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Plan 2: Ball skills, dribbling and introduction to turns

 

1.   Warm-up  (10 mins) 

Game name KICK OUT

Activity description - Players all dribble around in a 20x20 area. On the Coaches command of ‘Kick out’ the coach goes into the square and attempts to kick out all of the players balls from the square. Once your ball has been kicked out of the square you become a catcher as well. The last person in the square with their ball is the winner and starts the next game as the catcher.

Progressions

If a “catcher”, while attempting to “Kick out” the ball, can do a  drag back before they kick the ball out, they can stay in the game with that ball.

COACHING POINTS

• Can they use the Drag back to avoid having their ball kicked out             • Keep the ball close

Stretching

2.   Game/Exercise

Game name 9-LIVES  (15 mins)

Activity description – All players have a ball and start off with 9 Lives. They will lose two of those Lives if they are dribbling too slow, collide with someone else or go outside of the 20 x20 square. They must attempt to perform a turn or move every five touches. Then the coach shall introduce the Inside Cut and Outside Cut. The Coach can also deduct a point if when he freezes the game the players are able to touch each other. Reward players by giving them Lives if they work hard, do a move well, or are in the biggest space when you freeze the game.  

Progressions - Use your imagination to come up with your own score system and don’t be too concerned about accurate scoring.  Keep it positive.

• Inside Cut – place the nonkicking foot by the side of the ball, pivot on the nonkicking foot, until facing the other way, use the inside of the kicking  foot to take the ball away

• Outside Cut – Place the non-kicking foot away from the ball, with the kicking foot flick the ball in the opposite direction with the outside of the kicking foot, pivot is on the kicking foot.

3.   GAME EXERCISE

Game name  THE LOTTERY  (15 mins)

Activity description – Players are moving around inside the 30x25 yard area, and when the Coach calls out a number they have 5 seconds to get into a group of that number. If they are not in a group of that number by the time the Coach gets to zero then those players have to do a FUN activity. Ensure the players are still trying to complete a turn or move every five touches.

Progression - Add other fun actions such as piggy-backs or lying on their backs/stomachs, muppett/pooh jumps.

4.   End with Game  (20 mins)           

        3 v 3 dual sided - split teams 3 player on the A field and 3 player on the B field.  Subs sit in the middle of the fields.  Parents sit on the outside of the fields.   Coaches can be on the field encouraging players but please refrain from shouting instructions.   Just let them play !

5.   Don't forget the Team Cheer !

Potato Chip, Potato Chip,  Munch, Munch, Munch,   Who do we think is a very fine bunch !   HORNETS YEAH !

 

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