in practice so that the youth soccer player can respond well in a real game situation. Players must be fully warmed up before doing speed training, and should be done at the start of practice when players are fresh. It is also important that good form and technique is used and that players are given adequate rest periods. Some specific drills that can be done to improve speed are: • Having players sprint when given a command • 20-30 meter forward, backward, side to side, and diagonal sprints • Using speed ladders TRAINING: Agility A good soccer player must always win the battle of balance and body control. Therefore drills to improve agility can definitely benefit the youth soccer player. Using a speed ladder is a great way to work on agility. Different activities that can be done with the ladder are: • Sprinting through the ladder: one step in each box, or two steps in each box • Starting out the ladder, then one foot at a time into the ladder, and out the other side of the ladder progressing through the ladder • Jumping forward into the ladder, then jumping backwards and two forward jumps until the entire ladder is crossed. Many other drills for agility can be done with cones. • Sprinting in and out cones set up in a line about 3 to 5 yards apart With three cones set up in a big triangle: Start at the top of the triangle, sprint to a corner and stop, run backwards to the other corner, and sprint back to the top. 8-10 TRAINING: Skill Being skillful in soccer also means being able to handle, control, and move the ball with a purpose. Techniques such as dribbling, ball control, passing, shooting, heading, and defending should be practiced. There are many ways in which these skills can be practiced with a little creativity. An example is the "circle control drill" the player in the center is coached to receive passes, then quickly pass the ball back to players on the outside of a circle. For many other creative drills, check out these sites: • • • www.soccerclub.com/training/drills/default.assp www.howtoplay.com www.flashdrills.com TRAINING: Endurance A soccer player needs to be able to carry out short bursts of effort, but also needs the ability to hold close to a maximum speed for as long as possible and be able to handle running back and forth across the soccer field throughout a game. Training for this requires interval training with high intensity and a set rest period. A 2001 study looked at the effects of aerobic interval training on performance of junior soccer players during a soccer match. The findings showed that enhanced aerobic endurance improved soccer performance by increasing the distance covered, increased the work intensity, and increased the number of sprints and involvement with the ball during a match. Suicide runs • Set up about 3 or 4 cones about 10 yards apart. • Each player runs to the first cone and back to the starting line • Then each player runs to the second cone and back to the starting line and so forth to the last cone • Repeat as needed Indian runs: • Players line up one behind another and stay lined up as they am around the soccer field • The player at the end of the line sprints to the front of the l i n e and so on 8-11 - STRENGTH AND CONDITIONING • • • It is important that the youth soccer player is strengthened and conditioned properly. Training can be a positive aspect of practice that will help prevent injury Additionally, weight training is ideal for gaining strength. With close supervision and the use of proper technique weight training can be started at an earlier age. Push ups, sit ups, pull ups, squats, lunges, upper and lower body strengthening with thera-tubing should be done 3-4x/week for 20-40 reps each. Another way for the youth soccer player to gain more leg strength as well as speed is to work on sprint drills These can be done over a 20-30 meter distance with a slow jog or walk back. Some examples of drills are as follows: • Bum kicks • High knees • Skips for height • Skips for length • Bounds for length (players 13+) • Hops for length (players 13+) STRENGTH AND CONDITIONING: Plyometrics (see additional handout) • • • • • • • Plyometric training is an excellent way to improve strength and conditioning in young athletes. Plyometric exercises enhance power used during a specific athletic activity like kicking a soccer ball or exploding (running) to a space on the field. Plyometrics is the use of certain exercises, normally jumping, leaping, hopping, and bounding without weights, in a specific fashion, in order to maximize an athlete's speed and strength. The training emphasizes quick reactions in a strong burst of muscle force. Before any plyometric drill is started, it is important for the athlete to already be warmed up and should not have any leg or knee injury. These are explosive exercises during which a coach must closely monitor the athletes. No more than two sessions per week of plyometric training should be performed. Plyometrics work so long as the jumping, leaping, hopping, and bounding are done with a specific purpose in mind and are strictly controlled by the coach. Other ideas for conditioning for the youth athlete are: • Short hill runs • Stair running 8-12 NUTRITION Nutrition can definitely have an effect on the youth soccer player s performance. A meal containing carbohydrates that are easy to digest should be eaten ! -2 hours before a match and snacks can be eaten up until the match starts. Foods containing significant amounts of protein will take a bit longer to digest. The main purpose of a pre-match meal is to top up your glycogen stores. It is also important to drink lots of water as well, especially when a match is to be played in hot weather so that player's are hydrated. Also, most “sports drinks” come with carbohydrates, electrolytes and important vitamins like C and E that may help in early tissue recovery. Some examples of meals that can be eaten as a pre-match meal are: • Breakfast cereal with skim milk and fruit, toast and juice • Muffins, fruit and yogurt • Pancakes, syrup and fruit • Baked potato with low fat filling and juice • Pasta with low fat sauce, and juice • Liquid meal, fruit smoothie, etc. • Fruit salad • Donuts? CONCLUSION These are just a few ideas for training a youth soccer player. There are many books, videos, articles, and internet sites that can also be helpful for coaches training young soccer players. With general education to coaches and players, many injuries can be prevented, and soccer can continue to be a safe and fun sport. 8-13 REFERENCES Helgerud, Jan; Engen, Lars Christian; Wisloff, Ulrik; Hoff, Jan. Medicine and Science in Sports and Exercise. Aerobic endurance training improves soccer performance. Volume 33(11): pp 1925-1931. November 2001. Wein, Horst. Developing the Youth Soccer Player. Champaign: Human Kinetics, 2000. Youth soccer training techniques and exercises, www.turboathletics.com Injury prevention in the youth soccer player, www. Youth Soccer Injury Prevention, Treatment, and Conditioning.htm Plyometrics for strength and conditioning. www.ThePitch.org US Soccer Foundation www.howtoplay.com 8-14 Stretching Stretching exercises from Stretching by Bob Anderson, illustrated by Jean Anderson Shelter Publications, 1980 Before and after soccer; exercises take approximately 10 minutes. For full explanations of each stretch consult the book. 8-15 25-30 seconds 10 seconds to each side. 8-16 MEDICAL RELEASE FORMS HERE Do not hold practice or play a game without them! 8-17