Training session worksheets

Training session worksheets
5 - 7 years old
5-7 YEARS
HOW TO USE THIS BOOKLET
This booklet contains 12 fun games, which have been designed
to help you to create your own training sessions. All the activities
reflect the spirit of Together #WePlayStrong, and will enable
parents, educators and coaches alike to organise well-structured,
fun and effective training sessions for girls.
Our ethos is that each coaching session should contain one game from
each category, in the following order:
•Arrival Game: ideal as a warm-up (about 10 mins)
•Multi-directional Game: maximising each players’ contact with the
ball and encouraging multi-directional movement (about 15 mins)
•Directional Game: honing skills in exercises related to actual match
situations (about 15 mins)
•Together Game: used as a closing game, to bring the girls together
and emphasise teamwork at the end of the session (about 10 mins)
You can print the session template at the end of the booklet in order to
take notes and construct your own training sessions according to your
specific needs, number of players, equipment, etc.
While delivering sessions, the most important thing is to create a safe,
positive and rewarding environment for your players. A love of football
comes from the fun of playing it, so maximise participation by ensuring
that all players are included and participate at all times, touching the ball as
often as possible. The Together #WePlayStrong games have been specifically
designed to heighten learning and skills acquisition through match-related
activities, allowing the players themselves to be the decision-makers.
“We want every girl to feel she belongs and is part of a team,
because Together #WePlayStrong”
5-7 YEARS
ARRIVAL GAME 1
THROUGH THE GAP
DESCRIPTION OF THE GAME
•Players work in teams of two, passing through the gaps
between the cones
•Players work for one minute or aim for a specific number
of passes
•If the ball goes outside the cones or hits a cone, the pass
cannot be counted
SIMPLIFICATIONS
•Make the gaps between the cones bigger
•Play one versus one
PROGRESSIONS
•Stop players from passing through the same gap twice in a row
•Get players to pass with both the left and the right foot,
controlling the ball with one foot and passing with the other
•Target a certain number of passes
•Make the gaps between the cones smaller
5-7 YEARS
ARRIVAL GAME 2
KING PIN
DESCRIPTION OF THE GAME
• Players work in groups of four – three attackers and one defender
•A tall cone (or a ball on a smaller cone) is placed in the middle
of the area
•The attacking players pass the ball around the square, trying
to find space to knock the cone over with the ball
•The defender has to defend the cone, as well as trying to
win/intercept the ball if possible
•If the defender wins the ball, they can swap with the attacking
player who lost it, or this can be a timed activity
SIMPLIFICATIONS
•Allow the attackers to throw the ball to each other and knock
the cone over by rolling or bouncing the ball at it
•Remove the defender entirely
PROGRESSIONS
•Remove the cone in the middle and make this a three versus
one ‘keep ball’ game
5-7 YEARS
ARRIVAL GAME 3
DUEL
DESCRIPTION OF THE GAME
• Set up four cones in the shape of a square (or use a hoop)
•Players work in pairs
•Players stand opposite each other; one has a bib tucked in
the back of their shorts
•The other player has to try to steal it
•Players need to read and react to each other’s movements,
without entering the square
•Keep changing partners
PROGRESSIONS
•Put bibs in both players’ shorts; they have to protect and steal
at the same time
•Experiment with players putting a bib on their hip (which will
simulate protecting/shielding the ball)
•Give both players a ball as well; they have to keep control of the
ball while trying to protect their bib and steal their opponent’s
5-7 YEARS
MULTI-DIRECTIONAL GAME 1
TEAM TAG
DESCRIPTION OF THE GAME
•Players form five teams of three – four teams with a ball, plus
a team of ‘taggers’ (orange players in diagram)
•Taggers try to score by tagging a player who has the ball
in their hands
•Players try to prevent scoring by throwing to their team-mates,
leaving the ball on the ground for a team-mate to pick up, or
dodging taggers
•Change the tagging team
•Play for a set period of time (e.g. one minute) or change when
all players have been caught
SIMPLIFICATIONS
•Create safe zones (little 4m x 4m squares) where the players
cannot be caught and can rest and think about where to
move next
•The game can also be played with taggers trying to score
by tagging a player who does not have a ball in their hands
PROGRESSIONS
•Reducing the size of the area will make it easier for the taggers,
but harder for the others; increasing the size of the area will do
the opposite
•The players can be dribbling/passing balls, and the taggers can
try to steal their balls instead
5-7 YEARS
MULTI-DIRECTIONAL GAME 2
THE GREAT ESCAPE
PROGRESSIONS
•Give players in the middle balls to carry; as they escape, they drop
the ball and pass it through the gate
•Can players exit through a gate, turn around and come back in
through the same gate?
D
•Players could be required to perform a skill as they go through the
gate (foot on top of ball, side to side, exit backwards, exit sideways
rolling ball with side of foot, do the scissors, etc.)
X
X
X
D
X
X
D
•How quickly can players get back in, whether through the same
gate or another gate (performing the same skill to get back in)?
When passing the ball back in, what type of pass is it? Hard or
soft? Can players dribble it through and keep control, despite the
crowd in the middle?
•To make things more difficult, put a tagger in the middle as well
X
X
D
•This tagger could be dribbling a ball while trying to tag, which
will make it slightly easier, but you could also add more dribbling
taggers
•Allow attacking players to escape without the ball
•Give the guards a ball to dribble or hold while trying to tag
•Get players to work in pairs to evade guards (either throwing or
passing the ball to each other); guards can only tag the player
with the ball
DESCRIPTION OF THE GAME
•Each guard (marked ‘D’ in diagram) has two gates to defend
•The other players (marked ‘X’ in diagram) try to escape through the gates without
being tagged by a guard
•Once players have escaped, they return to the area through any unguarded gate
•The game is about dodging and avoiding players, so do not make the area too big
•Have the players escaping in lots of different ways
•You can adjust the size of the gates or the distance between them
5-7 YEARS
MULTI-DIRECTIONAL GAME 3
PASS AND MOVE
SIMPLIFICATIONS
•Increase the size of the area and the corners they are passing into
•Increase the numerical advantage – i.e. three or more attackers
versus one defender
X
A
A
X
D
A
•Ask the defender to dribble/carry a ball (or slow them down in
some other way), in order to reduce the pressure on the attackers
•Have support players around the outside to help attackers retain
possession
A
PROGRESSIONS
D
D
X
•Specify how the ball must be passed into the corners (left foot,
right foot, back-heel, chip, etc.)
A
A
X
•Have the player who passes the ball to the corner player change
places with them
•Ask the player who does not pass the ball to the corner player
to take their place
•Reverse the numerical advantage – i.e. can one attacker play
against two defenders and still pass into all four corners?
DESCRIPTION OF THE GAME
•Two attackers (marked ‘A’ in diagram) play against one defender
(marked ‘D’ in diagram)
•Attackers have to pass to the players (marked ‘X’ in diagram) in the corners
(in any order) until they have passed to all four corners
•The attackers try to do this as quickly as possible, competing against other pairs
•The defenders try to win the ball back. If they succeed, they swap with the attacker.
Alternatively, they can swap once they have won the ball three times
5-7 YEARS
DIRECTIONAL GAME 1
ONE AGAINST ONE
DESCRIPTION OF THE GAME
•A rectangular area is divided into two halves, with a defender
in one half and an attacking player in the other half
•The attacker starts with the ball. The aim is to beat the defender
and score a goal. The defender tries to win the ball and just has to
get into the opponent’s half to score. Play a set number of games
before changing positions
•Winners move up, losers move down, so that they play with
someone else after an allocated time
SIMPLIFICATIONS
•Make the area wider, so there is more space either side
of the defender
PROGRESSIONS
•The attacker starts on the halfway line, receiving the ball
side-on from a team-mate, before trying to beat the defender
and score a goal
•The attacker starts on the halfway line, receiving the ball from
a team-mate with their back to goal, before trying to beat the
defender and score a goal. The attacker can use the team-mate
for support
•The attacker can choose to receive the ball from various positions
and can use their team-mate for support
•Add a goalkeeper, so the attacker has to beat both the defender
and the goalkeeper to score
5-7 YEARS
DIRECTIONAL GAME 2
END-ZONE
DESCRIPTION OF THE GAME
• The ideal format with this age group would be four versus four
•Teams defend their own end-zone and attack the other, trying
to run the ball into the opposition’s end-zone to score
•Players can carry the ball in their hands and throw it to teammates. If a player is tagged when running with the ball, the ball
is handed to the opposing team
SIMPLIFICATIONS
•The ball can only be won by intercepting a throw. This will give
the player on the ball more time and space to make decisions
PROGRESSIONS
•Place a goal in each end-zone
•Prevent players from passing over head height. This will force
players to move in order to receive the ball
•Play with the ball on the floor. In order to score, the ball has
to be dribbled into and stopped in the end-zone
5-7 YEARS
DIRECTIONAL GAME 3
CLEAR THE CONES
DESCRIPTION OF THE GAME
• The ideal format with this age group would be four versus four
•Teams defend their own set of cones and attack their opponents’,
trying to knock the cones over with the ball
•If a player knocks down a cone, they collect it and take it back
to their end of the pitch
•If a player manages to knock over more than one cone with
a single shot, they still only take one cone
•The game ends when one team has knocked down all the other
team’s cones
SIMPLIFICATIONS
•Play with ball in hands
PROGRESSIONS
•Add in a halfway line, with goals only able to be scored in the
attacking half
5-7 YEARS
TOGETHER GAME 1
STEAL THE TREASURE
DESCRIPTION OF THE GAME
• Players form four teams of four/five
• Balls are placed in the middle
•Sending one player at a time, teams try to retrieve those balls as
quickly as possible
•The game ends when all the balls have gone
•The team with the most balls is the winner
SIMPLIFICATIONS
•Allow players to pick up/carry balls
•Vary the amount of balls available, depending on the
number of players
PROGRESSIONS
•Use balls of different sizes
•Set challenges for players when returning the ball to their team –
e.g. requiring a specific number of touches or making them use
certain parts of the foot
•When all the balls have gone, allow teams to steal from each other
•Players can steal directly from the other teams
5-7 YEARS
TOGETHER GAME 2
KEEP UP CHALLENGE
DESCRIPTION OF THE GAME
• Players form small groups
•To start with, the ball is allowed to bounce between touches – i.e.
one bounce, one touch of the ball (head, foot, thigh, etc.), one
bounce, and so on
•Players use both left and right feet/thighs
•Players alternate between the two – left-right-left-right, etc.
SIMPLIFICATIONS
•Allow players to catch the ball between touches until they build
up to multiple touches
PROGRESSIONS
•Set targets, or get players to beat their own scores or those
of their team-mates
•Get players to challenge each other: a player calls a number
between one and five, and their team-mate has to try to keep
the ball up for that many touches
5-7 YEARS
TOGETHER GAME 3
GHOSTBUSTERS
DESCRIPTION OF THE GAME
•Players form three teams of three/four – two with balls
(one ball per player) and one without
•The team without balls are the ghostbusters, and they try
to tag the other players (the ghosts)
•If a ghost is caught, they have to pick up the ball and place
it under their arm with their legs apart
•Caught ghosts can be freed if their team-mates pass the ball
through their legs; they are then free to dribble around again
•If all the ghosts get caught, the ghostbusters win
•You can play until all the ghosts are caught or for a set
period of time
SIMPLIFICATIONS
•The cone gates can be used as safe areas for players; when players
stand in a gate, they cannot be caught
PROGRESSIONS
•Increasing the size of the area will make things easier for the
ghosts, but harder for the ghostbusters; making it smaller will
do the opposite
PLAYERS
GRAPHIC
MATERIAL
TIME
NOTES
(Use this space to organise your groups of players for the different activities before you begin your session)
Together Game
Directional Game
Multi-Directional Game
Arrival Game
ORGANISATION
TIME:
SESSION:
DATE:
OBJECTIVES:
TOPIC:
DISCLAIMER
This document is provided for information only without any warranty whatsoever,
whether express, implied, or statutory, including, but not limited to any warranty
that the contents will be error-free.
The information contained herein does not commit UEFA. In no respect shall UEFA
incur any liability for any damages, including, but limited to, direct, indirect, special,
or consequential damages arising out of, resulting from, or any way connected to
the use of the information and documentation provided, whether or not based upon
warranty, contract, tort, or otherwise; whether or not injury was sustained by persons
or property or otherwise; and whether or not loss was sustained from, or arose out of,
the results of, the information or any services that may be provided by UEFA.
Download PDF