| Fun Games that Teach Skills
NOTE: Several of the games listed are "knock out" games
where the losers are knocked out and the last player left is the
winner. Since the first ones knocked out are often the ones who
need the most practice, those knocked out should be required to
do something to either get back into the game or to keep them working
on their ball skills until the game is over. One possibility is
to set up a parallel game for those knocked out to participate in.
NAME OF GAME Simon Says
PURPOSE OF THE GAME: To encourage children to run with the ball,
keeping it close to their feet
AREA NEEDED: 20 m x 20 m
STORY: Simon is the King of Knotty Ash. In Knotty Ash all of the
people are children. When King Simon says "foot, knee, sit,
elbow, head on the ball" you have to do it straight away. The
coach can also integrate commands such as change direction, go faster
and so on, into the game. If King Simon does not issue the command
or a child responds slowly, he/she receives a "GOTCHA".
However, children should not be eliminated from the game.
EQUIPMENT. Eight cones to mark area and one ball per child
ORGANIZATION: Mark out a 20 m x 20 m area using the cones. Ask
each child to dribble around Knotty Ash (the area) with the ball
remaining close to the foot. (Tell children to imagine that the
ball is connected to their feet by a short piece of elastic.) The
coach calls out a command which the child should follow only when
preceded by "Simon says ....."
The drill/game "Simon Says" encourages children to move
with the ball under close control. They have now begun the process
of dribbling.The next progression would be to encourage the children
to use their peripheral vision. The following game "Tigers
in the Jungle" will create an environment to enhance this process.
NAME OF GAME. Tigers in the Jungle
PURPOSE. To encourage children to look up whilst dribbling at speed
AREA NEEDED. 20 m x 20 m
STORY. Each child chooses to be a type of animal that lives in
the jungle and makes the sound of that animal. Only tigers are not
allowed. The tiger is the most feared animal in the jungle gnd is
going to try to kick the other animals' footballs into the surrounding
alligator infested swamp. If the tiger kicks a ball into the swamp
the child can dodge the alligators and bring it back into the jungle
again. The child then stands with legs apart and ball in the air
making the animal noise. When another animal/child dribbles the
ball through this child's legs, he/she is free to continue the game.
BEWARE OF THE TIGER!
EQUIPMENT.. Eight cones and a soccer ball for each child except
"the tiger"
ORGANISATION.. Set out a 20 m x 20 m area with the cones. Ask the
animals to dribble around the jungle, without dribbling into each
other or the swamp (ie, the area outside of the grid). The tiger,
a child without a ball, is going to prowl around the grid and on
the coach's command enter the jungle and attempt to kick as many
footballs as possible into the swamp. Remind.children of safety
points regarding challenging for the ball. All players can re-enter
the grid once they have retrieved their ball from the swamp.
A drill such as "Tigers in the Jungle" encourages children
to dribble the ball at speed whilst using their peripheral vision
in a controlled, pressurised and "fun" situation.
The next coaching technique to be taught when dribbling would be
to change speed and direction whilst beating a defender. The game
"Crabs on the Beach" will help to illustrate how to develop
these techniques in a fun environment.
NAME OF GAME: Crabs on the Beach
PURPOSE. To encourage children to dribble with the ball and change
speed and direction to beat an opponent. The art of "feinting
a dummy" can be introduced at this stage.
AREA NEEDED. 30 m x 20 m grid
STORY: Each child assumes the name of a sea creature, except the
crab. Each creature has to run from the beach to the sea with a
ball, avoiding the crabs who are trying to "pinch" the
balls. A child whose ball is pinched then becomes a crab.
EQUIPMENT: Ten cones and a football for each child except "the
crab"
ORGANISATION: Set out a 20 m x 30 m area with the cones. Make one
30 m line the sea and the other 30 m line the beach. Ask the children
(sea creatures) to stand on the beach line, each with a foot on
the ball. Place a child (the crab) in the middle of the area in
a crab like position (on all fours with tummy upwards) On your command
tell the creatures to dribble their ball from the beach to the sea
whilst avoiding the crab. When they reach the sea line they must
wait with a foot on the ball until all players have crossed the
beach. The crab must aim to kick each child's football out of the
grid via the 20 m side lines. Any creatures losing their balls then
become crabs. The game continues on the coach's command with players
now returning from the sea back to the beach. The last three children
to be dribbling their footballs become "SEA CHAMPS".
Puppy in the Park
The coach tells them how they must imagine that the ball is their
new 'birthday puppy'. Their leg is the 'lead' and their foot the
,collar'.
A puppy is safely on the lead if their foot on top of the ball.
The grid area is the park and outside the grid is a river or busy
road. Once in the park, the child must keep his puppy under 'control'.
Failure to do so may result in the puppy leaving the park and running
into the road or river.
Task 1 The first task is for the child to take his puppy for a
run around the park (ball familiarity, dribbling and running with
the ball).
Task 2 The 'park keeper' enters the park (the coach) "if he
comes near you - show him you have your pup under control"
(stopping/checking).Move off when the 'parkie' has gone (stop start
movements).
Task 3 The 'dog catcher' enters the park (coach) and chases you
- "keep your puppy away from him" (dribbling, feinting,
screening).
Task 4 The coach places some cones in the grids.
'You have now entered a section of trees in the park - move around
but don not let your pup near another puppy in case they fight and
don't let your puppy near a tree in case ...... (use your imagination).
Task 5 Take half the group and their ball out. Put bibs on them.
They are now the 'Rottweilers, (R).
The puppy group moves around avoiding each other and the trees,
the road and the river. On the command the 'Rottweilers' enter the
park and try to chase the puppies out! The Rottweilers must stay
on their leads with their'masters'whilst the puppies must get away
- still avoiding the river, trees and each other. The group change
roles.
Task 6 Increase park to 60 yards x 30 yards
The puppies must leave the park to go home but they must cross
some wasteland where the Rottweilers are waiting. The R's must stay
in the wasteland once the puppies make it through to home (without
being kicked out into the road/river) they are safe. Reverse roles
again .
Task 7 Puppies now have to confront the Rottweilers at the park
gets to get safely into the wasteland and then again at the garden
gate to get safely home! (Practice both ways.)
These practices can be progresses to shooting and beating the goalkeeper
at the end of the dribble. This is guided discovery, - so think
those progressions out for yourself.
Numbers
The exercise is good for 1 vs 1 dribbling skills. It is especially
good on a hot day as the kids defending can rest a bit. Divide the
kids into 2 groups. If you have ten kids, say, assign each kid a
number between one and five. So each team has a number one, a number
two, etc. Try to make sure the kids with the same number are evenly
matched. Set up two very wide "goals" with pylons. Spread
the five kids on each side across each goal line. Call out one or
more numbers, and those kids come out to play 1 vs 1, 2 vs 2, etc.
and the rest of the kids stay spread across the goal line as defenders.
Throw a ball from the sideline into the centre and let them play
it until a goal is scored, the defenders stop it, or it goes out
of bounds.
Variation: Colours. Use two each of different coloured pinnies,
armbands, or stickers to place on shirts, as younger kids will have
trouble remembering numbers.
Monkey in the Middle
All players form a circle and choose someone (the "Monkey")
to be in its center. The players forming the circle pass one ball
among them while the person in the center tries to gain control
of the ball. When this happens, the person in the circle who last
touched the ball goes to the center. Some level of competitiveness
develops but never on an individual basis and the "losers"
quickly gets a chance to redeem themselves.
Ice Monster
Mark off an area for the game to be played and select one kid to
be the "Monster". Have the rest of the kids (each with
a ball) dribble around within the area. The "Ice Monster"
attempts to touch each player's ball, at which point that player
"freezes" with their foot on the ball. If a player's ball
goes out of bounds, they also freeze. The last remaining unfrozen
player gets to be the new Ice Monster for the next round.
Cops and Robbers
Have the kids (each with a ball) line up on one side of the field.
These guys are the "Robbers". Have two more kids (the
Cops) facing the Robbers somewhere near halfway to the other side.
The object is for the Robbers to dribble to the other side without
having a Cop tackle the ball away. If a robber loses his ball to
a cop, he goes to jail (designate a small area off to the side or
use a Goal structure.) Have the Robbers repeat the crossings until
there are only 2 left. Make these guys the new cops, pull everyone
out of jail and start over.
Pirate (or Monster)
A keepaway game. Coaching points: concentrate on the player's close
dribbling and screening techniques. Everybody inside a circle (center
circle is fine) with a ball. One player without a ball is the Pirate.
Everybody starts dribbling around. The Pirate player tries to steal
a ball from any player and pass it out of the circle - now, the
two players are Pirates and go after the others.....then three,
then four. Finally only one player is left with a ball. He/she becomes
the Pirate the next game.
Variation: Bomber. Just like above except the "IT" player
has a ball and tries to roll/throw it at the other player's and
knock their ball out of the circle.
Kick out
Everyone dribbles and shields their ball within a circle while trying
to kick everyone else's ball out, and simultaneously to protect
their own. You can't kick someone else's ball out if your ball isn't
in the circle. If your ball goes out you have to leave the circle
it gets down to two kids in a duel. The coach may participate to
keep the game from becoming to competitive, as the ones eliminated
early may feel bad.
Give and go
This one is good for getting the kids to move after they make a
pass. It is appropriate for kids a little older, who pass the ball
but like to stop and really admire their better passes. Everyone
spaces themselves around the center circle. Give the ball to one
person and they call out someone's name and pass to them. They then
run to the receiver's position in the circle. The receiver upon
hearing their name called steps forward to receive the pass and
yells "I got it!" The sequence is then repeated. Several
things are accomplished besides getting them used to movement. The
"I got it!" yell addresses the problem of nobody playing
the ball in a game because they thought the other was going to play
it. We all learn each other's names quickly.
Invariably, someone is always left out so start a countdown from
10 to 0 and they have to figure out who has been left out (the left
out person should be quiet). They start yelling among themselves
to figure out who it is and this fosters communication on the field.
(It's pretty humorous too).
After a few practices, they get it down so they look pretty sharp.
Then you toss in another ball. They love it! Now they have to think
a bit because people are moving and two are busy with the other
ball.
Egg Hunt
Have more balls than players. Have the players line-up across one
end of the field. Take their balls and spread them out around the
field, these are the eggs. At the other end of the field is a goal
called the "basket". Blow the whistle and turn them loose.
The object of the game is to get all the "eggs" in the
basket as quickly as possible. They are all on the same team, and
aren't allowed to take a ball away from another player. Time them
to see how fast they can accomplish the task.
The kids really like this game. The more balls (eggs) the better.
You should see them score, and turn right around and go back for
more balls.
Marbles
Split your team into two groups and line them up behind two opposing
lines. Each player should have a ball. Place an unusual color (or
size) ball in the middle. This is the marble (a #2 ball works well).
Have them try to move the marble across the other team's line by
striking it with a ball. After the game starts, don't require them
to use their own ball, they are free to use any other ball they
can find.
At first the players may get really excited and kick the marble.
If this happens, call time-out and put it back.
Variation: eliminate the teams and play it in a circle. The game
is over when the ball exits the circle.
Teach the parents
During the last practice of the season have a scrimmage between
the parents and the players (with the coaches helping the players).
This serves a couple of purposes. The kids love this game. They
get a chance to show their parents what they can do and they enjoy
beating their parents. (The parents never win, the coaches make
sure of that....) Also, since many of the parents have never played
soccer it shows them how difficult the game really is. The hope
is that a parent may now think twice before "yelling"
at a child for missing and "easy" shot in a game. Everybody
seems to enjoy this scrimmage.
Shark and minnows
Teaches kids with the ball to shield it from an opponent and teaches
kids without the ball how to take it away from an opponent. Use
pylons to create a 15-yard square. One player, the shark, starts
outside the square without a ball. All other players, the minnows,
start inside the square with a ball. When the coach yells, "Shark's
getting hungry!" the shark starts running around the outside
of the square and the fish start dribbling around inside the square.
When the coach yells, "Shark attack!" the shark enters
the square and has 30 seconds to send as many balls as possible
outside the square. When a ball leaves the square for any reason,
the corresponding fish must leave the square and stay out until
the coach gives the "Stop!" command at the end of the
30 seconds. A fish has done well if still alive. The shark has done
well if few fish survived. Choose a new shark and play another round
until every player has been the shark once.
Camp Town Races
Line up all the players on one end of the field. They each have
a ball. On the whistle, they all dribble to opposite end, shoot
ball into goal, get ball out of goal, and run back and finish with
a shot on opposite goal. The first one to finish is the winner.
Ask them "Who is going to win the race?" They all learn
to say "The player who can dribble it the straightest!"
A variation is to start half at one end and half on the other. This
really teaches them to try to do it fast while maintaining possession.
This drill really helps players deal with the balls that pop out
of the bunch.
DRIBBLING
Explode
Every kid has a ball. You get them all around you dribbling their
balls as close as they can get. Make sure they begin their dribbling
using the insides of both feet...no toe balls at the first practice!
Make them keep control of the ball....always within one step....and
do not let them run into one another or dribble their ball into
another ball or another player. Keep telling them to get their heads
up and see the open spaces. Yell "Explode!" at which point
they all run away (dribbling their balls) as fast as they can. First
one to get to a boundary or cone "wins".
Flags
Players start with a ball and 2 flags. A flag is a cloth strip about
2 inches wide and a foot long. Flags are stuck into the waistband
of the players' pants at each side. A player is eliminated when
he/she loses both flags and his/her ball. A ball is lost when it
is kicked out of bounds (by another player with a ball) or stolen
(by a player with at least one flag but no ball). You can only take
someone's flag away when you have a ball. The first flag usually
goes pretty quick. The real fun comes when they learn to protect
both the ball and the remaining flag by using the flagless side
to shield
Dribble Relay
Set up an 'obstacle-course' with cones as 'gates' - and team 'A'
races team 'B'-they have to go out and back - if they lose control
and miss a gate, they have to regain control and go through the
gate. A variation is to have a small 'square' at the end. They have
to stop the ball in the square, then sprint back and high-five the
next player before he/she can take off. Another variation is to
have several parents positioned at different places along the 'course'
and have a different one hold up a number of fingers at random times
during the race - and award points to the player that sees it and
correctly yells out the number first. This gets the players heads
up.
Freeze Tag
Set up a large rectangle with cones and have the players dribble
in the rectangle. After a short time, take the ball away from one
or two players who then become "it." Any player whose
ball is touched by an "it" player becomes frozen and has
to stop dribbling, spread his legs apart, and hold his ball above
his head. He is frozen in this position until another player dribbles
his ball between the frozen players legs. Switch the "it"
players often and make it a contest to see who can freeze the most
at one time.
Red Light/Green Light
Each player with a ball lines up at one end of the penalty area.
A coach stands at the other end and yells, "Green light,"
and turns his back to the players. The kids race across the penalty
area to see who can reach the coach first. After a few seconds,
the coach yells, "Red light." At that command, the players
must stop and put a foot on top of the ball. The coach turns back
around and looks for players whose ball is still moving. Those players
must move a certain distance back to the starting line. Repeat calling
red light/green light until someone wins the race. This game encourages
fast dribbling while keeping the ball close.
Simon Says
Just like the common children's game, the coach gives instructions
like "Simon says dribble with your left foot" or "Simon
says switch balls with someone." The players only follow the
instructions if they being with "Simon says..." Anyone
following instructions that do not start with "Simon says..."
are knocked out. But the knocked out players should be doing something
with the ball, not just watching the game continue. Continue the
game until one player is left.
Follow the leader
Pick a leader and have him dribble anywhere on the field, encouraging
him to make lots of turns, changing speed, etc. All other players
have to follow the leader and do whatever that player does. Switch
leaders often.
Get 'em
All players must stay within a grid. Player 'A' is "It"
and is the only player to start with a ball. Player 'A' dribbles
and tries to hit the other players below the waist with the ball.
When hit, that player gets a ball and joins player 'A'. The game
is over when all of the players have been caught. The last player
caught starts with the ball for the next game. If you think the
task will be too difficult for the one player to get another at
the start of the game, start with 2 players being "It".
Encourage quick movements and sudden changes of direction to catch
players off guard. Encourage deceptive passing of the ball: look
one-way and pass the other; use the outside of the foot. Players
not caught should run, jump, and use zig-zag movements.
Dribbler's Alley
Four or more players needed. Set up one less pair of cones (gates)
than the number of players you have in a line. Each gate should
be about 6 feet wide and have about 10 feet between each gate. Every
player guards a gate and the remaining player tries to dribble through
the gates.
Last Man Out
Two players or more needed. All players stand at a cone about 20
feet from a group of balls. There is one less ball than the number
of players. On the coach's command, the players run to the balls,
get one and begin dribbling. The player who didn't get a ball tries
to steal one from the others. The coach keeps time and after a preset
period has passed, the coach stops the game. The player who, at
that time does not have a ball, is out. Remove one ball from the
group and repeat until there is only one person with a ball.
Tag
This drill is based on the common kids' game of tag. Mark off a
grid or circle. Everybody needs a ball. Whoever is "it"
must dribble to another player and tag him. The other player avoids
being tagged by dribbling away from "it." If the player
being chased loses his ball outside the grid, dribbles out of the
grid, or is tagged, he is "it" and the game continues.
Ball Tag
Everyone has a ball and dribbles in a confined area. The player
who is "it" must pass his ball so that it hits another
player's ball. The player whose ball was hit then becomes "it."
Hat Tag
Bring a half dozen baseball caps to practice. Then, in a slight
variation of ball tag, we assigned hats to the "taggers,"
gave everyone a ball and had them dribble within a grid about the
size of the penalty area. Whoever got tagged, got the hat and went
off in search of someone else to tag.
Bumper car dribble
The whole team does this in a small grid. Try and match players
of similar height. Have one player dribbling while another partner
is trying to nudge them off the ball shoulder to shoulder. This
teaches them to dribble under physical pressure and teaches the
players that contact is a good and fun thing. Before games I have
2 players inside a circle formed by the rest of the team playing
for possession of a ball, gets the players in the mode of fighting
for the ball on the field (30 sec).
Musical Chairs
One less ball than the number of players in the drill. Players run
around in goal areas in a scramble until whistle is blown. Players
race to get ball from center circle and dribble to score on goal.
Player without ball help get balls to center, repeating this until
only one player left. Make sure to keep things moving along, don't
wait very long to blow the whistle. Once players have concept start
adding in defenders. One more that may work for you is using a ball
as the goal. Have players match up by ability. Throw one ball out
as the goal. Throw a second out that the two players will try and
possess and score. First player to ball is attacker, second defends
goal (ball) and tries to gain possession of ball. If successful,
roles reverse. Only run this for 30-45 sec depending on effort of
the players. I usually have 2-3 pairs doing this at once each with
their own goal (ball) and playing ball.
Egg Hunt
Have more balls than players. Have the players line-up across one
end of the field. Take their balls and spread them out around the
field, these are the eggs. (If you have an unusual colored ball
--make it the Golden Egg or something special.) At the other end
of the field is a goal. I use a portable goal and call it the "basket."
Blow the whistle, or whatever, and turn them loose. The object of
the game is to get the "eggs" in the basket as quickly
as possible. They are all on the same team, and aren't allowed to
take a ball away from another player. I like to time them to see
how fast they can accomplish the task.
Snake
Players are grouped into threes (preferred) or fours. First player
is the "head" of the snake, and does not have a ball.
She's essentially the leader in a follow-the-leader game. Second
player has a ball at her feet, and must follow the head of the snake,
dribbling wherever she goes. Third player is the "rattle".
No ball, just following. Emphasize to the "heads" to vary
their lead -- some fast, some slow, some sideways, some stopping,
etc. I let one lead for about 20 seconds or so. Then, on a whistle
from a coach, #2 drops the ball to #3 and becomes the head of the
snake. The rattle (#3) becomes the dribbler and the former head
circles around to become the rattle.
Line Soccer
Start with two lines of players facing one another. Give each player
a number and a "matching" player in the other line. Kick
the ball between the two lines and call out a number. The two players
with the corresponding number will play one on one while trying
to kick the ball through the opposing line. This game teaches the
players in the line not to chase after the ball since they have
to defend their line in a limited area.
Circle Game
Set up a 20x40 yard grid, make a center circle, and split players
into to teams that can be identified by a color. Have all the kids
dribble their balls in the center circle. Call out a color. That
team dribbles toward their goal. The other team leaves their ball
and runs to slow the attackers down trying to get them to a sideline
and to dribble out-of-bounds, or not get to their goal line before
the coach counts to 7 or Award 1 point for each out-of-bounds and
1 point for each player "held" for the coach's count.
Attackers get 1 point for each "goal". Play to 10 points.
Sharks and Minnows
Start with a defined area marked, adjusted for size depending on
the age of the players. Half the players have balls and are Minnows.
The rest do not have balls and are the Sharks. The Minnows start
at one end of the area and must dribble across the area and across
the opposite goal line without losing possession of their ball.
The Sharks defend the area, trying to kick the Minnows' balls out
of the defined area. Minnows who retain possession turn around and
go back for round two. A Minnow who loses their ball join the Sharks
for round two. The last successful Minnow is the Grand Champion.
Variations of Sharks and Minnows
Sharks steal ball and go to a goal instead of just kicking the
ball out.
Instead of eliminating players until only one is left, give points
to the sharks for kicking out balls but let everyone stay in the
game. Everyone gets a turn as a shark.
Sharks who take possession of a ball immediately become Minnows;
Minnows who lose the ball become Sharks.
Players are not knocked out, but must perform some task before
getting back into the game. (Such as ball dance.)
Minnows must control the ball in a goal area to encourage good
ball control instead of just kicking the ball over the end line
if a Shark gets close.
Death Square
Everyone dribbles around trying to keep their own ball and kick
out everyone else's ball. If a player's ball is kicked out, he must
retrieve it, then dance on the ball for 10 touches before getting
back in. A player gets a point for every ball he kicks out (so if
you spend time outside dancing on your ball, you have less time
to win points).
Under Pressure
Get all the kids dribbling around in a square area and then remove
one, two, or three balls, depending on how much pressure needed.
Then announce that whoever has possession of a ball after 1 minute
is a winner. If they can chase someone out of bounds they automatically
win that ball. Count down the last 10 seconds real loud to increase
the activity. Kids without a ball have to do some token penance;
a couple of pushups, make a weird face for the others, nothing real
negative.
1 v 1 to Goal
Divide players into two teams of 4 or 5 each + one goal and a supply
of balls. Station each team at a corner post of the goal, standing
off, but facing the field. Place a GK in goal facing the field.
Coach/assistant stands behind the center of the goal with a supply
of balls. Coach tosses a ball over the crossbar to about the penalty
spot. A player from each team both sprint to the ball and attempt
to control it, turn, and get a shot off. The second to the ball
defends (if he then wins the ball, then he tries to shoot). When
there is a score, save, or ball goes out of play, restart the same
way with a different pair of players.
Treasure Chest and Trolls
This is a three-team, three-goal game. Play with 1-3 balls to keep
everyone moving and looking up. Three players on each team play,
while a sub is kept locked in "troll prison." Each team
has three pieces of gold behind the goal they have to defend. Small
disc cones, water jugs, etc. can be used. Whenever a team scores
in the opponent's goal, they get to claim a piece of treasure for
their treasure chest. The trolls, older kids or parents, had their
own treasure chest and would occasionally run randomly within the
field of play. If you hit the troll with the ball, you could claim
a piece of troll treasure OR free a teammate from troll prison.
(decision-making!) The grand finale is the "breakout"
from troll prison. Let each of the prisoners escape with a ball
and head for the goal while the trolls run wild on the field for
a final, furious minute of play.
PASSING
The Name Game
4 or more players needed. Players stand in a circle and pass the
ball to one another, but they must call out the name of the person
they are passing to. This is great at the beginning of the season,
so they learn everyone's names. If the players are doing well and
you have enough players, add additional balls.
Battle Field
Any number of players can be used. All players line up on one end
line and try to run to the other end without being hit with a ball
kicked by a coach. Those who are hit join the firing squad. The
game ends when everyone has been hit.
Gotcha!
Each player will need a ball. Player 'A' is "It" and is
the only player to start with a ball. All the other players are
around the outside of the gridded space. Player 'A' dribbles and
tries to hit the other players below the waist with the ball. When
hit, that player gets a ball and joins player 'A'. The game is over
when all of the players have been caught. The last player caught
starts with the ball for the next game. If you think the task will
be too difficult for the one player to get another at the start
of the game, start with 2 players being "It". Encourage
quick movements and sudden changes of direction to catch players
off guard. Encourage deceptive passing of the ball: look one-way
and pass the other, use the outside of the foot. Players not caught
should run, jump, and use zig-zag movements.
Monkey in the Middle
The players make a circle with one player (the monkey) in the center.
The players try to pass the ball around and the monkey tries to
intercept it. When the monkey gets the ball he joins the circle
and whoever made the "fatal" pass becomes the monkey.
This game can be modified by increasing the number of monkeys and/or
balls that are used.
Marbles
Split your team into two groups and line them up behind two opposing
lines.
Each player should have a ball. Place an unusual color (or size)
ball in the middle. This is the marble. Have them try to move the
marble across the other team's line by striking it with a ball.
After the game starts I don't require them to use their own ball.
If they lose theirs, they are free to use any other ball they can
find.
Who's Open
Four or Five players in circle formation about 15 yards in diameter
(adjust for age). All players except one have a ball at feet. Two
players inside circle with one designated as attacker and the other
defender. To start, attacking player moves and calls name of player
he wants to serve him a ball. He must control ball and return to
the open player who did not have a ball at start of exercise (you
can't give it back to the player who served it). Attacker then asks
for another ball (calling name and making appropriate run) and repeats
the exchange. Defender tries to dispossess attacker.
JUGGLING
P-E-L-E
Play with two players. First player juggles one, second player has
to match. First player then juggles two and second player matches.
First player then juggles three and so on. When a player misses,
the other player gets a letter - first P then E then L then E. After
awarding a letter, the players start out at one again. The first
player to spell PELE is the winner. This can be played thighs only,
feet only, head only or any combination.
Black Jack (21)
Play with two or more players. First player juggles as many touches
as they can and keeps track of count. Second player goes after first
misses. After second player misses, first player goes again starting
count where they missed in first turn. For example if player got
five touches in first turn, they would start second turn at six.
First player to Black Jack (21) wins. This game can also be made
more challenging by restricting it to certain body parts.
Combinations
Work to get "called" combinations. For example "Around
the World" would be left foot, left thigh, head, right thigh,
right foot.
Juggling with Movement
Start at one spot and walk/jog/run while juggling the ball. See
how far you can go without dropping the ball. One variation of this
is to start at the outside of the penalty area on the field, juggle
up to the goal area and shoot/volley the ball into the net without
letting it hit the ground.
Timed Juggles
See how many touches the player can get in a certain amount of time.
We do a three minute timed contest. They don't have to be consecutive
without a miss. This works great for getting the players focused
and working hard for a certain time period and is great for aerobic
fitness.
Team Juggling Contest
Have each player juggle and see how many touches they can get. Add
the total touches for the whole team and create a team record. If
they beat their team record, the coaches run a lap around the field.
If they don't beat their record, the players run a lap around the
field. When the kids are not very good jugglers, it doesn't take
very long. I have seen huge improvements in my teams' juggling skills
by doing nothing more than this in practice. It's just enough focus
to get them working on their own.
GOAL KEEPING
Keeper Wars
Using four cones create two goal about 5-10 yards apart (depending
on age, ability, etc). The width of the goals should be just beyond
the armspan of the keepers. The keepers sit just in front of the
cones facing each other. Each attempt to score goals on the other
by throwing the ball through the goal. The ball must be kept below
their shoulders.
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