Skill Soccer1
Skill Soccer1
Skill Soccer1
On a call from the Program Leader, players run with their football towards the Program Leader
(‘Here!’), away from the Program Leader (‘There!’) or perform toe taps on the spot (‘Nowhere!’).
SESSION 1 EQUIPMENT
• BEGINNING / 5 MINUTES • Marker cones to define playing area, 1 football per player
WHAT TO DO Setting Up
• Establish a large playing area to encourage running (dribbling) with the ball.
Playing
• Start without the ball at first, then introduce a ball for every player after a few turns;
• You explain the actions then make random calls that the players follow:
- ‘Here!’ – all players run with the ball toward you;
- ‘There!’ – all players run with their ball away from you in the direction they are pointing;
- ‘Nowhere!’ – all players stand on the spot and alternately tap the ball with the balls of their feet (toe taps).
WHAT TO LOOK FOR • Are players able to maintain control of the ball whilst dribbling?
Object
Running ive:
w
ball, Ball ith the
control
7
FOOTBALL JUGGLING
Players with a football experiment with different ways to juggle the ball
using various parts of their body.
SESSION 1 EQUIPMENT
• BEGINNING / 5 MINUTES • 1 ball per player
WHAT TO DO Setting Up
• All players have a ball and spread out randomly in the playing area.
Playing
• Demonstrate how to drop the ball on the ground, lightly kick it and catch it;
• Ask ‘how many times can you drop, kick and catch your ball in a row?’;
• Players can experiment with different types of juggling including:
- Drop onto thigh and catch;
- Foot to foot;
- Try using both feet.
SUGGESTED • Players to attempt to kick the ball no higher than eye level;
CHANGES • Players to drop the ball straight onto their foot;
• Try and use both feet.
Objectiv
Ball mas e:
te
Ball cont ry,
rol!
8
FOX AND GEESE TAG
The ‘fox’ faces three ‘geese’ who have formed a chain with the baby goose at the back.
The fox attempts to tag the baby goose, while the other geese attempt to protect it.
Play in groups of 4.
SESSION 3 EQUIPMENT
• BEGINNING / 5 MINUTES • 1 stopwatch or clock; team bibs or sashes as a tail for the baby
goose (optional)
WHAT TO DO Setting Up
• Form groups of four players;
• A fox faces three geese who have formed a chain by placing their hands on the shoulders of the person
in front.
Playing
• On ‘Go!’ the fox attempts to tag the baby goose at the back of the chain by tagging or removing
their tail;
• When tagged (or after 30 seconds) the baby goose becomes the fox and the fox joins the front of the
chain as a goose;
• Repeat until all players have had a turn as the fox
9
PAIRS PASSING
On the Program Leader’s signal, players in pairs pass a football to each other three times
between a gate, then move to other gates to repeat the activity — continue for 30 seconds.
Pairs score a point for each gate they pass a ball through.
SESSION 3 EQUIPMENT
• BEGINNING / 10 MINUTES • 1 football per pair; 1 set of marker cones (30); 1 stopwatch
or clock
WHAT TO DO Setting Up
• Players set up a gate within the playing area and face each other with a ball.
Playing
• On your signal, pairs pass a ball three times to each other, then run with the ball to a free gate and
repeat the activity;
• Continue for 30 seconds until you call ‘Stop!’
• Pairs score one point for each gate they pass the ball through three times;
• Repeat the activity with pairs trying to beat their own score.
WHAT TO LOOK FOR • Where can they stand to make the passes easier/harder
• Are they improving after each round?
Objectiv
Pass the e:
ba
First touc ll,
h
10
CIRCLE CHASE
SESSION 4 EQUIPMENT
• BEGINNING / 5 MINUTES • 2 footballs; 1 set of marker cones (30)
WHAT TO DO Setting Up
• Form a circle with markers and direct players to stand between each space;
• Two players start with a ball and are separated by several players.
Playing
• Players pass the ball around the circle, trying to overtake the ball in front;
• When you call ‘Change!’ players must change the direction of the pass.
11
OCTOPUS FOOTBALL
Players with a football each attempt to run over the opposite goal line. An ‘octopus’ stands in the centre
of the pitch and attempts to tag players as they cross. When tagged, players must freeze on the spot
and attempt to tag other players running with a ball.
SESSION 6 EQUIPMENT
• BEGINNING / 5 MINUTES • 1 football per player; 1 set of marker cones (30)
WHAT TO DO Setting Up
• One player starts as the octopus;
• All other players start with a ball behind the goal line.
Playing
• On the octopus’s signal, players attempt to cross the pitch by running with their ball and avoid being
tagged by the octopus;
• Tagged players must freeze on the spot and hold their ball under their foot; however they can tag other
players that run past;
• The last player to successfully cross the pitch without being tagged wins.
WHAT TO LOOK FOR • Are players keeping the ball under control?
• Are all players achieving success?
12
LOOK OUT FOR OTHERS
Players run in random directions in a defined area. Players are made aware of the fact that the activity is
focused on learning to play safely in the presence of others.
SESSION 7 EQUIPMENT
• BEGINNING / 5 MINUTES • Marker cones to define playing area
WHAT TO DO Setting Up
• Define the playing area – a key step in any player/space awareness activities;
• Disperse the players.
Playing
• Players move around, mindful of other players, the boundaries and the surface. For example, if playing
outdoors, are there any holes in the ground?
• If indoors, an option is to use a backdrop of music;
• Change the locomotion – e.g. run, walk, hop, skip, gallop;
• Add a ball and have players practice moving with ball at their feet.
Objectiv
Ball mas e:
changing tery,
directions
13
FORM A GROUP
Players run around in random directions avoiding body contact with other players. The Program Leader
calls a number and players form groups of that size.
SESSION 7 EQUIPMENT
• BEGINNING / 5 MINUTES • Marker cones to define playing area
WHAT TO DO Setting Up
• Mark an area free of obstructions – disperse the players.
Playing
• Start with slow jogging;
• Try several group sizes before you get to the number you would like for a subsequent activity,
e.g. start by calling;
• 2s, then 6s, and finally the group size you want, such as 4s – you may wish to add a ‘new people
in the group’ rule for the second and third calls;
• As an option, use some bright music as a backdrop. Stop the music and call the number for the
group size.
Object ive:
Ball mas
tery, Cha
direction nge
s with th
e ball
14
PASS, PASS, PASS
2 groups of equal size face each other. Each player has a ball at their feet. On a signal, players pass their
ball over a line in the direction of the opposite team. They continue to pass any balls in their area over
to the other side to try and clear their own area. After a set period, balls are counted to see who has the
fewest balls in their area.
SESSION 7 EQUIPMENT
• BEGINNING / 5 MINUTES • Marker cones to define playing area, 1 ball per player
WHAT TO DO Setting Up
• Mark an area free of obstructions – disperse the players;
• Each player to have a ball at their feet.
Playing
• Set time of 30 seconds per game;
• Encourage different strategies e.g. ball gatherers and ball passers;
• Demonstrate the benefits of a good first touch.
WHAT TO LOOK FOR • Are players finding space to pass the ball into?
• Are both teams having fun?
Objective
First touc :
Passing t h,
he ball
15
PARTNER TAG
Players are paired off. On a signal, one player, the tagger, tries to tag the other player. At the same time,
all the other pairs are doing the same thing – taggers are trying to tag their partners.
SESSION 8 EQUIPMENT
• BEGINNING / 5 MINUTES • Marker cones to define playing area, 1 ball per pair
WHAT TO DO Setting Up
• Form pairs, allow the players to decide which partner is the tagger.
Playing
• The tagger counts to 5 to give the other player time to get away;
• If space is restricted, or on the first occasion, restrict movement to a fast shuffle (2 feet on the ground or
pretty close to it);
• When a person is tagged, roles swap – don’t forget the count to 5;
• Introduce balls and various dribbling techniques.
16
FISH IN THE NET
3 players form the net by holding hands. They catch others by surrounding them. Caught players join the
net and the game continues. (Play with 6 or more).
SESSION 9 EQUIPMENT
• BEGINNING / 5 MINUTES • Marker cones to define playing area, 1 ball per pair
WHAT TO DO Setting Up
• 3 players join hands as the net;
• Clearly define boundaries.
Playing
• The ‘Net’ works together to catch fish by tapping them on the shoulder;
• Players are not allowed run out of bounds;
• Progress to having every fish with a ball, practicing dribbling to get away from the net.
17
FLIP IT
2 groups. Half the players try to turn the markers with the round side up and the other half with the
round side down (dish up). On a signal, players run around trying to flip over the other group’s markers
to match their own.
SESSION 10 EQUIPMENT
• BEGINNING / 5 MINUTES • Marker cones to define playing area, minimum 1 marker
per player
WHAT TO DO Setting Up
• Divide players into two groups;
• Fill playing area with as many markers as possible, with approximately half of them upside down.
Playing
• On the start whistle, players run in to the area a try and turn as many markers over as possible;
• One team is trying to turn them all up, the other team is trying to turn them all down;
• Keep playing for 45 seconds;
• After each round, count which team has the most cones turned their way.
18
FOLLOW THE BALL
Players in a circle pass a ball to one another. Once the ball is passed the player moves to where they
passed it. Play in groups of 5.
SESSION 10 EQUIPMENT
• BEGINNING / 5 MINUTES • 1 ball per group
WHAT TO DO Setting Up
• Players in small groups stand in a circle with 1 ball per group.
Playing
• Players pass the ball to another player not directly beside them, then follow their pass and stand directly
behind the player they passed it to;
• The player who receives the ball passes it to another player and follows their pass;
• Once players have the hang of it, see how many passes they can complete in 1 minute.
19
MIDDLE
These activities are skill-based and will help your ALDI MiniRoos develop as players.
Once you find a series of activities the children enjoy, do not be afraid to use them regularly in your sessions.
You can progress the difficulty of each activity by using the CHANGE IT technique, described on page
four of the booklet.
Remember to encourage every child and give plenty of praise to everyone in the group.
20
DRIBBLERS AND ROBBERS
Players (dribblers) with a football move around the area. One or two players are robbers
and attempt to intercept dribblers’ balls without making body contact.
SESSION 1 EQUIPMENT
• MIDDLE / 10 MINUTES • Marker cones to define playing area, 1 football per player
WHAT TO DO Setting Up
• One or two players are robbers and start without a ball. All other players (dribblers) spread out in the
playing area with a ball each.
• Program Leader can start as robber to ensure game success.
Playing
• On your signal, robbers attempt to win possession of a player’s ball;
• When a robber wins possession of a ball, they score a point and give the ball back to the dribbler;
• Robbers cannot steal the ball from the same dribbler twice in a row;
• Play continues until you call ‘Time!’;
• Robbers count total score at the end of the game.
Object
Running ive:
SUGGESTED • Increase/decrease the number of robbers;
CHANGES w
ball, Ball ith the
• Change the size of the area to create more space for dribblers.
control
21
BACK TO BACK
On ‘Go!’ players standing back to back run around a marker on their goal line then attempt to run the
football over their opponent’s goal line to score a point. Play in groups of 2 to 4.
SESSION 1 EQUIPMENT
• MIDDLE / 15 MINUTES • 1 football per pair, a set of marker cones
WHAT TO DO Setting Up
• Pairs with a ball collect four marker cones to create their goal lines (Program Leader will need to help
set this up for younger groups);
• A ball is placed on a goal line at one end of the pitch;
• Pairs start back to back in the middle of their pitch.
Playing
• When the player facing the ball calls out ‘Go!’ both players run to opposite ends of their pitch and
around a marker cone;
• The player who was facing the ball collects it and attempts to run with the ball over their opponent’s
goal line to score a point;
• Players take turns facing the ball and calling ‘Go!’
WHAT TO LOOK FOR • Do attackers have control of the ball when they score?
• Is it too hard for the attacker to pass the defender?
Objec
SUGGESTED Changing tive:
d
with the irection
• Defenders can only move laterally;
CHANGES • Attackers must stop the ball on the line to score; ball, 1v1
• After a few turns, have players change partners.
22
FOOTBALL MARBLES
Players in pairs attempt to score as many ‘ball hits’ as they can in a row by passing their football
to make contact with their partner’s ball.
SESSION 1 EQUIPMENT
• MIDDLE / 10 MINUTES • Marker cones to define playing area, 1 football per player
WHAT TO DO Setting Up
• Players in pairs, with a ball each, face each other one metre apart.
Playing
• Players take turns to pass their ball to make contact with their partner’s ball;
• Scoring options:
- the pair with the highest amount of ‘ball hits’ in a row wins;
- pairs can attempt to beat their own score; or
- the team with the highest number of ‘ball hits’ wins.
Object
Passing t ive:
• Highlight those that are using their instep with success.
he ba
SUGGESTED • Players can take a step back after a certain number of ‘hits’;
Accuracy ll,
CHANGES • Players to try using their non-dominant foot.
23
CROSS THE BRIDGE
Players with a football each attempt to ‘cross the bridge’ by running with their ball over the
opposite goal line. The bridge is guarded by a troll who attempts to gain possession of a player’s ball.
Start with Program Leader as the Troll.
SESSION 2 EQUIPMENT
• BEGINNING / 10 MINUTES • Marker cones to define playing area, 1 football per player
WHAT TO DO Setting Up
• One player starts as the troll;
• All other players start with a ball along the goal line.
Playing
• On the troll’s signal, players attempt to cross the bridge by running with their ball;
• The troll attempts to gain possession of a player’s ball before they reach the opposite goal line;
• The player who loses possession of their ball changes place with the troll;
• Scoring:
- one point = player runs with the ball successfully over the goal line.
WHAT TO LOOK FOR • Are players keeping the ball under control?
• Are all players achieving success?
w
the ball, ith
1v1
24
ROB THE NEST
Players work in small groups. One player from each group runs to a central point to collect one ball
at a time and dribbles the ball back to their team-mates at their base and then tags the next player.
The aim is to collect the most number of balls.
SESSION 2 EQUIPMENT
• BEGINNING / 5 MINUTES • Marker cones to define playing area, as many footballs as possible (10+)
WHAT TO DO Setting Up
• Form 4 equal groups, positioning 1 group on each corner of the playing field;
• Place a pile of footballs in the centre of the playing area.
Playing
• On the starting whistle, one player at a time from each group runs out and collects a ball and dribbles it
back to their group;
• Once a player has returned with a ball, the next player may run out and collect another ball.
Keep playing until all balls are gone;
• The group with the most balls at the end is the winner;
• As a progression, allow players to steal from other groups once all the balls in the middle are gone.
WHAT TO LOOK FOR • Are players dribbling with their heads up?
• Are all players engaged?
Objective
Running
:
SUGGESTED • Increase the size of the area;
CHANGES with the
• Players can pass to their corner after a short dribble. ball
25
KRAZYKEEPER
Players in a team try to score goals by kicking a football past a goalkeeper (krazykeeper)
into one of two goals. Play with 4 to 8 per team.
SESSION 2 EQUIPMENT
• MIDDLE / 10 MINUTES • 1 football per player (except for the keeper and fetcher);
1 set of marker cones (30)
WHAT TO DO Setting Up
• Teams set up an area with 2 goals behind the goal keeper’s end.
Playing
• On ‘Go!’ one player at a time runs to the centre line, shoots at one of the two goals and runs quickly to
take the fetcher’s place;
• A fetcher starts behind their team’s goal line and collects the ball from a goal attempt. They then run
back to the start with the ball in their hands or with it on the ground;
• A krazykeeper tries to block each goal attempt with their hands or feet;
• Teams nominate a new krazykeeper and play again;
• Scoring options:
- the player with the highest amount of goals scored wins;
- teams try to beat their group score.
Object
SUGGESTED • Move the goals further away to increase challenge;
Striking t ive:
he
CHANGES • Add an extra attacker to create a 2v1. Scoring g ball,
oals
26