Launch Soccer Academy - Technical Curriculum

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AYSO Region 13 Coaches Education


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Launch Pro Soccer Academy – Who Are We? The LAUNCH PRO SOCCER ACADEMY (LPSA) is committed to developing the advanced player with injury prevention as a top priority. This means a developed and dedicated curriculum that combines “sport specific” technical skill and motor learning development to provide a comprehensive progressive program that is geared toward improving body mechanics, preventing injury, and maximizing performance. Having these crucial essentials is the foundation for the advanced player, no matter the age. The LAUNCH PRO SOCCER ACADEMY’s cutting edge curriculum has been specifically designed to properly prepare each player for the future of their game...

Academy Directors Barry Ritson – Technical / Tactical Director Kevin Mercado – Motor Learning Director Jess Sandoval – Technical Director

Emphasis of our Coaches Education The Coaches Education classes will cover the following topics: 1) Field and Player Preparation – Including how to maximize space, problem solving, and most importantly ensuring the players are warmed-up and ready for physical activity. We will also cover the importance of cool downs and stretching dynamically and statically. 2) Control and Passing – We will instruct the coaches on how to coach the players in the disciplines of controlling and passing the soccer ball. Included in this section will be player spatial awareness and the use of width and depth of their possession game. 3) Skills and Dribbling – Including how to encourage dribbling the ball at pace, changing direction and changing speed while in possession of the ball. Other attacking scenarios will be presented to the coaches as well as how to maximize a team’s attacking threat. 4) Shooting and Finishing – We will go over the difference between shooting and finishing and scenarios where the player has to decide which technique to use. Everything included in this section will focus on going towards goal and hitting the ball on frame. We will also cover the use of wide players in attacking areas and how to encourage early crosses and passes into the box. ©Launch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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Working with Kids and Coordinating their Warm-ups. How to Incorporate Stretching/Muscle Lengthening into the Warm-Up Game: It is important to note that each particular warm-up game should be paused in order to incorporate the following guidelines. The pause should occur during a normal stoppage in the game and should not interrupt the flow of the game itself.

1st Phase of Warm-Up Game-5 Minutes

2 Muscle Areas Lengthened/Stretched

Hamstrings

Groin

2nd Phase of Warm-Up Game-5 Minutes

2 Muscle Areas Lengthened/Stretched

Hip Flexor

Quad

3rd Phase of Warm-Up Game-5 Minutes

2 Muscle Areas Lengthened/Stretched

Gluteus Group

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Calves

Region 13 Coaches Education

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Stretching Guidelines Static Stretching: 1. Holding a stretch without bouncing for a certain period of time. 2. Advised to hold for 30 seconds. 3. Static stretching does not activate the stretch reflex; therefore risk of injury during this type of stretch is very low. 4. Static stretching is appropriate for players of all ages. 5. Emphasized: a. For players Ages 13 and Up or when flexibility becomes an issue b. Incorporated after a dynamic stretch during a particular warm-up c. Post- Injury Period Dynamic Stretching: 1. Active stretching technique that involves taking the involved muscles through the sport specific movements. 2. Dynamic stretching is specific to a particular warm-up in order to help improve sport specific flexibility. 3. Ex: Kicking motion taking leg through entire swing phase of kicking motion. 4. Should be incorporated into warm-up for every age group. 5. Emphasized: Primary Stretching Component for the younger age groups I.

Muscle Lengthening Areas a. Hamstring Stretch: i. Relaxed hamstrings are important for the soccer player, specifically during the end swing phase of striking a soccer ball (follow through). ii. Improper flexibility may limit the athletes’ ability to increase velocity of a shot due to the limitation of the follow through. iii. An athlete who lacks hamstring flexibility may also be predisposed to other types of musculoskeletal injuries due to overcompensation of the associated musculature. iv. Recommendation: Pre-Game. 1. Dynamic: Follow through of a shot with straight knee: (x 10). 2. Static: 1-15 second hold. b. Hip Flexor/Vastus Group Combined Stretch: i. Relaxed quadriceps are important for the soccer player, specifically during the beginning swing phase of a striking a soccer ball. They are also important in assisting the soccer player to decelerate rapidly in order to change direction. ii. Improper flexibility of the rectus femoris consequently leads to decreased range of motion of the hip inability for the muscle to generate enough enertia to maximize striking power

ŠLaunch Pro Soccer Academy

Region 13 Coaches Education

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iii. Striking a ball, whether it be to shoot on goal, crossing a driven ball, or simply making a 10 yard pass, requires the Rectus Femoris to be strong and flexible.. iv. Improper flexibility may also lead to other improper biomechanics when striking a ball. These faulty biomechanics consequently may lead to overcompensation of associated muscles thereby leading to musculoskeletal injury. v. Recommendation: Pre-Game. 1. Dynamic: Back Swing of a Shot a. Performed 10 times each leg 2. Static: 1-15 second hold c. Adductor Stretch (AKA: Groin Stretch): i. The most important muscle in the body a soccer player due to its role in assisting the majority of soccer specific movements. ii. The adductor muscle group is one of, if not, the most commonly injured muscle groups in a soccer athlete. iii. Relaxed and strong adductors are important in allowing the soccer player to change direction, pass, and reach out to receive a ball without suffering injury iv. Recommendation: Pre-Game 1. Dynamic: 1) Knee to Chest 2) Knee Out 3) Knee Straight a. Performed 10 times each leg 2. Static Stretching: 1-15 second hold d. Glut Muscles i. Not a very commonly involved in soccer injuries. ii. Important to stretch muscle group as proper muscle lengthening assists in preventing the hamstrings from overworking and fatiguing in order to get the leg to proper lengths when follow through occurs. iii. Recommendation: Pre-Game 1. Dynamic: 1)Knee to Chest 2) Knee Out 3) Knee Straight 2. Static: 1-15 second hold e. Gastroc/Soleus Complex (AKA: Calves) i. Important for jumping, hopping, and toe off portion of running. ii. Due to its placement (crosses the knee joint) flexibility is important to assist the hamstring in completely extending the knee during follow through of strike and while running. iii. Recommendation: Pre-Game 1. Dynamic: Is Included with the hamstring dynamic stretch 2. Static: 1-15 Second Hold

ŠLaunch Pro Soccer Academy

Region 13 Coaches Education

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The Importance of Cool Downs and How to Incorporate I.

Importance a. Active recovery Benefits i. Assists blood circulation ii. Assists in removal of lactic acid from muscle through increased blood circulation iii. Speeds muscle recovery iv. Gradually returns heart rate to a resting state

II.

Begin Cool Down 10 minutes before the end of practice.

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Cool Down Strategies a. Team formation i. Two Single File Lines ii. One line across the field, kids shoulder to shoulder. iii. Coach leads the cool down b. Pre-Stretching Techniques i. Performed across the practice grid and back 1-2 times ii. use variety of 5 listed below in any preferred order iii. Types 1. Light Jog 2. Skip 3. Side to Side 4. Karaoke 5. Backwards iv. Make game out of it. Works very well with the younger age groups. Will be shown next week. c. Stretching Techniques i. Perform all stretches performed before game. ii. Kids should be sitting down or lying down on side when performing stretches. iii. Order 1. Hamstrings 2. Calves 3. Groin 4. Gluts 5. Hip Flexor 6. Quadriceps

ŠLaunch Pro Soccer Academy

Region 13 Coaches Education

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ŠLaunch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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BALL TAG A fun warm up game that works on passing, receiving, vision and communication.

A grid of approx. 20 x 20 is ideal for this activity. It gives enough space and time for the player in possession to identify a good option for the pass to keep their teammates safe.

Basic game: start with two players each holding a bib. These two players are “it” in a simple game of tag. If either of the two “it” players tags another player, the player who was tagged gets the bib and becomes it. This should get all of the players moving a bit to start. Progression: next we add two footballs into the grid. A player who has possession of a football can’t be tagged. The “it” players don’t try to steal the ball but rather they try to tag a player who doesn’t have a ball. This is where the passing, receiving, vision and communication come into play. If a player is being chased and is about to be tagged, a teammate with the ball should pass her the ball in order to give her safety. This will require the players with the ball looking to see who is in danger of being tagged. It will also require the players without the ball who are being chased to be running while looking for a ball and calling for it (just like they should be doing in a game). TIP: With younger or less experienced players you might want to start with them holding the balls and they can throw and catch using their hands and then progress up to using soccer skills.

©Launch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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STUCK IN THE MUD! An excellent soccer coaching game for young children that is easy to explain, fun and fast moving or 'stuck in the mud' never fails.

For this warm-up game to be effective it is best conducted in a small (approx. 15x15 yard) grid. The easiest way to accomplish this area is to split the 18 yard box into 2 equal halves.

Basic game: Start with one player identified as “it”. This player is without a ball and wearing a pinnie while the rest of the squad is spread out in the grid with their ball at their feet. On the coaches command (whistle or voice), the players dribble around the grid keeping the ball close to their feet. The player “it” attempts to tag the dribbling players. If tagged they have to hold the ball above their head in a throw-in stance with the legs open. If an untagged player can pass their ball through the legs they become free to dribble again. Progression: 1) As the player passes the ball through the legs to free a captured player they exchange balls; 2) The ball has to be passed through the legs with the players weaker foot only; 3) a double pass through has to be completed before the player is free. TIP: It is important that all players have the experience of being the “tagger”, especially the weaker players that may have difficulty staying active in the game due to being tagged easily. If you place the weaker players as a tagger towards the end of the activity it ensures they are fully warmed up and prepared to participate in the session.

©Launch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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SHARKS AND MINNOWS A simple and fun warm up which keeps all players active in a dribbling and ball control activity.

For this warm-up game to be effective it is best conducted in a long (approx. 30x15 yard) grid. The easiest way to accomplish this area is to use the 18 yard box lines on the field.

Basic game: Start with one player identified as “it”. This player is without a ball and wearing a pinnie while the rest of the squad is spread out on one side of the grid with their ball at their feet. On the coaches command (whistle or voice), the players attempt to dribble from one side of the grid to the opposite, keeping the ball close to their feet and trying to avoid the “shark”. If the “shark” can kick the ball out of the designated grid then the player then becomes a “shark” attempting to tag the “minnows”. The last “minnow” standing is the winner! Progression: 1) Minnows have to use their weaker foot to dribble; 2) Before they reach the opposite line they have to complete a move which you have worked on in previous practices; 3) The sharks must link arms and stay “connected” when chasing the minnows; 4) They have to dribble back to the starting line to be safe, meaning a longer spell on the ball and having to cross the “shark” twice. TIP: If you feel the games are becoming too short then have one of your weaker or slower players as the shark at the start of the game. If the game is taking more time than you have planned for then put in the progressions as the game is still being played.

©Launch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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ISLAND STEAL A fun dribbling warm-up game which combines ball control and strategy in a team orientated environment.

To make this a fair and even contest for all the teams it is important that the distance from each “island” to the center of the grid is equal. Grid should be approx. 20x20 yards. Islands should be 5x5 yards.

Basic game: Split your squad into 4 equal teams; try to keep the better players apart so that the competition level is consistent. Place all of the balls into the centre of the grid. On your command (voice or whistle) 1 player can sprint from their “island” and grab a ball using their hands from the middle then take it back to their group and tag the next player. Once all of the balls have been retrieved from the center of the grid they can then steal balls from the other groups. Throughout the game only 1 player can leave their island and they cannot guard their soccer balls! After 3-4 minutes stop the game and count how many balls each team has on their island. The team with the most balls wins. Progression: 1) Have the players now dribble the ball back to their island; 2) Before they reach the island they have to complete a move which you have worked on in previous practices; 3) The players have to use their weaker foot to dribble; 4) More than 1 player can leave to collect balls at any time. TIP: Improve competition by keeping the better and the weaker players apart. Always make sure that if the match-up is unequal you reshuffle the order in which the players are going in. Encourage team strategies to emphasize leadership and teamwork!

©Launch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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ROLLER BALL A fun possession based activity which combines good passing and decision-making in a team environment.

A grid of approx. 20 x 20 is ideal for this activity. It gives enough space and time for the player in possession to identify a good option for the pass to keep their teammates safe.

Basic game: Split your squad into 2 equal teams, blue and yellow. One team keeps possession of 2 balls with their hands, passing and moving while the other team passes with their feet. If the team passing with their hands can roll the ball and hit the ball that is being possessed by the other team then they switch roles. Progression: 1) Now have the team in possession limit their touches on the ball to 3 maximum; 2) Input a 3rd ball; 3) Add a second ball for the team to possess. TIP: If the team with 2 balls are taking too long to hit the other teams’ ball then add more balls into the game.

ŠLaunch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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SOCCER NETBALL A fun possession based activity which combines good passing and decision-making in a team environment.

The 18 yard box is the perfect outline for this activity. It allows enough space for passing and movement but is also long in length to promote directional and transitional play.

Basic game: Split your squad into 2 equal teams; try to keep the better players apart so that the competition level is consistent. The aim of the game is to keep good possession as a team. The players are required to use their hands instead of their feet to maximize the pace and movement involved in the game. The players pass the ball between them and attempt to score on the opposition with a rolled ball past the goalkeeper. Once a player has possession of the ball they cannot move, the only movement they can make is into space to receive the ball. If a team drops the ball, one of the passes are intercepted or the ball goes out of play then possession is given to the other team. Progression: 1) Players can make 2 steps in possession of the ball; 2) All players must be in the opponents half before you can score (encourages transitional play); 3) The team has to complete 5 passes before they can score. TIP: The emphasis of the game should be on movement but also encourage supporting passes and quick decision-making. The more movement a team has the easier it is to progress up the field and score goals. Try to encourage short, sharp passes instead of lofted balls that can be intercepted!

ŠLaunch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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CONTAIN OR CONQUER A fun game of speed, aggressiveness and accuracy. Individual skill and ball control are encouraged in this fast-paced activity.

To make this a fair and even contest for all the teams it is important that the distance from each goal to the center of the grid is equal. Grid should be approx. 20x20 yards. Goals should be 5 yards!

COACH

Basic game: Split your squad into 4 equal teams; try to keep the better players apart so that the competition level is consistent. Each team has a goal to protect located in the corner of the grid. As the coach plays a ball into the center of the grid 1 player from each team sprints to contest for it. When in possession they have to score on one of the other teams’ goal. If successful they are rewarded with a cone from that team. If they can’t get to the ball they then have to ensure that they don’t get scored on themselves. After 3 or 4 minutes stop the game and count how many cones each team has. The team with the most wins. Progression: 1) Before they can score they have to put a move in which has been worked on in previous sessions; 2) The teammates can spread out around the edge of the grid and play as support players; 3) Allow 2 players from each team to go and contest; 4) When working as a 2 they must complete a pass before scoring. TIP: Improve competition by keeping the better and the weaker players apart. After each game rotates the teams around the gird so they have to come at the played ball at different angles. Encourage team strategies to emphasize leadership and teamwork!

©Launch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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KICK IT OUT! A team game that focuses on close ball control and allows the player to make calculated risk decisions.

An easy and effective way to set this grid up is to use the semicircle on the top of the 18 and extend it into the box. This will allow enough space for dribbling and attempting to engage with other players.

Basic game: Split your squad into 2 equal teams with each player having possession of a ball. On the coaches command the game begins and each player while keeping control of their ball they have to attempt to kick an opponent’s ball out of the circle. Each successful kick out is 1 point. Players can rejoin the game after retrieving their ball. Points are kept as teams and the first team to 10 wins. Progression: 1) Before they can rejoin the game they must complete a skill such as 5 juggles; 2) Players can only dribble with their weaker foot; 3) Introduce a neutral player that can attack and attempt to kick out any players ball (this could be the coach. TIP: If one player is starting to dominate the game then put him/her on more restrictions such as he/she can only steal the ball with their weaker foot. Or they have to complete 10 toe-taps before they can kick the stolen ball out of the grid. If the games become too quick in duration then increase the size of the grid and if the games are too long make the grid a little smaller, this will ensure more engagement between players.

ŠLaunch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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OLYMPIC GAMES A speed and ball control competition which increases teamwork and chemistry amongst the squad.

The distance between each cone should be 5 yards. This is easily achieved by using the white line of the 18 yard box. The distance between each team should also be 5 yards.

Basic game: Split your squad into 4 equal teams; try to keep the better players apart so that the competition level is consistent. Each team has a ball that they will use to dribble from one side of the grid to another. On the coaches command (voice or whistle) the race begins. The first player dribbles from the first cone to the 3rd cone and then back as fast as possible and lays the ball off to the next player in line. That player then completes the same activity. The first team to have all of their players back in line wins. Continue for 4-5 games and keep a score for each team. Progression: 1) Players have to perform a specific skill at the 2nd cone this can include toetaps, bells, double turns, step-overs, scissors, juggles, etc.; 2) Players are required to pass the ball from the 2nd cone to the 1st cone on the return to their team; 3) Players can only use their weaker foot; 4) Each player has to go twice. TIP: If numbers are uneven then the first player to go in the team that is short has to go twice. Encourage cheering and screaming to emphasize team work and chemistry. After each game change the players if one teams continues to win each race!

ŠLaunch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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TOUCH SOCCER A fast-paced passing and movement activity that focuses on good decision making, communication and teamwork.

The 18 yard box is the perfect outline for this activity. It allows enough space for passing and movement but is also long in length to promote directional and transitional play.

Basic game: Split your squad into 2 equal teams; try to keep the better players apart so that the competition level is consistent. The aim of the game is to keep good possession as a team. The players are required to use their hands instead of their feet to maximize the pace and movement. The players pass the ball between them and attempt to score on the opposition with completed pass into the end zone. Players can move when in possession of the ball. If a team drops the ball, one of the passes are intercepted or the ball goes out of play then possession is given to the other team. If a player in possession has their pinnie stripped from their shorts they also lose possession of the ball to the other team. Progression: 1) All players must be in the opponents half before you can score (encourages transitional play); 2) The team has to complete 5 passes before they can score.

ŠLaunch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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ŠLaunch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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PASSING TECHNICAL SKILL In this section of the Launch curriculum you will find a few game based activities to help your team develop basic technical skills required to successfully pass the ball with accuracy to team mates. Pressure, time and space can be manipulated to increase intensity for varying age groups utilizing all these activities. Passing is a key element to the game of soccer. The ability to hit a team mate on the run, find a forward at the far post or simply knock the ball around the back to maintain possession are skills that need to be taught early but most importantly correctly. Main coaching points for Passing: • • • •

• • • • • •

Keep ankle locked and toe up and to the outside of your body to pass with inside of foot Point of contact on foot when using inside of foot pass is the in the middle of the side of your foot Keep ankle locked and toe down and to the inside of your body to pass with outside of your foot Point of contact on foot when using outside of foot pass is outside of your pinky toe non-kicking foot is placed parallel to ball (not behind it or ahead of it) and far enough away that it is comfortable to hit ball and that both ball and non-kicking foot are underneath your hips Non-kicking foot should be pointing towards your target If possible the body should be square to the target with both knees bent Strike through the middle of the ball…if you made a cross in the back of the ball, hit where the two lines intersect Follow through to your target and keep moving after your pass…DO NOT STAND STILL Keep head down to see what you are kicking Lean over ball as you kick Common Errors to look for: Player failing to keep ankle locked at the moment of contact with the ball Player failing looking at ball when kicking Player's plant foot being behind, in front, or too far away from ball No follow through Striking ball with incorrect area on foot Striking the bottom half of the ball (making ball go into the air)

Different Types of Passing: 1) Inside the foot 2) Outside the foot 3) Instep driven cross (long ball) 4) Chip pass

©Launch Pro Soccer Academy

Region 13 Coaches Education

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BIOMECHANICS OF PASSING AND RECIEVING I.

Passing Types and Joint Movements: Priority Points a. Type I: Inside of the Foot i. Set Up 1. Plant Leg: Knee must be SLIGHTLY FLEXED (BENT) 2. Passing Leg: Hip EXTERNALLY ROTATED 3. Passing Leg: Knee SLIGHTLY FLEXED 4. Passing Foot: Ankle Dorsiflexed and Everted (Heel to Ground; Toes to Sky) ii. Movement 1. Passing Leg Swings Back and then comes forward until ball strike b. Type II: Outside of the Foot i. Set Up 1. Plant Leg: Knee must be SLIGHTLY FLEXED 2. Passing Leg: Hip INTERNALLY ROTATED and SLIGHTLY FLEXED 3. Passing Foot: Ankle Plantarflexed and Inverted(Heel to Sky; Toes to Ground) ii. Action 1. Hip remains fixed in SLIGHTLY FLEXED position 2. Knee goes from FLEXED(BENT) to COMPLETELY EXTENDED (STRAIGHTENED) position. Ball strike occurs before complete extension. c. Instep driven cross(long ball) i. Set Up 1. Plant Leg: Knee must be MORE than SLIGHTLY FLEXED. Hip FLEXED. 2. Plant Foot: MUST NOT be placed directly next to the ball. Must be placed further lateral from the ball. 3. Passing Leg: Hip NEUTRAL and EXTENDED (BACK) 4. Passing Foot: Ankle Plantarflexed ii. Action 1. Body must lean away from ball toward plant foot so that... 2. All weight is placed on plant foot 3. Foot must strike under ball so that ball strike occurs with laces/instep 4. Follow thru occurs as foot chases ball in air. d. Chip Pass i. Set Up 1. Same as Instep ii. Action 1. Same as above except foot sweeps under ball 2. Follow thru does not occur

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Region 13 Coaches Education

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Footwork: Passing Preparation a. Improving First Touch i. First Teaching Point 1. 3 step sequence a. Plant Foot Sequence: i. Right Footed Player 1. Left 2. Right 3. Left ii. Left Footed Player 1. Right 2. Left 3. Right ii. Second Teaching Point 1. 2 Step-Hop-Pop Sequence a. Plant Foot Sequence i. Right Footed Player 1. Right Step 2. Left Step 3. Left Step 4. Pop is the passing of the ball (occurs just before the hop) ii. Left Footed Player 1. Left Step 2. Right Step 3. Right Step 4. Pop is the passing of the ball (occurs just before the hop) b. The hop can be forward, backward or lateral and is designed to prepare the player to react quick enough to take a proper first touch. b. Improving the pass while in possession 1. Quick 3 step sequence and then pass. Receiving a. Follows the same 2 Step-Hop-Pop Foot sequence in order to receive a ball. b. Inside of foot and Outside of foot follows the same body mechanics as the pass described above. c. Simple Cone Drills to Improve Reaction Time and Foot Work i. Teaching the kids how to move the feet improves agility and foot speed and decreases risk of injury. ii. Cone Slides 1. Note: Decreases their habit of reaching out for the ball to receive it and/or take their first touch. 2. Decreases risk of a. Groin Injuries b. Imbalance Occurring c. Inability to react to opposing player due to body position.

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Region 13 Coaches Education

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3. Diagram

iii. Diagram 2- Cone 3 Steps with/without ball

iv. Diagram 3- 3 Step Slides with Ball Tap

v. Diagram 4- Cone Hops

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Region 13 Coaches Education

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POSSESSION VS GOALS A decision and counter-attacking activity that encourages good movement and passing along with communication and teamwork.

Use a 20x20 grid for this activity. The goals should be 5 yards and unguarded. All of the balls start with the coach.

COACH

Basic game: Split your squad into 2 equal teams. All of the balls are with the coach. The reds are lined up in 2’s at the top of the grid and the Blues are placed in and around the grid. On your command (voice or whistle) play a ball into the Blues. After the ball has been played 2 reds sprint into the grid and contest for the ball. Each 10 passes the Blues complete = a goal. If the reds gain possession of the ball they finish into the unguarded 5 yard goal to score a goal. First team to score 10 goals wins. Progression: 1) Stipulate that the Reds must complete 1 pass before they can score; 2)Limit the number of touches the blue can take, start with 3 touch restriction then go to 2 if the players have the ability; 3) Add another Red to challenge for the ball creating a 6v3 situation. TIP: If you have uneven numbers then place one player (of strong ability) as a neutral or “joker”. If the game is taking too long make 5 goals the winner and if it’s too short then increase it to 15.

©Launch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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BRAZILIAN TIME GAME A fast-paced passing and movement activity that focuses on good decision making, communication and teamwork.

A 20 x20 grid is perfect for this activity. It allows the possessing team enough space to make good decisions. Extending the 6 yard box to the edge of the 18 will help you achieve this.

COACH

Basic game: This is a timed activity. Split your squad equally by ability into 2 teams, red and blue. Have all of the balls by your feet on one side of the grid. On your command play a ball into the blue team. 2 reds sprint out to contest for the ball. The aim is to keep possession for as long as possible, the ball ends when it is kicked out of the grid. Play in another ball and repeat the process. After 6 balls, stop the watch and that is the time they have maintained possession for, the teams then switch roles. The team with the longest time wins. Progression: 1) Add a 3rd defender; 2) Players are restricted to 3 touches on the ball; 3) Before the reds kick the ball out of the grid they have to connect 1 pass. TIP: If the possession team is having problems with their movement stipulate that after every pass they must sprint around a cone on the outside of the grid. To increase difficulty you can serve the ball into the grid in the air. This means that the possessing team has to control a high ball before they can start their possession game.

ŠLaunch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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THROUGH THE GATES! A fast-paced passing and movement activity that focuses on good decision making, communication and teamwork.

This activity is best conducted in the 18 yard box, giving you approx 20 x 30 yards of space. In the grid create “gates” by placing 2 cones 3 yards apart.

Basic game: This is a speed-passing activity. Put your squad into pairs with one ball between 2. On your command they have to complete passes through the “gates”. Create 1 minute games. The pair with the most passes through the gates win. They are not allowed to go to the same gate twice! Progression: 1) Weaker foot passing only; 2) After receiving the pass they must dribble through the gate before going to another; 3) Now put into groups of 3 and look to combine passing between the 3 players through 2 different gates. TIP: Try to put a strong and weaker player together, this will help balance out the game and ensure good touches and movement between the pair. Always talk to the players about communication and movement away from the ball. Close control is extremely important as is weigh of pass, encourage speed dribbling and short, sharp passing!

©Launch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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2V2+3: SWITCH OF PLAY A fast-paced passing and movement activity that focuses on good decision making, communication and teamwork.

Set up a 30x20 yard grid incorporating 2 channels 5 yards in width. The central playing area should be 20x20 yards.

Basic game: Nominate 3 players to be yellow. Split the rest of the squad into 2 equal teams. The aim of this activity is to encourage early switching of the point of attack and using wide players to penetrate the opposition defense. Reds and Blues face off in a 2v2 situation. Red passes into Blue and they progress into the grid. The Blues then have to combine passes with all 3 Yellows before they can score. If the Reds win back possession they have to do the same. Once they have completed passes through the 3 Yellows once they don’t have to repeat, every time they win possession after that they can attack the goal. After 5 goals, switch roles with Blues playing the first pass into Reds. Progression: 1) Restrict the Yellows to 2 touches; 2) The central yellow can score; 3) All Yellows can score but must be a first-time finish. TIP: Encourage quick, sharp passing especially with the yellows. The quicker they complete passes through yellow the quicker they can go to goal. Once they receive the ball lay off to central Yellow as early as possible, then push both Blues forward. This will create space for the Yellows to directly connect with each other.

ŠLaunch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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6 GOAL GAME A team activity that encourages the players to make good decisions on the ball and switch the play away from pressure.

Use a 40x25 grid for this activity. The goals should be 5 yards and unguarded. Width is more important than length.

Basic game: Split your squad into 2 equal teams, Reds and Blues. The aim of the activity is to quickly switch the point of attack and penetrate the opposition defense when space opens up. Both teams have 3 goals to defend, and goals can be scored in any of the 3 goals. Quick combination passes will open up the space to play in and a longer range of passing may be needed to switch the point of attack instantly. Progression: 1) Team must complete 5 passes before they can score; 2) Players are restricted to 3 touches maximum; 3) Change up the designated goals they can attack; 4) Add a second ball. This makes sure there are maximum touches on the ball and more space for the players to switch the point of attack. TIP: The main aim of the activity is to quickly switch play and look to score goals quickly. If the angles close down on one particular goal then encourage quick thinking and longer range of passing to switch the point of attack. Place the spare soccer balls around the grid so that if the ball goes out of play you can get the game going again quickly with a new ball.

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3 ZONE SWITCH OF PLAY A passing combination game that focuses on short quick passing and switching the point of play.

COACH For this activity we need 2 grids of 20x10 with a channel of 10x20 in between.

Basic game: Split your squad equally by ability into 3 different teams, Red, Blue and Yellow. All of the balls are with the coach and the teams are placed in a designated grid. In the above diagram the coach plays a ball into the Blue team and 1 Red enters the grid to challenge. All of the other reds are on their knees across their grid. The Blues have to connect 3 passes then switch the ball through the kneeling reds over to the Yellows to gain a point. If successful the yellows then keep control of the ball and another Red enters the grid to challenge the red from the Blue grid joins the team and kneels down. The Yellows then have to complete the same task. If the challenging team wins the ball they switch places and the coach serves a ball into the opposite team to continue the game. Progression: 1) Players now have to complete 5 passes; 2) The middle group are now standing and can use all parts of their body; 3) Limit touches on the ball to 3; 4) Send 2 defenders in to challenge. TIP: Ex. Reds win ball from Blues so Red go into Blues grid and Blue is the centre team, play the next ball into the Yellow, this also incorporates transitional play.

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PASSING TO AVOID THE OFFSIDE A team passing game that forces the player to think about the offside rule when playing passes forward for teammates to attack.

Use a 40x30 grid for this activity. There should be a goalkeeper in goal and the grid should be split into 2 30x20’s with flags placed on the 18 yard line 1o yards apart.

COACH

Basic game: Designate a Goalkeeper and split the remaining players into 2 balanced teams. Blues are spread around the bottom grid, Red’s are lined up in 2’s. Coach plays a ball into the Blues and 2 reds contest possession. The Blues have to connect 3 passes then look to play a ball in between the last 2 defenders (flags) for a teammate to run on and score against the goalkeeper. If the forward runs too early they will be offside, teach timing of the run to stay onside! If the reds win the ball they have to kick it out of the grid. After 6 balls the teams switch roles. Keep count of how many goals the teams score. The best of 3 or 5 games win! Progression: 1) One defender can challenge the forward going to goal; 2) Restrict the number of touches to 3 for the team in possession. TIP: Timing of the run is crucial to staying onside, try and get the players to communicate when they want the ball to be played. If the pass is played straight it will run on to the GK, get the players to play diagonal through balls to eradicate the problem.

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FOUR CORNERS A team game that focuses on keeping possession as a team and concentrating on movement off the ball to a target.

Use a 40x30 grid for this activity. In each corner of the grid mark out 5x5 yard squares for scoring zones.

Basic game: Split your squad into 2 balanced teams, Red and Blue. In each corner of the grid there are 5 yard squares, this is the scoring area for the game. In their teams the players must connect a minimum of 3 passes and then the player in possession of the ball can dribble into one of these corners to score a goal. When a goal is scored the player then looks to connect with another team mate for 3 passes before they are allowed to attack another corner. The players cannot go to the same corner twice in a row! Progression: 1) Demand 5 passes before attacking a corner; 2) Restrict the players to 3 touch maximum; 3) Now to score they must connect a pass into a teammate that has made a run into a corner. TIP: If the players are struggling to connect the required amount of passes then make the playing area and corner squares a little larger. Make sure you place the remaining balls around the grid so play is restarted quickly when the ball is out of bounds. Short quick passes combined with longer passes to switch the point of attack is crucial in this game.

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31

SWITCH TO FOUR A team game that forces players to play away from pressure early and switch the point of attack.

For this activity mark out a 40x30 grid with 5 yard channels either side. The goals in the channel have to be facing away from the grid.

Basic game: Split your squad into 2 balanced teams, Red and Blue. There are 2 channels that are 5 yards wide on either side of the grid. There are 2 goals in each channel that are facing away from the large grid. The aim of the game is to connect 3 passes between players on your team then connect a pass into a teammate that has made a run into the channel to score in one of the goals. The player in the channel cannot be challenged. Progression: 1) Restrict the player in the channel to 2 touch maximum to finish; 2) Players must link into both channels before they can score; 3) Restrict the number of touches for all players to 3; 4) Players in the channel can now be challenged TIP: If the players are struggling to connect with their teammates then make the central grid larger or add a few jokers (maybe yourself) to create a numbers up situation when in possession of the ball. Place a number of balls around the outside of the grid to keep the game flowing when a ball goes out of bounds. Always encourage communication and switching the point of attack in this game!

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32

TOUCH LIMITATION IN ZONES A game that forces players to concentrate on their first touch and encourages quick thinking when in possession of the ball.

The area needed for this activity is 40x30 divided into thirds as the diagram indicates. There should be 2 goals set up with 2 goalkeepers.

Basic game: This activity focuses closely on team tempo when in possession of the ball, passing with directional purpose and creativity in the final third. Select 2 goalkeepers and split your squad evenly dependent on ability. The arrow indicates the direction the red team is attacking in the diagram. When the red players are in their defensive 3rd they are limited to 3 touches, this encourages quick passes. In the middle 3rd they are restricted to 2 touches, this is because in a game this area is congested and players need to make good decisions quickly. In the attacking 3rd the players are unrestricted to encourage creativity. Play the game as a regular scrimmage. Progression: 1) Players have to finish with a maximum of 2 touches, this will encourage quick decision making in front of goal; 2) Before they can score they have to connect 5 passes; 3) Before they score they have to perform a skill or move you have previously worked on. TIP: It’s important that you relay to your players the importance of restricting touches in certain areas of the field. Encourage creativity in the final 3rd to keep it fun and fast!

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Improving Foot speed as it pertains to changing direction with the ball.

I.

Pass Session a. Slide in between cones i. Set Up 1. 2 cones 3 yards apart from each other

ii. Phase 1 1. Slide side to side behind 2 cones 2. 3. ← →

iii. Phase 2 1. Slide side to side and mock pass on outside of each cone. iv. Phase 3 1. Slide touch-tap with partners a. Partner 1 sliding and passing, b. Partner 2 on one knee with ball in hands. Rolls ball to partner 1 c. Partner 1 passes ball back to partner 2 on a straight line so that partner 1 can only pass ball as he gets to outside of cone d. e. tap← →pass b. 3 step sequence Behind Cones i. Set Up 1. 2 cones 3 yards from each other ii. Phase 1 1. Slide with 3 step sequence a. Balance on left foot; Right foot up b. Right foot down; left foot up c. Left foot down; right foot up d. Right foot down; left foot up e. Balance on right foot; Left foot up

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iii. Phase 2 1. Slide with 3 step sequence with Mock pass a. Balance on left foot; Right foot up mock pass on right cone b. Right foot down left foot up c. Left foot down; right foot up d. Right foot down; left foot up e. Balance on right foot; Left foot up mock pass on left cone f. Switch partners iv. Phase 3 1. Slide with 3 step sequence Pass with Partners a. Balance on left foot; Right foot up pass on right cone b. Right foot down; left foot up c. Left foot down; right foot up d. Right foot down; left foot up e. Balance on right foot; Left foot up mock pass on left cone f. Switch feet g. Switch Partners

2. tap←

→pass

c. Karaoke Over Cone i. Set Up 1. 1 cone 2. Player stands behind cone ii. Phase 1 1. Karaoke Foot Sequence a. Balance on left foot; Right foot up; b. Right foot crosses over left foot c. Right foot does not touch ground until… d. Left foot hops to right foot e. Left foot down; right foot up f. Right foot down; left foot up g. Balance on right foot: left foot up h. Left foot crosses over right foot i. Left foot does not touch ground until… j. Right foot hops to left foot.

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iii. Phase 2 1. Replace Cone with Ball and Repeat iv. Phase 3- Change of direction with Ball 1. Cross Over Grabs a. Directional change with ball always is initiated with the bottom front portion of the foot. b. Ball is always directed to either the outside or inside of the foot c. Balance of left foot; right foot up d. Right foot grabs ball and crosses over to bring ball to left foot e. Right foot steps down; left foot up f. Left foot steps down; right foot up g. Right foot steps down; left foot grabs ball and crosses over to bring ball to right foot. v. Phase 4: Repeat phase 3 with hops rather than steps II.

Change of Direction Session a. Points to remember i. Directional change with ball always is initiated with the bottom front portion of the foot. ii. Ball is always directed to either the outside or inside of the foot. b. Purposes i. Improve body mechanics ii. Improve foot speed iii. Prepare for improved acceleration once change of direction is made iv. Improve agility with ball. c. Foot Sequences1. Phrase: Step-Reach-Hop-Pop 2. Directional Changes a. Purpose to set up for a left footed pass b. Left foot(bottom) to Left foot(outside) i. Directional change is from right side to left side ii. Right Foot Down iii. Left foot crosses over right foot to grab ball iv. Left foot rolls ball in a south west direction

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v. Right Foot Hops to the right side of the ball vi. Left foot outside takes ball to left side c. Right foot (bottom) to Left foot (outside) i. Directional change is from right side to left side ii. Left Foot Down iii. Right foot reaches to grab ball iv. Right foot rolls ball in a south west direction v. Right Foot Steps down vi. Left foot comes up and touches ball with outside of foot. vii. Push off with right foot to accelerate. d. Right Foot (Bottom) to Right Foot (Outside) i. Directional change is from left side to right side ii. Left foot Down iii. Right foot crosses over left foot to grab ball iv. Right foot rolls ball in a south east direction v. Left foot Hops to the left side of the ball vi. Right foot outside takes ball to right side vii. Push off with left foot to accelerate. e. Left foot(bottom) to Right foot(outside) i. Directional change is from left side to right side ii. Right Foot Down iii. Left foot reaches to grab ball iv. Left foot rolls ball in a south east direction v. Left Foot Steps down vi. Right foot comes up and touches ball with outside of foot. vii. Push off with left foot to accelerate. f. Bottom Cut with Pace i. Left or Right Foot ii. Step with plant foot iii. Reach with touch foot iv. Simultaneously 1. Pull ball back with lead foot 2. Hop with plant foot v. Land beyond ball with both feet vi. Mini squat vii. Push off with back foot viii. Lead with front foot ix. Touch ball with outside of front foot. ŠLaunch Pro Soccer Academy

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38

SWITCHING SQUARES A speed dribbling exercise that works on close control and implementing fakes and moves in a controlled setting.

For this activity we need 2 grids of 20x10 with a channel of 10x20 in between.

Basic game: This activity focuses closely on ball control and vision up dribbling. Create 2, 10 x 20 squares and split your squad into 2 groups, one in each of these grids. Each player has a ball and on your command dribbles around the grid, trying to move into open space. When the coach shouts “switch” the groups have to change grids as quickly as possible without crashing into each other. In 1 minute intervals give the players a new skill to perform when dribbling around the grid. Perform the skill yourself and add in the coaching points then let the players go and practice within the boundaries of the game. Progression: 1) Weaker foot dribbling only; 2) On command, exchange balls with another player on their team; 3) Switch balls with opposite team on the change-over. TIP: It’s important that the players keep their head up to find open space and encourage changes of pace and direction. Don’t allow the players to dribble in circles, always encourage a directional change and change of pace when spaces open up!

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39

GAUNTLET This is an individual dribbling game that encourages attackers to take on defender sin a 1v1 situation, here we have 2 sets of 1v1’s to goal.

For this activity we need 2 10x20 yard grid. There needs to be a line marked across the girds at the 10 and 15 yard point.

Basic game: Yellows and reds try to dribble through 2 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 1 at a time. If the dribbler ahead of you in your line gets the ball kicked out you can start straight away. As soon as the dribbler in front of you moves into the next zone you can start also. After beating the last defender the dribbler must shoot the ball into the net to score a point for their team. Reds play first to 3 with yellows. After each game, rotate the defenders and dribblers. Progression: 1) Weaker foot dribbling only; 2) Players must perform a move they have previously learnt; 3) Put in a second forward in the last zone to play 2v1 against the last defender. TIP: Keep teams equal and have stronger defenders always starting as the second player!

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40

RUNNING THE BASES A Dribbling Tag game that encourages spatial awareness and directional decision making when in possession of the ball.

Use a 40x30 grid for this activity. In each corner of the grid mark out 5x5 yard squares for safety zones.

Basic game: Blue try to dribble their ball without being tagged. If they get tagged, they exchange places with the “tagger”. Have taggers carry a pinnie to distinguish themselves. Hand pinnies over to the player that has been tagged and use their ball to dribble. Players are safe in any one of the 4 corner bases. Only one player allowed in the base at one time. If a new player enters the base the old players must leave. You cannot go to the same base 2 times in a row. Progression: 1) Weaker foot dribbling only; 2) Add another tagger; 3) Fewer bases! TIP: Always encourage speed dribbling under pressure and make sure you keep an eye on the base changeovers.

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41

PROTECT THE CONE This game encourages players to make a decision on whether to attack or defend. It’s a close control game and tactics are involved!

This activity is best conducted in the 18 yard box, giving you approx 20 x 30 yards of space. Cones are placed in the grid in no particular pattern.

Basic game: Each player starts with a ball and a designated cone. Each player must control their ball at their own cone while trying to attack and kick over other cones. Player must keep the ball under control while attacking and defending. When defending, try to block attackers by keeping their ball and body in between the attacker and the cone. On attack, try to maneuver around defenders while controlling your own ball to get a clear kick at their cone. If your cone is kicked over you must perform 3 juggles on the outside of the grid before you can return. Progression: 1) Weaker foot dribbling only. TIP: Watch for players who attack or defend often and switch their habits. Watch and help players decide when to leave their cone and attack others. Explosive, quick moves will help attackers maneuver around defenders.

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42

TEAM KNOCKOUT A team game which focuses on individuals close control and decision making when attacking other players.

Mark out a grid 20 x 30, the 18 yard box is perfect for this.

Basic game: Split your squad into 2 equal teams dependant on ability, Reds and blues! Each player has a ball and is dribbling around the grid. On the coach’s command (voice or whistle) they have to try and kick out of the grid the ball of an opposing player. If successful the player earns his/her team a point. Play the first to 10 points win. If the player has their ball kicked out of the grid they must complete 3 juggles before they can return. Progression: 1) Weaker foot dribbling only; 2) Increase the skills to 5 juggles before they can return. TIP: Close control is extremely important. The players are not allowed to leave their ball in pursuit of an opponent’s ball. If a player continually does this then kick their ball out of the grid yourself, they will soon get the message!

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43

FLYING CHANGES A fast paced attacking game that encourages quick transition from attack to defense. It is a competitive game in which scorers are kept.

This game needs an area of approx 20x20 yards. Use the 6 yard box as your marking point and extend it to the edge of the 18.

Basic game: This is a quick transition game. The game starts with the blue dribbling into the playing area and finishing into an unguarded net. As soon as the blue shoots the next red in line can go an attack the goal opposite. The blue has to recover and try to defend against the attacking red. Once the red shoots the blue defender is finished and the next blue can now attack the red. Red transitions into defense. Keep score and the first team to 10 goals win! Progression: 1) Players must have 3 touches on the ball before they can finish; 2) Weaker foot finishing only; 3) They must complete a skill or a move before finishing. TIP: The transition in this game from attack to defense is crucial. At the start of the game remind the players when they are to attack and when to defend. Players will sometimes forget to defend after scoring a goal, tell them to not even look at the ball going into the net but instead start to retreat!

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44

GATE TEAM GOALS A team game that requires quick dribbling to score points. Head up dribbling and quick decision making is essential in being successful in this activity.

This activity is best conducted in the 18 yard box, giving you approx 20 x 30 yards of space. In the grid create 6 “gates” by placing 2 cones 3 yards apart.

Basic game: This activity focuses closely on keeping possession and vision up dribbling. Split your squad into 2 equal teams based on ability of the players. The aim of the game is to keep possession and then speed dribble though an open gate when the opportunity arises. Each time your team dribbles through a gate your team gets a point. The first to 5 points wins. You cannot go through the same gate 2 times in a row, and the same players cannot go through 2 gates at the same time either. Progression: 1) Weaker foot dribbling through gates only; 2) Must perform a take on move going through the gate; 3) Introduce a second ball. TIP: It’s important that the players keep their head up to find open space and encourage changes of pace and direction when attacking an open gate. If one player starts to take over the game then restrict their touches to a maximum of 3!

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45

CENTRAL PENETRATION A 3V3 attacking game that encourages quick passing to open up space then speed dribbling to transition from defense to attack.

For this activity we need 2 grids of 20x10 with a channel of 10x20 in between.

Basic game: This is a 3v3 attacking game. Split your squad into 2 teams, Yellows and Blues. The game starts with a Blue player switching the ball to the yellows and entering the grid to create a 3v3 situation. The Yellow can pass and move in their grid but to enter across into the blue defensive grid they have to dribble across the central divide. Play 3v3 until the ball goes out of play or until a team scores then the next set of 3 play. Keep score and after 5 goals the 2 teams switch places so that the Yellows are playing the first pass into the Blues. Progression: 1) Make the divide wider; 2) Incorporate a central neutral player to create numbers up; 3) Restrict the touches when passing to 3. TIP: The game encourages the players to make good decisions on the ball, advise the players when they should pass / dribble at the start of the activity then allow them to make their own decisions on the ball.

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46

TRAFFIC JAM GAME A game of close control and quick dribbling. This encourages players to keep their head up and avoid obstacles when in possession of the ball.

Mark out a 20x20 grid with a collection of cones scattered in the centre. About 10-15 cones should suffice.

Basic Game: On the coach’s command, the first player from each line will race through the “Traffic Jam” (training sticks and cones) in attempt to not hit a stick, cone, or another player. Once the player makes it through the traffic jam instruct them to dribble with speed to the line they are facing and pass the ball to the first player in line. That player should immediately head towards the traffic jam with speed in attempt to get through the traffic jam first. At first don’t keep score, simply let the players enjoy the close calls before playing the game. After 8-10 minutes, combine the two teams that are facing each other into one team. Progression: 1) Weaker foot dribbling only; 2) Double dribble, players must dribble through cones and around opposite team the return, now a race between all 4 corners. TIP: It’s important that the players keep their head up to find open space and encourage changes of pace after they have got through the traffic.

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47

1V1 TO MULTIPLE GOALS A team game that forces players to play away from pressure early and switch the point of attack.

This activity is best conducted in the 18 yard box, giving you approx 20 x 30 yards of space. In the grid create “goals” by placing 2 cones 3 yards apart.

Basic game: Select teams of 2 within your squad. Try to pair better players together. Each pair has a designated “goal” which are 2 cones 3 yards apart. On your command the game begins and lasts for 1 minute. The players play 1v1 to their goal and keep score. After the minute is up the player with the most goals wins! Rotate players after each game again trying to keep the better players together. Progression: 1) Players can now score in any goal; 2) Weaker foot dribbling only; 3) A skill or move has to be performed before they go through the goal. TIP: It’s important that the players keep their head up to find open space and encourage changes of pace and direction. Don’t allow the players to dribble in circles, always encourage a directional change and change of pace when spaces open up!

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SHOOTING TECHNICAL SKILL In this section of the Launch curriculum you will find a few game based activities to help your team develop basic technical skills required to successfully shoot the ball with accuracy on frame. Pressure, time and space can be manipulated to increase intensity for varying age groups utilizing all these activities. There are 2 different types of hitting a ball at goal. The first is shooting, striking a ball primarily with the laces trying to generate power, the second is finishing which depends more on accuracy than power and can include using various surfaces for the shot such as instep, outside of foot, toe and heel. The area of the field the player is in and the angle towards goal dictates with techniques should be used. If there is a defender as well as a GK to beat then a more powerful shot may be needed regardless of the distance from goal. Main coaching points for Shooting: Head down – eye on the ball. Tell your children that they have look up to pick out their target and then look back to the football as they actually shoot. This is because it is virtually impossible to strike the ball correctly if you're not looking at it. Plant non-striking foot along side the ball. If you plant your foot behind the ball your kicking foot is coming up as you strike. This will result in a chip shot. As your children progress you may well want to show them how to do this, but to start with we need to practice keeping shots low and straight. Strike the middle of the ball. If you kick the ball below the middle the ball will rise, if your child 'tops' it the ball will just roll along the ground. Keep the knee of the kicking leg over the ball. This technique determines the correct body position. Often, children will be standing too far behind the ball when they shoot. This results in too little power. Approach the ball slightly from the side. Coming straight at the ball results in 'toe poking'. Younger children kick with their toes naturally, it seems easier and it's often hard to get them out of the habit. You need to show them that they can hit the ball just as hard with their instep and their shots will be much more accurate. One way of doing this is to get them to shoot at a cone or pole set up 10 or 20 yards away. You should be able to demonstrate that is much easier to hit the target and knock it over using the instep. Follow through. Young children are often reluctant to kick through the ball. They tend to jerk back as they strike the ball and consequently do not get a lot of power on the shot. Areas of foot for shooting = LACES

Penalty Spot - Goal

Areas for Finishing = Instep, outside, toe and heel. Penalty Spot – 25 yds

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50

2v2 TO LARGE GOAL A fast-paced attacking game that makes players decide whether to pass, dribble or get a shot off early at the goal. A team competition!

This 2v2 game should be played in an area of 20x20 yards.

Basic game: Split your squad into 2 teams of equal ability. The game starts with the red team playing a pass into the blues and defending in a 2v2 situation. The blues attack the large goal. If the reds recover the ball then they become the attackers and the blues become defenders. Play until one team scores 5 goals and then switch the teams so that the blues are playing the first pass into the reds. Progression: 1) Players must play at least one pass before they can shoot; 2) Weaker foot shooting only; 3) A skill or move has to be performed before they go through the goal. TIP: Decision making is the key in this activity. A 1v1 situation is great for the forward and not so good for the defender. Every time the attacker can isolate a defender 1v1 encourage them to attack the defender with pace and get an early shot off at goal. Transition is also important. As soon as a player loses the ball they have to switch roles quickly and get behind the ball and in a good position to prevent a goalscoring opportunity.

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51

WORLD CUP A quick scoring game that involves working in pairs and competing against other pairs from your team.

This game should be played in the confines of the 18 yard box.

Basic game: Select teams of 2 within your squad. Try to pair better players together with weaker players. The game starts with the teams in the 18 yard box and the goalkeeper punting a ball high in the air. The aim of the game is to score a goal and proceed to the next phase of the game. If you or your teammate scores then you leave the field and wait for the next round. The last team not to score a goal sits out the next round of competition and re-enters the following game. Progression: 1) Players can only score after a pass from a teammate; 2) Weaker foot shooting only; 3) A skill or move has to be performed before they go through the goal. TIP: This should be a game of plenty of shots. Encourage players to follow up their partners shots at goal and be ready for any rebounds. Only sit a team out for one round of play, any longer and they will get disheartened and cold, increasing the chances of injury!

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52

STEAL THE BACON A 1V1 goal scoring game which involves quick shots at goal and individual skills when dribbling the soccer ball.

COACH

Mark out a 20x20 grid using the 6 yard box as guidelines.

Basic game: Split players into 2 even teams ... give each team a name. Each team lines up to the side of a goal post. To start the game, the coach throws the ball toward the top of the penalty box. When the coach throws the ball onto the field, the first player in line from each team runs out to the ball and they begin to play 1 v 1 to goal. First player to the ball gains possession of the ball, turns with the ball, attacks the defender and tries to score. Second player to the ball defends and attempts to steal the ball. If the defender steals the ball, he/she becomes the attacker and tries to score while the former attacker defends. Progression: 1) A skill or move has to be performed before they shoot at the goal; 2) Weaker foot shooting only. TIP: Encourage speed dribbling and creativity in this 1v1 game. A 1v1 situation is great for an attacker and they should attack the defender at pace and increase pace when passing the defensive player. Tell the players to NEVER slow down on their dribbling when attacking the defender.

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53

CROSS FIRE A quick shooting game that focuses on finishing on an angle from a diagonal pass. A team shooting competition.

Mark out a 20 x 20 yard area with the 6 yard box being your guide. At each corner place a tall come for the players to start from.

Basic game: Players are divided into 2 even teams and 4 groups. Place a group by each of the four corner cones. The players by the goal have the balls and there is a goalkeeper in goal. Play begins by one of the players passing the ball diagonally to his/her teammate who must shoot the ball first time on goal. Immediately after a player has shot the ball, an opposing player passes the ball diagonally to his/her teammate for a first time shot. Play should be continuous and shots should be frequent. Scoring system...+1 point for a shot on goal, +2 for a goal and -1 for a shot high or wide of the goal. Progression: 1) Players can only score with their left foot; 2) Weaker foot passing only; 3) A skill or move has to be performed before they shoot to goal. TIP: Players have to understand that this should be a fast paced game. Quick passes and first time finishing will keep this game flowing. A good pass is as important as a good shot in this exercise. This is a shooting exercise so all shots should be with laces.

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54

PENALTY BOX SHOOTOUT A team game that encourages shots on goal at every opportunity. Quick decision making and strong finishing techniques are essential in this activity.

This game should be played in the confines of the 18 yard box.

COACH

Basic game: Split your squad into 2 teams of equal ability, red and blue. The game starts with the coach passing to the red team for them to attack the goal. If they score the coach then passes another ball into the reds, If the blues win possession they then attack the goal. If the reds miss a shot or the ball goes out of play the coach plays a ball into the blues to attack. The first team to score 10 goals wins! Progression: 1) Limit touches to 3 max; 2) Weaker foot shooting only; 3) A skill or move has to be performed before they shoot. TIP: Players should be encouraged to get off as many shots as possible. Try to create shooting opportunities by making good decisions on the ball, such as when to pass / shoot / dribble.

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55

SHOOT ROTATE A competitive team activity that involves a combination of passes finishing with a shot at goal. Every player is a shooter, passer and a goalkeeper!

Place a cone on the 18 yard line in line with the post then a second cone 5 yards out on diagonal.

Basic game: Split your squad into 2 teams of equal shooting ability, one team in red, one team in blue. In the above diagram the first red has become GK, the next red has been placed on the cone 5 yards diagonally from the group and the first blue has been placed at the diagonal cone. All players in line have a ball. Blues go first as the red is in goal. The blue plays a pass into the diagonal player who lays the ball off for the player to run onto and shoot. The passer becomes GK, the shooter becomes passer and the red Gk rejoins their group at the cone. The reds then replicate the process. Pass is played diagonally, ball is played back, then a shot is hit. They then rotate, shooter to passer, passer to GK, GK back to group. First team to score 10 wins, then switch sides for another game. Progression: 1) Ball is now thrown so shot becomes volley; 2) Ball is thrown for a header to be played leading up to the shot. TIP: Encourage quick decisions and remind players of the rotation during the game.

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Region 13 Coaches Education

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56

POWER AND FINESSE A combined team and individual competition that demands 2 different types of shots from the players, one hard shot and one finesse finish!

COACH

For this activity the players must be placed by a cone on the 18 yard line. All of the balls are with the coach at the near post of the goal.

Basic game: Split your squad into 2 teams of equal shooting ability, one team in red, one team in blue. All of the balls are with the coach at the side of the goal. The coach plays a ball into the first red towards the edge of the 18 yard box, the red has to hit this shot towards goal with power, using their laces. As soon as they hit the shot the coach plays a second ball towards the penalty spot. This ball has to be finished with finesse. If it is hit with power it doesn’t count. If the plays fails to score they are out and become ball collectors. If they score 1 goal they rejoin their group. If they score 2 goals they have to challenge a player from the opposing team, they then have to make both shots or they are out. Progression: 1) The second ball into the player can now be thrown to encourage heading and volleying.; 2) Weaker foot shooting only. TIP: The players have to realize why they are being asked to strike a ball from distance with power and why they can’t unleash a bullet into the net on the second ball.

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Region 13 Coaches Education

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KNOCKOUT A fast paced shooting game that rewards players for scoring goals and putting players who miss in a position to get knocked out of the game.

COACH

For this activity the players must be placed by a cone on the 18 yard line. All of the balls are with the coach at the near post of the goal.

Basic game: This is an individual shooting game. All of the balls are with the coach at the side of the goal. All of the players are lined up at the edge of the 18 yard line. Place one of the player in goal to start. The coach plays a ball to the first player in line who has to hit the ball with their first touch at goal. If they miss, they go in goal and the Gk rejoins the group at the cone. If they score the GK is out and they join the back of the line, the next player in line becomes the goalkeeper. If they are scored on then they become ball collectors until the next round. The last player standing wins! Progression: 1) Players have to take a controlling touch before they shoot; 2) Weaker foot shooting only; 3) Move the defensive line further back away from the goal; 4) Add a target player in front of the goal that the attacker has to combine with before they shoot. TIP: Encourage the attackers to take their first touch away from pressure and accelerate towards the ball, shooting as soon as a good opportunity arises.

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3 TEAM FINISHING FROM CROSSES A team game that encourages players to attack the ball when crossed from a wide area.

For this activity the red are placed in a 5x5 box at the corner of the field with all of the balls. The other teams are lined up at the penalty spot.

Basic game: Split your squad into three teams of equal ability, reds, blues and greens. Place a goalkeeper in the net. One team is responsible for serving in quality crosses into the danger area. The other 2 teams battle for the ball off the cross and try to finish. After each ball is served in they must retreat back to the line marked out at the penalty spot. The first team to score 3 goals wins and the losers become crossers. TIP: Try to balance out your teams putting good finishers on different teams as well as good crossers of the ball. If a team is struggling with their delivery into the box then play some crosses in yourself now and again to keep the game moving. If one team is dominating then switch up players between games to try and keep it as competitive as possible. Encourage your goalkeeper to be active and come for crosses that are playing towards the 6 yard line.

ŠLaunch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


59

CHASE ‘EM DOWN A team game that forces players to dribble away from pressure early and shoot at goal quickly.

COACH

For this activity the players must be placed by a cone on the 18 yard line. All of the balls are with the coach at the near post of the goal.

Basic game: Split your squad into 2 equal teams dependant on ability. Place 2 cones for the teams to start from on the edge of the 18 and on line with the goalposts. All of the balls are with the coach. The game starts with the coach playing a diagonal ball towards the red player. The red can move forward to meet the ball. Once the red has taken their first touch the first blue in line can leave the cone and pressure the red as a defender. Progression: 1) Players must take 2 touches before they shoot; 2) Move the cone for the defenders back or forward 5 yards; 3) A skill or move has to be performed before they go to the goal. TIP: It’s important that the players keep their head up to find open space and encourage changes of pace and direction. Encourage them to get a shot off as soon as an opportunity arises.

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Nutrition and Hydration Guidelines to maximizing performance A. Nutrition a. Eat a well balanced diet i. Breakfast, lunch and dinner must be consumed ii. Protein is essential to ensure that the muscles are getting the fuel that they need to grow and maintain integrity. 1. Protein Sources include a. Red meat b. Chicken c. Fish d. Beans e. Dairy Products f. Nuts g. Legumes h. vegetables 2. Ensure that you eat protein sources each day to ensure adequate intake. Should you wish to learn what your requirement is for your sex, age, and body weight, see a strength and conditioning specialist to determine your numeric value. 3. Protein Requirements for Exercise a. Inadequate protein intake will lead to muscle breakdown b. Excess protein intake will be used for energy

iii. Carbohydrate is essential to provide the athlete the energy that he/she needs to sustain itself throughout a practice or game. Inadequate amounts of energy will not allow your body to optimally perform throughout the practice or game. The more severe consequence is fatigue and/or illness. 1. Carbohydrate Sources include a. Vegetables b. Fruits c. Pastas d. Rice e. Potatoes f. Cereals 2. Simple vs. complex Carbohydrate source a. Simple: i. A carbohydrate that is broken down into its simplest form and it used by the body as immediate fuel.

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1. Types a. b. c. d.

fruits candies sugars in sports drinks table sugar

b. Complex i. A complete carbohydrate that takes hours to breakdown and then be utilized for stored and or utilized for energy. 1. Examples of types of starchy foods a. Potatoes b. Pastas c. Rice 3. Vitamins and What They Do a. B- Vitamins provide energy b. C- Immunity and tissue repair after injury c. E- Antioxidant; decreases inflammation 4. Plant Sources and What they do a. Anti-inflammatory effects i. Proteases 1. Bromelain(Pinapple Stem and Fruit) 2. Papain ( latex of green papaya fruit) ii. Flavonoids 1. Flavones a. chrysin i. onions, apples, tea 2. Flavonols a. Querctitin i. Onions, apples 3. Anthocyadins a. Berries B. Hydration a. Water i. Functions 1. Food digestion a. An excessive intake of liquid during eating is unnecessary and may dilute the digestive enzymes. 2. Transports of nutrients, 02, metabolic wastes, and hormones a. Water is an essential component of blood and other body fluids. It is critically related to the transporting functions of these body fluids. b. The excretory functions of urine and bile depend on it. 3. Storage of nutrients. 4. Medium for enzyme reactions ŠLaunch Pro Soccer Academy

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ii.

iii.

iv.

v.

5. Regulation of body temperature 6. Lubricant 7. Bowel Movement 8. Skin Health 9. Source of minerals Daily Requirement 1. Affected by a. Age b. Level of Activity c. Physiological conditions d. Environmental Factor 2. Based on kg of body weight 3. A person who is younger, physically active and lives in a warmer climate requires more water. 4. Examples: Living in a mild climate a. Infants: 110ml/kg b. 10 year old child: 40ml/kg c. Adults: 22 ml/kg Electrolytes 1. Sodium 2. Potassium 3. Chloride Sports Drinks 1. Recommended in that they may provide an instant source of electrolytes that assist in allowing the body to maintain proper fluid balance and pH balance, thereby decreasing the chance of dehydration and sports related illness. 2. When to rehydrate with sports drinks over water a. Players who played entire games lasting close to 60 minutes or over. b. Players who have a tendency to sweat a lot during games. c. Games played in extreme heat. 3. Popular because they are polymerized glucose solutions and these solutions provide water and carbohydrate at a faster rate. Gastric Emptying 1. Fluids must be emptied from stomach before absorption in the small intestine occurs 2. Three factors affect gastric emptying a. Fluid temperature i. Cold Water empties fastest (41 degrees F.) b. Fluid volume i. 8.5 oz every 15 minutes. Too much at once slows gastric emptying

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c. Fluid Osmolarity i. Gastric emptying slowed when fluid is concentrated >10%. Sugary solutions 4-8% should be goal for carbohydrate concentration for exercise longer than 60 minutes. 1. these beverages are also suitable for hydration during exercise events lasting less than 60 minutes, although plain water is appropriate under these conditions. C. Pre-Training Nutrition Guidelines (Conditioning and Sport) i. Eat a larger meal 3-4 hours before game 1. Consists of a. Pasta/rice/small potato source b. salad c. Fruit d. Water 2. Early morning games a. Ideal Meal i. 8 oclock am game 1. 600-630am meal a. Cereal/oatmeal/ fruit/milk b. 2 eggs/ 1 toast/fruit/milk c. Avoid pancakes/waffles/ or other starchy foods 2. Bring carbohydrate drink to game in case hunger occurs prior to game. ii. Always eat a small size meal approximately 2 hours before you play. This meal should contain some type of carbohydrate source. iii. If it is not accessible to eat at this time, eat a piece of fruit, juice smoothie, etc approximately 1 hour before the game in order to properly fuel the body through the game. Should this be the option for the day ensure that you eat a good size meal immediately following the training session to ensure that you replenish your energy stores as quickly as possible. iv. Eat a good source of protein immediately following the game in order to give the muscles what they need to sustain themselves and grow. Remember growth doesn’t always mean getting like Arnold it may just mean growing just enough to gain the strength required to avoid injury.

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Region 13 Coaches Education

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64

Sports Injury Recovery Guidelines to help speed recovery 1. Ice should be applied: a. 0-72 hours post injury to reduce inflammation. b. 20-30 minutes immediately following an injury insult. c. At a ratio of 20 minutes on; 40 minutes off. d. as often as possible with the above ratio, if swelling is present immediately following the insult e. In order to prevent frostbite a paper towel covering should be applied if an ice pack is used.

2. Physiological Response of ice a. Ice assists in reducing inflammation so that healing time is not reduced. When applied to the injured area, ice helps to vasoconstrict (close or tighten) the blood vessels, thereby decreasing the rate at which all of the components that contribute to inflammation flow in. In essence this is what helps reduce inflammation and speed healing.

3. Warm compress/Heat Application a. A warm compress should NOT be applied to a traumatic type of injury where there is evident swelling. b. Heat can be administered in conjunction with ice after the 72 hour period only if the swelling has diminished. c. Contrast Bath ( 2 small buckets that are large enough to accommodate a foot or hand) i. Ice Bath: 2 mins; warm water bath: 1 min 1. this process should be followed for 4-5 cycles with ice being the last applied modality. ii. Typically home contrast baths are used for hands, wrists, feet, and ankles because the accessibility to whirlpools is not likely. d. Heat may be used to reduce muscle spasm/tightness. 4. Do not stretch a pulled muscle. It will aggravate the area of complaint.

The intention of this manual is to be used as an educational tool ONLY. It should not be utilized as a replacement for seeking medical advice. Every injury is different and should be treated as such. If there is any concern with regards to the extent of an injury or there is any concern as to the diagnosis of an injury, you should seek medical attention immediately.

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Region 13 Coaches Education

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65

ON BEHALF OF LAUNCH PRO SOCCER ACADEMY

WE WOULD LIKE TO THANK YOU FOR BEING PART OF OUR AYSO REGION 13 COACHES EDUCATION.

IT WAS A PLEASURE TO SHARE IDEAS AND PHILOSOPHIES WITH EACH AND EVERY ONE OF YOU AND WE VERY MUCH LOOK FORWARD TO SEEING YOU OUT ON THE FIELD WORKING YOUR MAGIC!

‘TIL THE NEXT TIME, BARRY AND KEVIN.

©Launch Pro Soccer Academy

Region 13 Coaches Education

www.launchsports.com


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