FOR COACHES AND YOUNG PLAYERS

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1 NEW ZEALAND SOCCER COACHING MANUAL FOR COACHES AND YOUNG PLAYERS NEW ZEALAND ALL WHITES INCORPORATING McDONALD S TM SKILLS ACADEMY AND CHALLENGES FOR YOUNG PLAYERS

2 New Zealand Soccer would like to thank the following partners of the Small Whites Programme and acknowledges their support of the growth and development of the game and future All Whites. The Small Whites programme is an initiative designed and developed by New Zealand Soccer to help young players develop their technique and skills to enjoy and have fun playing the world s greatest game. The Small Whites programme is all about participation and involvement. It promotes the principles of sportsmanship and fair play. The programme also encourages and rewards the achievements that come from dedicated practice. With this handbook to assist along the way, it has never been easier for coaches to start their coaching career with New Zealand Soccer. A pathway for players and coaches has also been developed to allow them to perform at the highest level possible. For futher information about New Zealand Soccer s Small White programme, coaching and playing at the junior level visit during the season. New Zealand Soccer. All rights reserved. The Small Whites Coaching Handbook has been written by New Zealand Soccer. Thanks to McDonald s, Nike and Nice and Natural for their ongoing support of this initiative. Also, an acknowledgement of New Zealand Soccer s seven federations for their support and delivery of this initiative.

3 Welcome This coaching handbook is designed to support the development of young soccer players and coaches in New Zealand. By following the principles and concepts outlined within, all active participants will be able to achieve their full potential in the world s greatest game. The handbook offers ideas on planning and creating a safe and effective training environment in which to accomplish the goals of developing proper technique, skills and overall understanding of the game. Importantly, at all times in the coaching process, imparting a sense of fun, safety and enjoyment is emphasised so that players learn and retain knowledge of the game. We are proud to offer this resource and ask that you remember the need for players to develop mastery over the ball as a fundamental. We encourage you, therefore, to feature the ball prominently in all coaching drills and sessions during the season. New Zealand Soccer wishes you every success and hopes you have a long and fruitful association with our game. THE SMALL WHITES HANDBOOK There are five sections to the 2006 Small Whites handbook. Section One: is an introduction to principles and ideas for coaching soccer at the junior level in New Zealand. Section Two: is Team Contacts and Seasons Progress that enables both players and coaches to keep details of their team and to record progress. Section Three: is for coaches with a description of technique skills, coaching points and common faults to identify in your players. This progresses into functional practices that you can use to teach players. Section Four: is the McDonald s Skills Academy Challenges. The aim, organisation, description, start, finish and scoring methodology are included in this section. Players can practice these tests before they take the challenges to qualify for their badges. This includes the Small Whites Achievement Record. This will become a record for players to use. Section Five: is the Uncle Tobys Referees manual. The referee course is aimed primarily at the coaches and parents that will be called upon during the season to referee junior games. C O N T E N T S WELCOME... 1 SECTION ONE: Introduction to Junior Coaching The Coach s Oath. 2. Guiding principles for Junior Soccer. 3. Good preparation is key 4. Roles of the Junior Soccer Coach. SECTION TWO: Team Contacts Team Contact Information Season Progress and Results SECTION THREE: Coaching Elements Passing Running with the ball Dribbling Heading Turning Shooting...17 Goalkeeping section Footwork Handling Diving Distribution...22 SECTION FOUR: McDonalds Skills Academy Academy Challenges 2. Academy Achievement Record SECTION FIVE: Uncle Toby s Referee

4 Section One: Introduction INTRODUCTION TO JUNIOR COACHING Coaching junior soccer is for anyone who enjoys soccer and cares about children. It is for teenagers, mums, dads and grandparents who want to start coaching soccer. What does it take to coach? It takes people who are senstitive and caring, people who are organised, who want to work with and along side others and those who will teach from the heart. When working with your players you should remember that you are a teacher, leader even a councilor. THE COACH S OATH The primary responsibility for a junior soccer coach is to help the young player to have fun, learn and improve. The responsibility is greater for a junior coach than for any other official in the club, league or Federation. A coach should coach for the joy and success of the players and no other reason. GUIDING PRINCIPLES FOR JUNIOR SOCCER 1. Junior soccer is not a reduced form of adult training and games. 2. Training and games for junior soccer should be related to the different phases of physical and psychological development in the various age groups. 3. Junior soccer means playing and playing for fun. 4. For the junior players, being together with their friends is most important. 5. Team work: include everyone as much as possible. 6. Junior soccer should be varied and versatile. 7. Fair Play: for the coach and junior players to show respect for all opponents, referee s and spectators. GOOD PREPARATION IS KEY Being organised is important for an enjoyable and fun training session or game. Along with good communication to all parents and players. As a guide, here some things to consider while you are preparing for training or a game. 1. Where is the location of the park or ground? 2. What day and time is the team to meet and start? 3. What time are you due to finish? 4. How many players do you have for the training or game? 5. What equipment is needed (balls, markers or bibs)? 6. Is all equipment suitable to be used? 7. What will the weather be like in another few hours? 8. Do all players have shin pads and suitable footwear? ROLES OF A JUNIOR SOCCER COACH Whatever your interests in soccer, we want you to get involved and stay involved with the junior teams. Sometimes though as the coach you will also be a referee, administrator, firstaider, psychologist, or all of them all at once! During the season the main administrative responsibilities of a junior soccer coach are: 1. Compiling a team list each week and ensuring all players receive equal game time during the season. 2. Distribution of player of the day awards and keeping record of awards issued to ensure that all children at some stage receive the award. 3. Distribution of the Small Whites materials one poster, McDonalds drink bottle and participation certificate per child once the season gets underway or during registration. 4. Up keep a weekly register and to make amendments to any changes in the players details. 5. Maintain direct contact and communication with any parentscaregivers for queries relating to practice sessions or games. 6. Maintain direct contact and communication with any parentcaregivers for any matters relating to your club, local regional Federation or New Zealand Soccer. 7. Assist where required with the McDonalds Skills Academy. 2

5 WHO DO I CONTACT ABOUT SOCCER IN MY REGION? FEDERATION 1 UNITED SOCCER 1 Far North, Whangarei, Kaipara, Rodney, North Shore, Waitakere. PO Box , Albany, North Shore, Auckland Telephone: (09) Facsimile: (09) Website: FEDERATION 2 SOCCER2 Auckland, Manukau, Papakura, Franklin PO Box , Penrose, Auckland. Telephone: (09) Facsimile: (09) Website: FEDERATION 3 FORCE THREE Waikato, Bay of Plenty, King Country PO Box 1230, Hamilton. Telephone: (07) Facsimile: (07) Website: FEDERATION 4 CENTRAL SOCCER Eastern Regional Office - Poverty Bay, Hawkes Bay PO Box 7537, Taradale, Napier. Phone & Fax unavailable at time of print due to office relocation.check your local listings. admin@centralsoccer.org.nz Western Regional Office - Manawatu, Wanganui, PO Box 4184, Palmerston North. Telephone (06) Facsmile (06) Western Regional Office -Taranaki PO Box 18, New Plymouth, Taranaki. Telephone (06) Facsmile (06) Website: FEDERATION 5 CAPITAL SOCCER Kapiti Coast, Masterton, Carterton, South Wairarapa, Horowhenua Porirua, Lower Hutt, Upper Hutt, Wellington PO Box , Kilbirnie, Wellington Telephone: (04) Facsimile: (04) admin@soccer.org.nz Website: FEDERATION 6 MAINLAND SOCCER Marlborough, Kaikoura, Nelson, Tasman, Buller, Greymouth, Westland, Hurunui, Waimakariri, Banks Peninsula, Selwyn, Christchurch, Ashburton PO Box Christchurch. Telephone: (03) Facsimile: (03) Website: FEDERATION 7 SOCCERSOUTH Timaru, McKenzie Basin, Waimate, Waitaki, Clutha, Central Otago, Queenstown, Dunedin, Gore, Invercargill PO Box 969, Dunedin. Telephone: (03) Facsimile: (03) Website:

6 FREQUENTLY ASKED QUESTIONS Where do I start my coaching career what is the structure of the qualifications available? Small Whites Coaching Award The first qualification on the coaching ladder. This is ideal for someone with little or no experience of coaching who wants to help young players between the ages of 5 and 12 years develop the basics of the sport and introduce them to the Small Whites Coaching Scheme. Junior Club Coaching Award An introduction to the development concepts and relationships needed to develop young players in a Junior Club environment. The course provides coaches with a practical insight into effectively delivering fun games, while creating an awareness of the coaching strategies available to craft positive learning environments for their players. Advanced Junior Club Coaching Certificate For coaches working with players at the older age range at a Junior Club. The course provides coaches with a detailed insight into the technical and basic tactical development of players through demonstrations of appropriate practices that aim to stimulate effective learning of skills and techiniques. National Academy Coaching Licence For coaches considering working at National Level or with players that require specific tactical development. Access to the National Academy Coaching Licence is only available to candidates who have achieved the New Zealand Soccer Advanced Junior Club Coaching Certificate. International Team Coaching License For coaches considering working at International Level, National League Level or with elite players who require advanced technical and tactical development. All the above qualifications are developed by New Zealand Soccer. COACHING QUALIFICATIONS COURSES AT FEDERATION and NATIONAL LEVEL COACHING QUALIFICATIONS Whatever area you re interested in and whatever your level of knowledge and expertise, New Zealand Soccer has courses that can assist your learning and provide you with qualifications, with the aim of furthering your own enjoyment of the game. WHO CAN TAKE PART? Whatever your previous knowledge or experience we re sure that there is a course to suit your needs. Our aim is to improve the understanding and skills of everybody involved in soccer so we have designed courses that cater for coaches at every level of the game. WHERE DO COURSES TAKE PLACE? The majority of New Zealand Soccer courses are managed and run by the seven Federations. This ensures that there are always plenty of opportunities for people who wish to take a course at a nearby location. In most cases the courses will be run over a number of weeks. With people s lives getting busier, this will ensure that football education needs are still being met. OUTFIELD COACHING QUALIFICATIONS International Team Coaching Licence National Academy Coaching Licence Advanced Junior Club Coaching Certificate Junior Club Coaching Award Small Whites Coaching Award COURSES AT FEDERATION LEVEL Coach Educator Award Diploma Level Coach Educator Award Licence Level Coach Educator Award Certificate Level Coach Educator Development Level New Zealand Soccer Coaching Pathway on the left side with the corresponding Coach Educators Qualifications on the right. All NZ Soccer Coach Education presenters must hold the relevant Coach Educators qualification. COURSES AT NATIONAL LEVEL 4

7 00 For those wishing to com plete the course quickly, Federations may run intensive courses over fewer weeks or a weekend, often during the summer months. HOW MUCH DOES IT COST TO DO A COACHING COURSE? The prices of courses are standardised across New Zealand. The distance you may have to travel to the course can have a significant impact on the cost and should be considered. WHAT IS THE FORMAT OF COURSES? All courses contain both practical and theoretical aspects. Each Federation has their own communication and recruitment policy for interested people. I HAVE LOST MY CERTIFICATE HOW CAN I GET A COPY? Duplicate certificates for New Zealand Soccer Qualifications can be provided if a record of your achievement is held on our qualifications database. HOW MANY TIMES CAN I BE REASSESSED? A candidate is usually registered for qualifications for two years, from the start of the course. In principle you can be reassessed any number of times during that period, however, this may be dependent on the action plan given out by your TutorAssessor. Candidates needing to be reassessed on more than two occasions should consider redoing the course of training. HOW LONG DOES IT TAKE TO BECOME AN INTERNATIONAL NEW ZEALAND SOCCER COACH? You can only access the New Zealand Soccer International Team Coaching Licence or International Goalkeeping Licence following completion of the National Academy Coaching Licence or the National Academy Goalkeeping Licence. The time to get to this level will vary from person to person and will largely depend on your coaching ability, and in particular your coaching experience. This is a very intense and demanding course and you are encouraged to assess your suitability by speaking to a member of staff at New Zealand Soccer. HOW CAN I GET A PAID JOB AS A COACH? Jobs for coaches are advertised in local and national press, but a coach s first job is likely to be unpaid and found by going round all the local clubs 'promoting' your services to gain experience, results and credibility. HOW DO I BECOME A TUTOR? Applications for tutor status need to be submitted to your Federation to allow you to access Regional Coach Educators Courses. HOW CAN I GET INVOLVED? Booking on a course has never been easier as you can now book and pay in one simple process, please contact your nearest Federation for futher details. 5

8 Section Two: 2006 Team Contacts TEAM CONTACT INFORMATION FOR COACHES AND PLAYERS Fill in the spaces provided below to keep up to date contact information of the coach, players and parents that you will need to communicate with during the season. Coach Contact Details - Name: Home Phone: Mobile: Business Phone: Team Manager Contact Details - Name: Home Phone: Mobile: Business Phone: Junior Club Captain Contact Details - Name: Home Phone: Mobile: Business Phone: 1 TEAM PLAYER CONTACT INFORMATION Player s Name D.O.B Parents* Name(s) Parents* Mobile address or Home No * This person may also be the guardian or caregiver.

9 2006 Season Progress & Results Opposition Ground Date Kick Off Half Time Full Time Player of the Day Team Time Score Score 7

10 Section Three: Coaching Elements PASSING Passing in one of the most important techniques in the game. It allows players to move and position the ball accurately to other players and to move up the field towards the goal. INSIDE OF THE FOOT OR PUSH PASS This is the most accurate method of passing. The surface of the foot used should be from the bottom of the big toe joint area to the bottom half of the arch of the foot. The approach to the ball should be almost in a straight line. The nonkicking foot should be alongside the ball pointing at the target. The kicking foot should strike the ball at the midline or slightly above, enabling the ball to stay on the ground. The knee should be bent and the swing action from the hip followed by a proper follow through with the foot ending up pointing at the intended target. The arms should be used for balance. COACHING POINTS Approach the ball almost in a straight line Strike through the middle part of the ball Point kicking foot outward Leg swing action from the hip COMMON FAULTS Young players often approach the ball from the side and attempt to use the inside of the foot, therefore making it mechanically impossible to pass the ball accurately. They may swing across their own body, again making it impossible to kick the ball in the correct manner. OUTSIDE OF FOOT Approach at an angle, it will go straight. Approach straight on, it will bend or swerve. This method can be used to perform one of three things: 1. bend the ball into the path of a team-mate; 2. bend the ball into space away from a player to run onto; 3. bend the ball during a shot on goal. The kicking foot should be pointed down and towards the inside of the player with the ankle locked. The foot should strike the ball either left or right of the centre, which will make the ball bend. The knee should be bent with the kicking action coming from the hip. The follow through should have the kicking leg come across the player s body. The nonkicking foot should be alongside and slightly behind the ball at impact. COACHING POINTS Approach on the angle or straight on Point toe of kicking foot down Lock ankle Strike the ball slightly off centre COMMON FAULTS Approach angle wrong. Non-kicking foot too far away from the ball. The player unlocking the ankle. DO Get in line with the ball. Select the surface of the foot to make contact on the ball to bring it under control. Use the correct surface of the foot on the ball to achieve the desired pass. Keep your head still and kick through the ball DON T Ryan Nelsen Stand on the ball with your leading foot. Approach incorrectly. Set body or posture incorrectly. 8

11 CHIP PASS To project the ball in the air to players or into space. The approach to the ball is the same as for a lofted pass but then a stabbing motion with the foot is made. COACHING POINTS Approach at an angle Selection of the foot surface and which part of the ball to contact to achieve the desired result Stabbing action Posture and stance COMMON FAULTS FOR THE LOFTED AND CHIP PASS No approach angle. Head comes up too early. Non-kicking foot too close or too far away. Wrong foot surface used. Ankle unlocked. TECHNICAL PRACTICE Players in pairs passing the ball to each other. Each player is allowed two touches one touch to control the ball and one touch to pass the ball. 1. Control with one foot pass with the same foot 2. Control with one foot pass with the other foot 3. Control with the outside of one foot and pass with the inside of the same foot 4. Control with the inside of one foot and pass with the outside of the same foot KEY TEACHING POINTS Get in line with the ball Select the surface to control the ball Keep your head still Withdraw the foot and relax the controlling surface to cushion the ball off to the side, this will create a new angle to pass the ball from Place the non-kicking foot as near the ball as possible Kick through the middle of the ball with a firm foot Follow through in the direction you want the ball to go SKILL PRACTICE: 4V2 4 blue attacking players against 2 red defenders in an area 20m x 20m. The attackers attempt to score a goal by passing the ball around and between the defenders; a goal can be scored after a selected number of passes. The defenders score if they gain possession of the ball OR force the attackers to pass the ball out of the area. KEY TEACHING POINTS Look to control the ball so as to be able to pass the ball away from and between the two defenders Pass the ball EARLY and ACCURATELY as often as possible Be able to disguise your control and pass. Use body shape and posture to disguise the direction you will take the ball. Fake to pass to your left but pass to your right and vice versa. 20m 920m

12 RUNNING WITH THE BALL Travel with the ball quickly over an unoccupied area or space of the field. Move at pace in possession of the ball in straight or angled running movements. The first touch of the ball should be well in front to allow an opportunity to look up. To cover the ground quickly take a couple of long touches with the laces of the front foot. Once running with the ball, ensure players keep touching the ball well in front of them, this will enable them to keep their heads up and travel quickly. Fewer touches equals greater speed. The more they touch the ball, the slower they will run. The player should run straight and if possible pass with the high instep without interrupting their normal stride. If they have to pass, they should avoid passing with the side of the foot as this will slow them down. TECHNICAL PRACTICE A group of 6 players in two groups of three, 40 metres apart. A begins by running the ball approxiately 30 metres before passing to D. A then joins the line behind F. D runs the ball, passes to B and joins the line behind C. KEY TEACHING C B D E POINTS F Is it on to run the ball into space 40 metres Head up Long touches in front using the lace part of the foot Travel with the ball ahead of your feet then progress to this practice SKILL PRACTICE 1. Three blue players playing against one red player in Area A. Two blue players against one red player in Area C. 2. Begin the practice with the three blue players starting with the ball. The aim is for the blues to free one of their players into Area B. No blue player can enter Area B before the ball arrives there and the red player must stay in Area A (see diagram below). 3. The blue player runs hard through Area B before passing to one of the blues in Area C where the exercise is repeated in the opposite direction. 4. Change defenders at the appropriate time or when the defenders have forced the blues into a required number of mistakes. KEY TEACHING POINTS 1. Control the ball in front of you, to be able to run with the ball. 2. Don t pass the ball square when you can run forward with the ball. 3. Run straight through Area B and touch ball with the laces to maintain momentum A 20 metres DO Take the first touch of the ball well in front to allow time to look up and travel quickly. Take fewer touches for greater speed. The more you touch the ball, the slower you will run. Keep your head up. DON T Touch the ball too far in front of you. Touch it with the inside of your foot. Keep your head down. AREA A AREA B AREA C metres 20 metres 10 metres

13 DRIBBLING Exciting, exhilarating and enjoyable technique. Beating, moving past opponents with the ball. Recognising space between and behind players, unbalancing, changing direction with pace. Allows the player to move past an opponent. A good dribbler uses all surfaces of the foot. The inside of the foot allows the player to push or carry the ball. The outside of the foot is used when the player is running at speed. The sole of the foot can be used to stop the ball or pull it back to change direction. The player should use either foot, keeping the ball within a stride and be able to change direction quickly without losing the ball. COACHING POINTS FOR ALL DRIBBLING EXERCISES Head up Awareness of other players and space Close control Bend the knees Change direction and pace of both self and ball Decide on a technique to use after a dribble eg: passing TECHNICAL PRACTICE Set up a square grid that incorporates all your players, allowing them room to move depending on their age, physical build, and level of skill. Always take into consideration health and safety issues. Every player has a ball and starts dribbling inside the grid. Emphasise that no other player or ball is to be touched. Allow the player to have freedom to practice dribbling. Stop and show a new dribble. THE PLAYER NEEDS TO BE ABLE TO DRIBBLE CONFIDENTLY... Area is 10m x 20m using six markers. Player 1 starts by passing to Player 2. Player 2 attempts to knock the ball against markers A, B, C, or D. Ball must not leave the marked grid. Player 1 can advance and challenge once Player 2 receives the ball. Once Player 2 has gone into Area 2 then they can only knock over markers C and D. Change roles after three attempts. AREA 1 AREA 2 C A Player 2 Player 1 D B Ryan Nelsen WHERE? Dribbling should be encouraged but it involves risk. Definitely dribble in and around your opponents half, but don t dribble in and around your own defending half. WHEN? As often as possible. Even the very best dribblers frequently fail. DON T be afraid to have a go as it is the best way to beat an opponent and excite people. WHY? Good dribblers dribble for a purpose to beat players, to cross, to shoot. Encourage and develop dribblers. 10 metres 11

14 KEY TEACHING POINTS 1. Be positive from the moment the ball is controlled. Keep head up, viewing the approach of the defender. Control the ball in front then attack the space either side of the defender with first touch. 2. Attack the ball in the direction of either marker A or B. 3. Use favourite moves to wrong foot the defend-er and commit them one way and then accelerate the other way. C D SKILL PRACTICE: 3V3 Area 30m x 20m using eight markers. To score, one team must dribble the ball across the line which is behind the defenders (AB or CD). The team who scores keeps possession and plays in the opposite direction. 30 metres KEY TEACHING POINTS 1. Assess the opportunity to dribble. 2. Change direction. 3. Change pace. 4. Choose the dribble move. 5. Decide on the technique to use after the dribble. A 10 metres 10 metres B 12

15 HEADING Another surface of the body which can be used to cushion or guide the ball is the head. Heading should be enjoyable and encouraged as it is an important element of both attacking and defensive play. COACHING POINTS FOR ALL HEADING EXERCISES Watch the ball to assess the flight and trajectory Withdraw head and look through the ball Arch the back and propel forward Contact the ball below the mid line Head with forehead not the top of the head Keep eyes open TECHNICAL PRACTICE Two players 5m apart from each other. Player 1 throws the ball into the air and heads to player 2. Player 2 catches the ball and throws it up to head back to player 1. When players are comfortable heading to each other, allow return headers. Emphasise that players are only to return headers that encourage correct technique. SKILL PRACTICE: 2V2 Player A1 throws the ball to A2 who attempts to head past B1 and B2 into the goal. B1 or B2 catches the ball and throws it to a team partner who attempts to head it past A1 and A2. Bring return headers into play and encourage players to attack the ball early and head past the opposition. SKILL PRACTICE: THROWHEAD AND CATCH 2 teams of equal number players. The ball is thrown to a player who heads the ball to another player of the same colour, who catches it. This cycle repeats. Each time the cycle is completed it is worth one goal. The opposition gains possession by intercepting the throw with a header or catching an opposition header. Players who catch the ball are not allowed to run with it. A2 A1 B1 B2 DO Attack the ball feet apart, head back and arch body. Use the centre of the forehead and try to look through the ball. Your eyes will close briefly on impact with the ball, but don t close them before heading the ball. Head THROUGH the ball. The ball will not hurt if you attack the ball rather than letting it hit you. DON T Head the ball with the top of your head. Close your eyes. Ryan Nelsen With the ball being headed well, progress it to this game. 13

16 TURNING Exciting technique to use in order to change direction of play with the ball. Dazzling moves in possession of the ball to keep composed possession, move in different directions, get out of tight areas and confuse opponents. COACHING POINTS Head up and body balanced Start slowly, get the technique right Bent knees Accelerate away HOOK TURN Hooking the ball with the inside of the foot Reach and hook the ball back with the inside of the foot, move the ball into the opposite direction and push away. Maia Jackman Hooking the ball with the outside of the foot Reach and hook the ball back with the outside of the foot, move the ball into the opposite direction and push away. STEP OVER OR FIGURE OF EIGHT Step over the ball in a figure of eight movement, swivel your hips and hook the ball back with the inside of the foot and push away. DO Keep head up and body balanced. Start slowly and get the technique right. Bend knees. Accelerate away after the turn. Practice the turn. Learn at least three different turns. 15

17 THE DRAG BACK Stop the ball with the bottom part of your boot, half turn your body out and drag the ball in the opposite direction and push away. THE CRUYFF TURN Feint to shoot or pass, position the standing leg in front of the ball, turn your foot inward with the toe and touch the ball with the inside of your foot. Push it through your legs, turn and push away. THE STOP & TURN Stop the ball with the bottom part of your boot, go past the ball, turn and push the ball away. THE STOP & ROLL Roll the bottom part of your foot over the ball, stopping it and pushing it in the opposite direction with the outside of the foot, turn and push away. TECHNICAL PRACTICE Set up two marker cones 10 metres apart. One player with a ball on each marker. Both players dribble towards each other and initiate a turn when equal with each other. Players keep their heads up to observe the ball and partner. Turn and accelerate away in the opposite direction when turn is completed. Keep the ball away from partner by keeping body between them and the ball during the turn. Try to develop three different turns. WHEN THE PLAYER CAN USE THREE TURNS EFFECTIVELY metres SKILL PRACTICE Player 1 Player 2 Player 3 Player 1 passes the ball to Player 2 who is standing 10 metres away and follows the pass to attempt to get the ball from Player 2. Player 2 with his back to Player 1 shields the ball and when Player 1 attempts to win the ball by challenging, Player 2 turns the other way utilising one of their turns. Player 2 then passes to Player 3 and follows the pass to become the challenging player. KEY TEACHING POINTS 1. Shield the ball ensure body is between the ball and defender. 2. When the defender challenges on one side turn the other way. 3. Accelerate away. 16

18 SHOOTING Shooting is an extension of passing, projecting the ball towards the goal with a variety of techniques. The golden rules of shooting are to make the goalkeeper save and you will not score goals unless you shoot. COACHING POINTS FOR ALL SHOOTING EXERCISES Place non kicking foot alongside and slightly behind the ball Point kicking foot downward and inward Hit ball with the laces and full instep Make contact with the middle of the ball Keep the ball low ACCURACY IN SHOOTING IS MORE IMPORTANT THAN POWER Therefore if you are going to miss: Don t miss over the bar Don t miss at the near post. If you have to miss miss just beyond the far post LOW OR HIGH SHOTS Whatever you do, go for accuracy over power. LOW SHOTS Low shots are more difficult for the goalkeeper to save. Low shots can be deflected into goal by another player. High shots going over the bar cannot be deflected. Low shots can also cause problems for the goalkeeper by bumping or skidding on the surface. Low shots are best achieved by striking through the middle of the ball with the laces. HIGH SHOTS High shots allow the goalkeeper to pick up the flight of the ball and move shorter distances to save them. NEAR OR FAR HALF OF THE GOAL Shots going away from the keeper are harder for the keeper to save and hold than shots towards the near half of the goal. Rebounds are possible when goalkeepers fail to hold. If the attacker shoots for the near half of the goal and the goalkeeper deflects the ball a corner results. If the attacker shoots for the far half of the goal and the keeper deflects the ball this can present an opportunity for a team-mate to score off a rebound. Shots to the far half of the goal therefore have a greater chance of presenting secondary opportunities. DO Place non kicking foot alongside and slightly behind the ball. Point kicking foot down and inward. Hit ball with the laces and full instep. Make contact with the middle of the ball. Keep the ball low. DON T Stretch to shoot. Look up. Ryan Nelsen Make contact under the ball. 17

19 TECHNICAL PRACTICE Area: 40m, long x 10m wide. One full sized goal on the middle line.players line up in even groups at each end, with a goalkeeper in goal. One side starts by passing the ball back towards another player who strikes the ball first time. The goalkeeper attempts to save the ball. The goalkeeper then turns around and the practice is repeated at the opposite end. After shooting, the players at both ends switch roles and the practice repeats. 10 metres 10 metres 10 metres 10 metres GOALKEEPER 10 metres TECHNICAL PROGRESSION metres D A GOALKEEPER B C Two even groups of players line up behind cones A and B. First two players move out to the front cones on the edge of the penalty area. Player on cone A passes to player on cone B. Player on cone B passes the ball to the outside of player on cone C who moves to receive it. Player C strikes on goal. Player on cone D travels towards the goal expecting any rebounds. Players on cones A and B move forward to C and D for the next attempt. Ensure that the player who starts on cone C times their run onto the ball to ensure they can strike the ball first time. Practice can be repeated on the opposite side for player on cone D. SKILL PRACTICE Three teams of three players each in the penalty area. Four servers (S) placed evenly around the outside of the penalty area. Servers (S) are used to serve the ball to any player on the command of the coach. Server starts by passing the ball into the penalty area. The team that gains possession first tries to take the shooting opportunity as early as possible. The two other teams defend as realistically as possible. The practice continues until a goal has been scored or the ball has gone out of the penalty area. As the practice progresses, servers can be used to assist the team in possession. S1 GOALKEEPER S2 S3 S4 18

20 GOALKEEPING SECTION FOOTWORK Footwork allows the Small White Goalkeeper to move around the penalty area in a balanced, co-ordinated way. Good footwork is essential to get the Goalkeeper into the travelling line of the ball to get into the Set position in a controlled, composed, balanced way. Forward, backward, lateral and diagonal movements are required to gain the Set position. The Set position requires the Goalkeeper to be standing with: Head still and slightly forward Hands in the Cuffed position (see picture) Knees slightly bent Feet shoulder width apart Weight on balls of feet DO Take small balanced co-ordinated steps when moving sideways. Use a balanced skipping motion to move down the line of the ball. DON T Take large jumping-like steps, or cross legs, when moving sideways. Run to get down the line of the ball. COACHING POINTS Steps need to be balanced, rhythmic and co-ordinated. Correct technique should be gained before speed. Once the Goalkeeper has acquired the correct techniques, the tempo and intensity of practices can be increased. Take small steps Brush studs over surface COMMON FAULTS Young goalkeepers often take big steps and cross their legs when trying to get into the Set position. This makes it impossible to get into the Set position quickly to receive the ball in a balanced way. FOOTWORK AND HANDLING PRACTICES 2 metres 2 metres Practice One: Set up conesdiscs in a diagonal pattern two metres apart. Goalkeeper moves through the cones using correct footwork technique. A server throws the ball after the goalkeeper has gained the Set position. The service can be varied to allow the appropriate handling technique to be used, i.e. along the ground, towards the mid-rift area or head height. 30cm Practice Two: Set up discs in a straight line 30cm apart. Goalkeeper moves through the cones using correct footwork technique. This variation will require quicker foot movements. A server throws the ball after the goalkeeper has gained the Set position. The service can be varied to allow the appropriate handling technique to be used, i.e. along the ground, towards the mid-rift area or head height. TEACHING POINTS SERVER Balanced Posture Footwork, brushing studs, across floor Do not cross legs Hands in Cuffed position Correct technique of Handling is used for the variations of service which can be head height, mid-rift, or ground serves SERVER 19

21 HANDLING Good handling techniques are vital to the Small White Goalkeeper. Sound handling and footwork are the fundamental components of a good goalkeeper. The ability to catch the ball cleanly is the most important aspect of goalkeeping. There are three different techniques used for balls travelling at different heights. HANDLING THE BALL ABOVE WAIST HEIGHT Get into line and down the line of the ball and into the Set position Transfer hands from Cuffed position towards the flight of the ball Hand contact should be made behind the ball with the thumbs and index fingers forming a W shape on the ball. Remaining fingers should be spread to cover a greater surface area on the ball Hands should be positioned in front of the head and elbows should be relaxed to cushion the ball HANDLING THE BALL INTO MIDRIFT AREA Turn wrists from Cuffed position so palms face up and are able to scoop the ball into waist area Cushion the ball into waist area and lower head to protect the ball COLLECTING THE BALL FROM THE GROUND There are two techniques for saving ground shots: Keep palms turned up and legs together and slightly bent in a standing position to form a long barrier. Scoop ball into the chest The legs can also form a K position with the palms of the hands turned up to scoop the ball into the chest area. The K position of the legs forms a barrier which the ball should not pass through. The Goalkeeper can also go to ground when making saves using this technique. DO Get into and down the line of the ball. Get into the Set position and keep head still. Select correct technique for the delivery of the ball i.e. head, midrift or ground serves. Relax elbows to cushion ball for shots above waist height. Scoop ball into mid rift for waist high shots and lower head to protect the ball. Get into correct position to scoop up ball and make a sound barrier with legs for ground shots. DON T Try to catch ball without getting into line of ball. Use a wide hand position on ball when attempting to catch. Keep hands and elbow too rigid allowing the ball to rebound out of grasp. COACHING POINT Get into line and down the line of the ball Assess flight of the ball Decide on handling technique to be used Apply correct technique for varying heights of shots COMMON FAULTS Young goalkeepers often fail to get into the correct position to receive shots. The combination of good footwork and a good Set position are the basis of any save. Having the hands too wide apart when catching, or hands and elbows too rigid, allowing the ball to slip through or rebound out of their grasp are also common faults of the young goalkeeper. 20

22 DIVING Diving allows the Small White Goalkeeper to make saves when they cannot get into the direct line of the ball due to the pace or placement of the shot. The same basic principles apply to diving as to general handling and catching. The Set position and correct angle from shooter to goal need to be adpoted. Diving should only be attempted if the goalkeeper cannot get into line and make a clean catch. There are three different techniques that can be used for the diving save. COLLAPSE DIVE Used for shots near the body and around the feet The nearest knee needs to collapse so the goalkeeper can go to ground fast Hands should be out in front to collect ball in front of the body, with the head behind the ball and hands in correct position. One hand behind the ball and one on top of the ball for ground shots and the W position for aerial shots Land in correct position on side. Falling on knee, hip and shoulder. THE DISTANCE DIVE Land on back or stomach. Used for shots that are wide of the body either on the ground or in the air The hands need to extend to collect ball in front of the body and make contact on the ball, as for the collapsing save if catching, or use strong wrists and hands if deflecting or parrying The nearest leg should be used to spring off, to propel body towards the ball in a forward motion Decision to catch, parry or deflect must be made Land on side. Get back to feet quickly if ball is deflected or parried in case a secondary save is required STEP AND SAVE TECHNICAL PRACTISE Used for shots that are curling into wide areas of the goal or where the goalkeeper needs to gain extra spring and reach The same principles apply with the Set position and forward diving motion as for the previous two saves The goalkeeper now needs to take a small Power step to gain the extra spring and reach to make the save Decision to catch or parry must be made Land on side. Get back to feet quickly if ball is deflected or parried in case a secondary save is required Two cones placed 6 metres apart with the goalkeeper starting in the middle. The server delivers the ball from approximately 10m into the appropriate area for the goalkeeper to either make a collapse dive, distance dive or step and save dive. Goalkeeper must make save in front of cone to ensure forward diving position. TEACHING POINTS Set Position Body in front on position Correct hand position on ball Correct landing position Knee, Hip, Shoulder, Elbow sequence DO Get into line and down the line of the ball. Assess flight of the ball. Move forward into the save with hands out in front. Make correct decision to catch or parrydeflect. Use correct handling technique. Land on side. DON'T Dive backwards. Avoid using a step to get closer to the ball. 6 metres GOALKEEPER SERVER 21

23 DISTRIBUTION The goalkeeper is not only the last line of defence but also the first line of attack. Goalkeepers have the means to change direction of play and the pace of play. It is therefore essential the goalkeeper acquires good distribution techniques and gives their team the attacking advantage. There are two types of distribution. The kicked serve and the thrown serve. The goalkeeper may use a variety of kicking techniques to gain accuracy and distance: The volleyed kick The half volleyed kick The lofted pass The side foot pass The driven pass The dribble and drive Throwing techniques to be used are: The overarm throw The underarm rolled throw The javelin throw COACHING POINTS When kicking, the goalkeeper needs to adopt the correct approach to the ball and strike the ball in the right place for the appropriate delivery with the standing foot positioned correctly and pointing in the right direction. Thrown serves need to be accurate and reach the receiving player in front of them, at the correct pace, so the attacking movement is smooth. COMMON FAULTS Young goalkeepers will often use the wrong approach to address the ball when kicking, throwing the ball too high in the air when volleying and lifting their heads when kicking. This makes it impossible to pass the ball accurately. Arm and leg movements need to be co-ordinated when throwing the ball and hand position correct on the ball must be correct to gain power and accuracy when throwing. TECHNICAL PRACTISE Place each goalkeeper in an appropriately sized square for the distribution method being used. For a side foot pass the square would be smaller and closer to other squares. For an overarm throw the squares would be larger and further away. The distances will depend on the age and skill of the goalkeepers. The goalkeepers must catch any ball coming into their square before distributing. The correct catching and distribution technique are to be used. TEACHING POINTS Use correct catching techniques Use correct weight and technique of pass or throw GK GK DO Approach the ball at the correct angle. Strike the ball in the correct place. Follow through. Position standing foot in right direction. Position hand on ball correctly when throwing. Point opposite foot in direction of throw. DON'T Run-up too straight to the ball. Throw the ball too high in the air when kicking. Position standing foot in wrong direction. Fail to follow through. Release the ball too early or late when throwing. Position hands at the side of the ball. This may produce spin, making it difficult for receiver to control. GK GK GK 22

24 McDonald s TM Skills Academy The McDonald s Skills Academy provides players, coaches and parents alike with a fun and engaging programme that measures and celebrates the development of a child s soccer skills. Using the straightforward and reliable tests, provided in this handbook, children are able to set simple performance goals and view development in terms of personal improvement consequently providing an enjoyable focus for their participation. In essence the benefits for anyone using the McDonalds Skills Academy include: Tests designed to be fun and capture children s imagination. Tests allow coaches, players and parents to measure development over time. Tests and certificates designed to reward achievement and celebrate children achieving their personal goals. Recognises progress of children by advocating benefits of practice to improve scores. The McDonalds Skills Academy Tests have provided considerable benefits for soccer camps, club training programmes and school lessons, including; - Value added to soccer programmes for boys and girls. - Includes free McDonald s Skills Academy badges and certificates upon completion of the different levels. - Rewards achievement. - Provides simple goal setting opportunities for children. - Allow children to practice and improve on their previous scores. - Provides tangible feedback to parents and coaches. For further information visit: M c D O N A L D ' S tm M c D O N A L D ' S tm M c D O N A L D ' S tm 24

25 McDonald s TM Skills Academy Challenge Can you do it? PASSING To refresh your technique and to practise refer to the passing section in this handbook on page 8. HOW ACCURATELY CAN YOU PASS... This is in two parts. The first part using the inside and outside of the foot passing straight. The second part using the inside and outside of the foot on an angle. AGE AREA The area is marked out as in the diagrams to the right, using cones or lines. Be aware of the different distance for each age group. 2. START (a) Each player has to pass the ball, using the INSIDE of the foot, through a pair of markers at the designated distance. The player must take a touch to the side to initiate the movement and the player should be moving. (b) Repeat the exercise using the OUTSIDE of the foot, through a pair of markers at the designated distance. The player must take a touch to the side to initiate the ball movement. The player should be moving during the excercise. 3. FINISH The test finishes when the BALL crosses between the last markers at the designated distance. AGE 8-10 AGE metres 12 metres 4. SCORE Score out of 5 attempts at each angle (see charts next page). 18 metres 25

26 Record your passing skills and ability here and check your progress! A G E m e t r e s d i s t a n c e Part 1 Inside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 BRONZE QUALIFYING STANDARD Part 2 Outside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 Part 1 Inside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 SILVER SILVER QUALIFYING STANDARD Part 2 Outside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 Part 1 Inside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 GOLD GOLD QUALIFYING STANDARD Part 2 Outside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 A G E m e t r e s d i s t a n c e Part 1 Inside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 BRONZE QUALIFYING STANDARD SILVER SILVER QUALIFYING STANDARD A G E m e t r e s d i s t a n c e Part 1 Inside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 BRONZE QUALIFYING STANDARD Part 2 Outside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 Part 2 Outside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 Part 1 Inside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 Part 1 Inside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 SILVER SILVER QUALIFYING STANDARD Part 2 Outside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 Part 2 Outside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 Part 1 Inside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 GOLD GOLD QUALIFYING STANDARD Part 1 Inside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 GOLD GOLD QUALIFYING STANDARD Part 2 Outside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30 Part 2 Outside of the Foot L to left 5 L straight 5 L to right 5 TOTAL 30

27 McDonald s TM Skills Academy Challenge Can you do it? RUNNING WITH THE BALL To refresh your technique on how to run with the ball refer to page 10 of this handbook. How quickly can you run with the ball... This challenge is to run the ball as quickly as possible from the starting line until the ball crosses the finishing line. 1. AREA The area is marked out as in the diagram to the right, using cones or lines. 2. START The player begins by crossing line A with the ball. The time begins as the ball crosses the line. 3. FINISH The test finishes as the BALL crosses line D, no more than 65cm above the ground. The player must run the ball over this line. 4. TIMING Time the test to 110th of a second from Start to Finish. The player repeats the challenge with both times recorded. Average out the two times to record the final time. CRITERIA FOR SUCCESS The test should be repeated if the player: a) passes the ball at any stage and does not touch the ball again b) fails to run the ball through the finishing line c) slips or falls over If the player has not achieved a score after two attempts, then no score is recorded against the player for this test. Players should be aware that two failures will result in no score being recorded. DRIBBLING To refresh your technique on how to dribble the ball refer to page 11 of this handbook. HOW QUICKLY CAN YOU DRIBBLE PAST THE CONES (DEFENDERS) This challenge is to dribble the ball as quickly as possible from the starting line until 10 metres the ball crosses the finishing line. 1. AREA The area is marked out as in the diagram below, with the use of cones. 2. START The player begins by crossing line A with the ball. The time begins as the ball crosses the line. 3. FINISH The test finishes as the BALL crosses line B. The player must run the ball over this line. 4. TIMING Time the test to 110th of a second from Start to Finish. The player repeats the challenge with both times recorded. Average out the two times to record the final time. CRITERIA FOR SUCCESS The player: (a) must dribble around all the cones without running over them (b) must keep possession of the ball and must dribble the ball not kick it in front and chase it. 2m 10 metres 10 metres 5 metres START Line B Line A FINISH 5 metres 10 metres 10 metres 2m 27

28 Record your ability to run with the ball here and check your progress! A G E m e t r e s d i s t a n c e Running with the ball Add attempts together and divide by 2 BRONZE QUALIFYING TIME BETWEEN 12.1 and 14 BRONZE Running with the ball SILVER QUALIFYING TIME BETWEEN 10 and 12 SILVER Add attempts together and divide by 2 Running with the ball GOLD GOLD QUALIFYING TIME UNDER 10 Add attempts together and divide by 2 A G E m e t r e s d i s t a n c e Running with the ball BRONZE Add attempts together and divide by 2 BRONZE QUALIFYING TIME BETWEEN 10.1 and 12 Running with the ball SILVER QUALIFYING TIME BETWEEN 8 and 10 SILVER Add attempts together and divide by 2 Running with the ball GOLD GOLD QUALIFYING TIME UNDER 8 Add attempts together and divide by 2 A G E m e t r e s d i s t a n c e Running with the ball Add attempts together and divide by 2 BRONZE QUALIFYING TIME BETWEEN 8.1 and 10 BRONZE Running with the ball SILVER QUALIFYING TIME BETWEEN 6 and 8 Add attempts together and divide by 2 SILVER Running with the ball GOLD GOLD QUALIFYING TIME UNDER 6 Add attempts together and divide by 2

29 Record your dribbling ability here and check your progress! A G E 5-7 D r i b b l i n g Dribbling Add attempts together and divide by 2 BRONZE QUALIFYING TIME BETWEEN 24.1 and 28 BRONZE Dribbling SILVER QUALIFYING TIME BETWEEN 21 and 24 SILVER Add attempts together and divide by 2 Dribbling GOLD GOLD QUALIFYING TIME UNDER 21 Add attempts together and divide by 2 A G E D r i b b l i n g Dribbling BRONZE Add attempts together and divide by 2 BRONZE QUALIFYING TIME BETWEEN 21.1 and 24 Dribbling SILVER QUALIFYING TIME BETWEEN 18 and 21 SILVER Add attempts together and divide by 2 A G E D r i b b l i n g Dribbling Add attempts together and divide by 2 BRONZE QUALIFYING TIME BETWEEN 19.1 and 22 BRONZE Dribbling SILVER QUALIFYING TIME BETWEEN 16 and 19 SILVER Add attempts together and divide by 2 Dribbling GOLD GOLD QUALIFYING TIME UNDER 18 Add attempts together and divide by 2 Dribbling GOLD GOLD QUALIFYING TIME UNDER 16 Add attempts together and divide by 2

30 McDonald s TM Skills Academy Challenge Can you do it? HEADING To refresh your technique on how to head the ball refer to page 13 of this handbook. 3 points 2 metres 1 point 3 metres 3 points 2 metres ATTACKING HEADERS HOW ACCURATELY AND HOW MANY GOALS CAN YOU SCORE... The goal is split into 3 sections. The outside sections are worth 3 points with the middle section worth one point. The aim is to head the ball away from the goalkeeper and into the areas where the player is more likely to score. ORGANISATION 1. AREA The area used is the goal and 18 yard area of a full field (see diagram over page). The blue markers are where the players should be heading the ball. Move the players back from here so that they are moving as they head the ball. The ball is thrown from the server markers. An assistant coach should throw these balls to ensure consistent delivery. 2. START The ball is thrown from the server for the player to head into the goal. Mark down each goal and relevant point value. 3. FINISH The challenge finishes when the player has headed 5 balls. The player repeats the challenge with both scores recorded. Average out the two scores to record the final score. CRITERIA FOR SUCCESS If the delivery is not suitable to be headed then the player may retake that heading opportunity. Be careful to recognise a bad throw compared to bad heading technique or timing. Age 5-7 Start 6 metres from the goal. Server stands on the goal-line. Player is allowed to move forward to head the ball but no closer than 4 metres from the goal. The ball is allowed to bounce once before it hits the back of the net. Age 8-10 Start 12 metres from the goal. Server 2 metres out from the the goal-line. Player is allowed to move forward to head the ball but no closer than 8 metres from the goal. The ball is not allowed to bounce before it hits the back of the net. Age Start 18 metres from the goal. Server stands 6 metres out from the the goal-line. Player is allowed to move forward to head the ball but no closer than 14 metres from the goal. The ball is not allowed to bounce before it hits the back of the net. 30

31 McDonald s TM Skills Academy Challenge Can you do it? DEFENDING HEADERS HOW FAR AND HIGH CAN YOU HEAD THE BALL? 1. AREA The area is a 10m x 40m grid. 2. START The server stands on line A and throws the ball towards the player standing on the starting line. The player heads the ball over the server into the grid as far as they can. Mark down where the ball has landed. 3. FINISH The challenge finishes when the players has headed 5 balls. Mark each distance, add all distances together and divide by 5 to find the final distance. The player repeats the challenge with both scores recorded. Average out the two scores to record the final score. 18 metres 12 metres 6 metres Server 5-7 start here 8-10 start here start here CRITERIA FOR SUCCESS If the delivery is not suitable to be headed then the player may retake that heading opportunity. Be careful to recognise a bad throw compared to bad heading technique or timing. The ball must land within the grid area for defensive headers. Any headed ball that leaves the grid and lands outside will not be counted. Starting Line A 10 metres 10 metres 10 metres 10 metres 31

32 Record your attacking and defensive abilities for heading the ball here and check your progress! A G E 5-7 H e a d i n g BRONZE 15 points 15 points Add points together and divide by 2 to get total POINTS TOTAL BRONZE QUALIFYING BETWEEN 5-8 POINTS ATTACKING DEFENDING average distance average distance Add distances together and divide by 2 to get total BRONZE QUALIFYING BETWEEN 6-8 metres 15 points 15 points Add points together and divide by 2 to get total POINTS TOTAL BRONZE QUALIFYING BETWEEN 5-8 POINTS ATTACKING DEFENDING 15 points 15 points Add points together and divide by 2 to get total POINTS TOTAL BRONZE QUALIFYING BETWEEN 5-8 POINTS ATTACKING DEFENDING average distance average distance Add distances together and divide by 2 to get total BRONZE BRONZE QUALIFYING BETWEEN 4-6 metres A G E H e a d i n g average distance average distance Add distances together and divide by 2 to get total BRONZE BRONZE QUALIFYING BETWEEN 8-10 metres SILVER 15 points 15 points Add points together and divide by 2 to get total POINTS TOTAL SILVER QUALIFYING BETWEEN 9-12 POINTS ATTACKING DEFENDING A G E H e a d i n g average distance average distance Add distances together and divide by 2 to get total SILVER QUALIFYING BETWEEN metres SILVER 15 points 15 points Add points together and divide by 2 to get total POINTS TOTAL SILVER QUALIFYING BETWEEN 9-12 POINTS ATTACKING DEFENDING SILVER 15 points 15 points Add points together and divide by 2 to get total POINTS TOTAL SILVER QUALIFYING BETWEEN 9-12 POINTS ATTACKING DEFENDING average distance average distance Add distances together and divide by 2 to get total SILVER QUALIFYING BETWEEN metres average distance average distance Add distances together and divide by 2 to get total SILVER QUALIFYING BETWEEN metres GOLD 15 points 15 points Add points together and divide by 2 to get total POINTS TOTAL GOLD QUALIFYING BETWEEN POINTS ATTACKING DEFENDING average distance average distance Add distances together and divide by 2 to get total GOLD QUALIFYING OVER 10 metres GOLD 15 points 15 points Add points together and divide by 2 to get total POINTS TOTAL GOLD QUALIFYING BETWEEN POINTS ATTACKING DEFENDING GOLD average distance average distance Add distances together and divide by 2 to get total GOLD QUALIFYING OVER 12 metres 15 points 15 points Add points together and divide by 2 to get total POINTS TOTAL GOLD QUALIFYING BETWEEN POINTS ATTACKING DEFENDING average distance average distance Add distances together and divide by 2 to get total GOLD QUALIFYING OVER 8 metres

33 TURNING McDonald s TM Skills Academy Challenge Can you do it? To refresh your technique on how to turn with the ball refer to page 15 of this handbook. HOW QUICKLY CAN YOU COMPLETE THIS CHALLENGE... The challenge is to complete 9 turns with the ball, as quickly as possible, with three different turns of your choice. Line A ORGANISATION 1. AREA Two lines are marked five metres apart Lines A and B. A set of gates are marked on each line to form a 5 metre square area. 2. START 5 metres When the player crosses the start line A the coach starts timing. The player will run the ball over Line B and execute a turn and then run it back over Line A and execute the SAME turn before running the ball over Line B, execute the SAME turn and then finish by stopping the ball with the foot. 3. TIMING Time will be taken from the moment the player crosses Line A until the ball is stopped dead after the last turn. 4. SCORING (a) The player will complete THREE turning movements all of the same turn. The turn must therefore be the same but the player may use either foot to execute the turn. (b) The test is repeated twice more to produce three attempts in total. During the second test, the player must use a different turn to the one used in the first attempt. Each turn during the second test must be of the same type. (c) During the third attempt, a different turn to that used in either the first or second attempt must be used. Again each turn must be the same. (d) The player therefore completes three attempts of the test, executing three different turns in each separate attempt whilst performing the same turn within each attempt. CRITERIA FOR SUCCESS The test should be repeated once for that particular attempt, up to a maximum of two attempts, for each turn. If the player during the test: Fails to cross the lines A or B when executing a turn; OR Fails to stop the ball on completion of an attempt beyond Line A; OR Falls, trips or slips over; OR Changes the type of movement on an attempt: OR Repeats a type of movement on another attempt: THEN If the player has not achieved a score after two attempts then no score is recorded against that player for that attempt. Line B 5 metres 33

34 Record your ability to turn with the ball here and check your progress! A G E 5-7 Tu r n i n g TURN 1 TURN 2 TURN 3 BRONZE Add times together and divide by 3 to find the average time BRONZE QUALIFYING TIME BETWEEN 36.1 and 40 TURN 1 TURN 2 TURN 3 SILVER Add attempts together and divide by 3 SILVER QUALIFYING TIME BETWEEN 32 and 36 TURN 1 TURN 2 TURN 3 GOLD Add attempts together and divide by 3 GOLD QUALIFYING TIME UNDER 32 A G E Tu r n i n g TURN 1 TURN 2 TURN 3 BRONZE Add times together and divide by 3 to find the average time BRONZE QUALIFYING TIME BETWEEN 32.1 and 36 TURN 1 TURN 2 TURN 3 SILVER Add attempts together and divide by 3 SILVER QUALIFYING TIME BETWEEN 28 and 32 TURN 1 TURN 2 TURN 3 GOLD Add attempts together and divide by 3 GOLD QUALIFYING TIME UNDER 28 A G E Tu r n i n g TURN 1 TURN 2 TURN 3 BRONZE Add times together and divide by 3 to find the average time BRONZE QUALIFYING TIME BETWEEN 30.1 and 34 TURN 1 TURN 2 TURN 3 SILVER Add attempts together and divide by 3 SILVER QUALIFYING TIME BETWEEN 24 and 30 TURN 1 TURN 2 TURN 3 GOLD Add attempts together and divide by 3 GOLD QUALIFYING TIME UNDER 24

35 SHOOTING McDonald s TM Skills Academy Challenge Can you do it? To refresh your technique on shooting refer to page 17 of this handbook. HOW MANY GOALS CAN YOU SCORE... The challenge is to score as many points out of 5 shots. ORGANISATION 1. AREA The area is marked out as shown. A full size goal without a goal net. A cone placed 2 metres outside each post with a cone bisecting the middle of the goal. 2. START The player starts at the designated starting position for their age. The player touches the ball forward no more than 2 metres in front and while the ball is in motion shoots for goal. The ball must be moving when struck and the shot must be made with the shooting action no push passes or toe pokes. 3. SCORING Zero points for missing the goal at the near post or putting the ball over the crossbar. Two points for scoring between the near post and the middle of the goal. Three points for scoring between the middle of the goal and the far post. One point for missing the goal on the outside of the far post. If the ball hits a post and then rebounds into the goal, score the point from where the ball cross the goal line into the goal. 4. FINISH The test finishes when the player has shot 5 with the right foot and then 5 with the left foot. CRITERIA FOR SUCCESS The player may retake the shooting opportunity without penalty if they: Shoot using a push, pass or toe poke Push the ball more than 2 metres in front The player must be made aware that they only have two opportunities to register a total score. 1pt 2m 3pts 3.5m 2pts 3.5m 0pt 2m 35

36 Record your Shooting abilities here and check your progress! A G E 5-7 S h o o t i n g RIGHT FOOT LEFT FOOT BRONZE 15 points 15 points Add scores together and divide by 2 to find the average score AVERAGE POINT TOTAL BRONZE QUALIFYING BETWEEN 5 and 8 points RIGHT FOOT LEFT FOOT SILVER 15 points 15 points Add scores together and divide by 2 to find the average score AVERAGE POINT TOTAL SILVER QUALIFYING BETWEEN 9 and 12 points RIGHT FOOT LEFT FOOT GOLD 15 points 15 points Add scores together and divide by 2 to find the average score AVERAGE POINT TOTAL GOLD QUALIFYING BETWEEN 13 and 15 points A G E 8-10 S h o o t i n g RIGHT FOOT LEFT FOOT BRONZE 15 points 15 points Add scores together and divide by 2 to find the average score AVERAGE POINT TOTAL BRONZE QUALIFYING BETWEEN 5 and 8 points RIGHT FOOT LEFT FOOT SILVER 15 points 15 points Add scores together and divide by 2 to find the average score AVERAGE POINT TOTAL SILVER QUALIFYING BETWEEN 9 and 12 points RIGHT FOOT LEFT FOOT GOLD 15 points 15 points Add scores together and divide by 2 to find the average score AVERAGE POINT TOTAL GOLD QUALIFYING BETWEEN 13 and 15 points A G E S h o o t i n g RIGHT FOOT LEFT FOOT BRONZE 15 points 15 points Add scores together and divide by 2 to find the average score AVERAGE POINT TOTAL BRONZE QUALIFYING BETWEEN 5 and 8 points RIGHT FOOT LEFT FOOT SILVER 15 points 15 points Add scores together and divide by 2 to find the average score AVERAGE POINT TOTAL SILVER QUALIFYING BETWEEN 9 and 12 points RIGHT FOOT LEFT FOOT GOLD 15 points 15 points Add scores together and divide by 2 to find the average score AVERAGE POINT TOTAL GOLD QUALIFYING BETWEEN 13 and 15 points

37 McDonald s TM Skills Academy Challenge Can you do it? GOALKEEPING TESTS CAN YOU DO IT? FOOTWORK The challenge is to use correct technique to complete the course as quick as you can. 1. AREA 8, 10 or 12 cones set up as per the diagrams. Age discs, Age discs, Age discs STRAIGHT LINE OF DISCS Single touch stepping and sideways (lateral) stepping. Bodyweight forward, head up with hands in set position. ZIGZAG COURSE OF CONES OR DISCS The movement is forward and then backward. Bodyweight forward, head up with hands in set position. 2. START The goalkeeper begins outside of the first cone. Timing begins when movement is started. 3. FINISH The test finishes when the goalkeeper passes the far side of the end cone. 4. TIMING Time the test to 110th of a second from Start to Finish. The goalkeeper repeats the challenge with both times recorded. Average out the two times to record the final time. CRITERIA FOR SUCCESS The goalkeeper cannot cross legs, and correct hand and body position must be used. HANDLING The challenge is to catch as many head high balls as you can with the correct footwork and handling. 1. AREA 2 marked cones placed the appropriate distance for age group. 2 servers parallel with each cone. Age metres, Age metres, Age metres 4, 5 or 6 metres 2. START GK The goalkeeper starts on one of the cones and shuffle steps sideways to make a head high catch by the far cone. After protecting the ball the goalkeeper moves back to the other side to repeat the movement. 3. FINISH The test finishes when the goalkeeper has completed 6 catches. 4. TIMING Time the test to 110th of a second from Start to Finish. The S1 S2 goalkeeper repeats the challenge with both times recorded. Average out the two times to record the final time. CRITERIA FOR SUCCESS The goalkeeper should take small balanced co-ordinated sideways steps and shouldn t cross legs. The player must get into the line of the serve before receiving. The throws from the server must be head high and caught correctly. Technique must not be sacrificed for speed. 2m 0.5m 0.5m 0.5m 0.5m 0.5m 0.5m 0.5m 1.5m 3m 3m 3m 4, 5 or 6 metres 37

38 DIVING McDonald s TM Skills Academy Challenge Can you do The challenge is to dive and defend the smaller coned target area. 1. AREA 2 marker cones placed 6 metres apart with a smaller coned area of 1.5 metres within 1 servers parallel with far cone 10 metres out. Age metre wide goal. Age metre wide goal. Age metre wide goal. 2. START The goalkeeper starts on cone A and shuffle steps sideways to move into a dive, saving the ball between the smaller coned area. Bodyweight forward, head up with hands in correct position. The goalkeeper should move across the goal to get the correct angle on the dive. 3. FINISH The test finishes when the goalkeeper has completed 5 saves moving right and 5 saves moving left. CRITERIA FOR SUCCESS Goalkeepers aim to achieve as many as possible. The goalkeeper shouldn t cross legs and should adopt correct hands and body position. DISTRIBUTION The challenge is to distribute with various techniques to successfully hit targets. GK A 4, 5 or 6 metres 1.5m S 10 metres 1. AREA Area is set out as in diagram. Note distances and position of server. Age metre pass and 20 metre volley Age metre pass and 25 metre volley Age metre pass and 30 metre volley 2. START The server delivers the ball on the ground to the goalkeeper who, using the correct technique attempts to hit the target zones. 3. TECHNIQUES 1. Side foot pass 2. Throws underarm 3. Throws overarm 4. Volleys 4. FINISH The test finishes when the goalkeeper has completed 4 to the right and 4 to the left using the correct technique and bisecting the required target. 8 side foot, 8 underarm, 8 overarm and 8 volleys in total to the test. CRITERIA FOR SUCCESS 3m PASSING AND THROWING T ARGET 20, 25 or 30 metres* Goalkeeper Server VOLLEYED TARGETS 10, 15, 20 metres* 3m PASSING AND THROWING T ARGET The goalkeeper must use the correct technique and the ball must travel through the target zones. Consideration for age groups needs to be give during this challenge. Goalkeepers aim to achieve as many as possible on all the above challenges, if the incorrect technique is used, zero score is awarded for that attempt. 38

39 Record your goalkeeping abilities here and check your progress! F O O T W O R K AGE 5-7 BRONZE QUALIFYING 8-10 secs STRAIGHT = ZIGZAG = Total AGE 8-10 BRONZE QUALIFYING 8-10 secs STRAIGHT = ZIGZAG = H A N D L I N G D I V I N G AGE 5-7 BRONZE QUALIFYING secs ATTEMPT ONE ATTEMPT TWO Total AGE 8-10 BRONZE QUALIFYING secs ATTEMPT ONE ATTEMPT TWO AGE 5-7 BRONZE QUALIFYING under 4 saves ATTEMPT ONE ATTEMPT TWO Total AGE 8-10 BRONZE QUALIFYING under 4 saves ATTEMPT ONE ATTEMPT TWO D I S T R I B U T I O N AGE 5-7 BRONZE QUALIFYING points SIDE FOOT 8 UNDERARM 8 OVERARM 8 VOLLEYS 8 Total 32 AGE 8-10 BRONZE QUALIFYING points SIDE FOOT 8 UNDERARM 8 OVERARM 8 VOLLEYS 8 Total 32- AGE BRONZE QUALIFYING points SIDE FOOT 8 UNDERARM 8 OVERARM 8 VOLLEYS 8 Total 32 AGE 5-7 SILVER QUALIFYING secs STRAIGHT = ZIGZAG = Total AGE 8-10 SILVER QUALIFYING secs STRAIGHT = ZIGZAG = AGE 5-7 SILVER QUALIFYING secs ATTEMPT ONE ATTEMPT TWO Total AGE 8-10 SILVER QUALIFYING secs ATTEMPT ONE ATTEMPT TWO AGE 5-7 SILVER QUALIFYING 5-7 save ATTEMPT ONE ATTEMPT TWO Total AGE 8-10 SILVER QUALIFYING 5-7 saves ATTEMPT ONE ATTEMPT TWO AGE 5-7 SILVER QUALIFYING points SIDE FOOT 8 UNDERARM 8 OVERARM 8 VOLLEYS 8 Total 32 AGE 8-10 SILVER QUALIFYING points SIDE FOOT 8 UNDERARM 8 OVERARM 8 VOLLEYS 8 Total 32- AGE SILVER QUALIFYING points SIDE FOOT 8 UNDERARM 8 OVERARM 8 VOLLEYS 8 Total 32- AGE 5-7 GOLD QUALIFYING under 5 secs STRAIGHT = ZIGZAG = Total AGE 8-10 GOLD QUALIFYING under 5 secs STRAIGHT = ZIGZAG = AGE 5-7 GOLD QUALIFYING under 15 secs ATTEMPT ONE ATTEMPT TWO Total AGE 8-10 GOLD QUALIFYING under 15 secs ATTEMPT ONE ATTEMPT TWO AGE 5-7 GOLD QUALIFYING 8-10 saves ATTEMPT ONE ATTEMPT TWO Total AGE 8-10 GOLD QUALIFYING 8-10 saves ATTEMPT ONE ATTEMPT TWO Total- AGE SILVER QUALIFYING secs STRAIGHT = ZIGZAG = Total- Total- AGE GOLD QUALIFYING under 5 secs STRAIGHT = ZIGZAG = Total- Total- AGE BRONZE QUALIFYING 8-10 secs STRAIGHT = ZIGZAG = Total- Total- AGE BRONZE QUALIFYING secs ATTEMPT ONE ATTEMPT TWO Total- Total- AGE SILVER QUALIFYING secs ATTEMPT ONE ATTEMPT TWO Total- Total- AGE GOLD QUALIFYING under 15 secs ATTEMPT ONE ATTEMPT TWO Total- Total- AGE BRONZE QUALIFYING under 4 saves ATTEMPT ONE ATTEMPT TWO Total- Total- AGE SILVER QUALIFYING 5-7 save ATTEMPT ONE ATTEMPT TWO Total- Total- AGE GOLD QUALIFYING 8-10 saves ATTEMPT ONE ATTEMPT TWO Total- AGE 5-7 GOLD QUALIFYING points SIDE FOOT 8 UNDERARM 8 OVERARM 8 VOLLEYS 8 Total 32 AGE 8-10 GOLD QUALIFYING points SIDE FOOT 8 UNDERARM 8 OVERARM 8 VOLLEYS 8 Total 32- AGE GOLD QUALIFYING points SIDE FOOT 8 UNDERARM 8 OVERARM 8 VOLLEYS 8 Total 32

40 Referee This Referee Course is aimed primarily at those people who will be based in clubs, refereeing midget and junior small sided games. This is not designed to be an exhaustive course of instruction covering all the laws of the game as well as refereeing techniques, but rather serve as a brief introduction to refereeing and enable you to referee the modified games, which are more suited to young players. Basically referees should ask themselves the following questions: Is it safe?- If the answer to this question is NO then blow your whistle. Is it fair? - If the answer to this question is NO then blow your whistle. Did the tackler kick his opponent? - If the answer is YES then blow your whistle. Did the tackler kick his opponent then the ball? - If the answer is YES then blow your whistle. Did the tackler kick his opponent and the ball? - If the answer is YES then blow your whistle. Did the tackler only kick the ball? - Yes - Continue play. Notes on the laws of the game MODIFICATIONS * Subject to the agreement of the national association concerned and provided the principles of these Laws are maintained, the Laws may be modified in their application for matches of players under 16 years of age, for women footballers and for veteran footballers (over 35 years of age) and for players with disabilities. Any or all of the following modifications are permissible: size of the field of play size, weight and material of the ball width between the goalposts and height of the crossbar from the ground duration of the periods of play substitutions. MALE AND FEMALE References to the male gender in the Laws of the Game in respect of referees, assistant referees, players and officials are for simplification and apply to both males and females. *With acknowledgment to FIFA, for permission to reproduce the above notes from page 3 of their booklet Laws of the Game The Game of Soccer 1. A SIMPLE GAME There are few rules The game moves quickly. 2. A TEAM SPORT Adults, older youth 11 players on the field per team Younger children as few as 5, up to 9 players per team It s easy to understand. It is supposed to flow to have few stoppages. 3. PLAYED WITH THE FEET NOT THE HANDS The ball is kicked, dribbled, tapped, punted, pushed with the feet around the field. Players may use their feet, legs, heads, chest to touch the ball but not deliberately their hands. Every team has a goalkeeper who may use his hands to touch the ball. 4. THE FIELD OF PLAY The field of play should be rectangular. The longer lines are called touch lines. The shorter lines are called goal lines. 41

41 The Game of Soccer 5. THE GOALS It is important that the goal size is closely related to the players age. Goals consist of 2 goal posts and 1 cross bar. 6. THE BALL The ball must be round and firm when pressed with the thumbs. The ball sizes should be: Under 8 years of age: Size 3 Under 10 years of age: Size 4 7. THE NUMBER OF PLAYERS Under 8 years of age: six players including a goalkeeper Under 10 years of age: nine players including a goalkeeper The interchange of players is permitted during games. Interchange is encouraged to provide each player with equal time and a chance for a supportive coach to help the young player. The interchange should only take place during a stoppage in play. 8. THE PLAYERS EQUIPMENT A player taking the field of play shall not wear anything, which is dangerous to himself or any other player. Boots or training shoes and shin pads MUST be worn. 9. THE REFEREE A registered referee or a parentcoach or assistant. All rule infractions should be briefly explained to the offending player. The referee should use good sense to control the game so that players and spectators enjoy a fairly played and safe game. 9a. TO REFEREE YOU NEED: To walk confidently into the centre of the field. Someone to tell yousignal when the whole of the ball has crossed a touch line. A coin, a watch and whistle. 9b. REFEREE MOVEMENT Referees should try to keep up with and near to play. This means they have to keep moving walking, jogging, sprinting. They should try to move so that they have a side-on view of challenges (an angle on play) as in this diagram. This means they are looking through the challenge from a close position towards their assistant on the touchline. 10. THE DURATION OF THE GAME Recommended times for play are: Under 8 years of age: 2 halves of 20 minutes each Under 10 years of age: 2 halves of 25 minutes each 11. THE START OF PLAY A game is started by a kick-off from a mark in the centre of the field. The team winning the toss of a coin shall have the choice of ends. After a goal is scored the game is restarted from the centre mark with the side conceding the goal taking the kick. Following half-time the game is restarted with the teams changing ends and the kick-off being taken by the side who did not start the game. A goal cannot be scored direct from the kick-off. Opponents must be 7 metres from the ball and in their own half at the kick-off. 12. THE BALL IN AND OUT OF PLAY The ball is out of play when it wholly crosses a touch line or goal line. The ball is also out play when the referee blows his whistle. The ball is in play at all other times as in these three examples. 13. METHODS OF SCORING A goal is scored when the whole of the ball: crosses the goal line between the goal posts and under the cross bar. cross bar goal post To move over the field. To be near the ball. To make decisions quickly and decisively. To signal clearly with your arms. Referee Defender Attacker Assistant Referee 43

42 OFFSIDE There is no offside up to 10 years, but deliberately placing a player or players in an offside position is contrary to the spirit of the game and is discouraged. After 10 years the offside law applies. 1. It is not an offence in itself to be in an offside position. 2. To be offside a player must: be in an offside position and commit an offside offence and be in the active area of play. Offside Position when a player is nearer to his opponent s goal line than the ball and two opponents when it was last played or touched by a team mate. Offside Offence when a player interferes with play i.e. plays the ball or is able to play the ball or when a player interferes with an opponent i.e. tackles, calls to, runs to an opponent, blocks their view of the ball or when a player gains an advantage i.e. plays the ball after it has hit a post or goalkeeper or touched an opponent. 15, No Offence A player cannot be offside if they receive the ball directly from: a goal kick when they are behind the ball a throw-in when there are 2 or more opponents between a corner kick them and their opponent s goal line. when standing in their own half of the field 16. FOULS AND MISCONDUCT This is an important rule and relates to the behaviour of players during play. In any game a player must not: 1. kick 4. charge 2. trip 5. strike or 3. push 6. jump at an opponent carelessly, recklessly or A player must not: with excessive force. 1. hold 2. spit at or 3. tackle an opponent before touching the ball. Finally players may not deliberately handle, propel or carry the ball with any part of their hand or arm. The law emphasises the need for players to behave in a sporting manner. Referees should encourage sporting conduct. Only goalkeepers may deliberately touch the ball with their hands or arms, and only near their goals. 17. FREE KICKS INDIRECT An indirect free kick is one where a goal cannot be scored unless, it has been touched by a player other than the kicker. All free kicks are deemed to be indirect. All of the opposing players should be at least 7 metres from the ball when a free kick is taken. Free kicks are taken from the spot where the foul occurs. 18. THE THROW IN When the ball wholly crosses a touch line, play is restarted with a throw-in to the other team. 18a. Throw-in Procedure The ball is thrown from the spot where it left the field. The player taking the throw-in: 1. faces the field 2. has both feet on the ground during the throw 3. delivers the ball from over his head The player should be given a second attempt if the first throw is invalid. A second foul throw-in results in the other team gaining the throw-in. The thrower MUST throw the ball to another player. 4. use both hands 5. may not touch the ball until another player has

43 19. THE GOAL KICK When an attacker plays or touches the whole ball over the goal line, play is restarted with a goal kick. The player taking the goal kick MUST play the ball to another player. 19a. Goal Kick Procedure Goal kicks may be taken from anywhere within 5m of the goal. The ball is stationary. Opponents must be 7 metres from the ball. No one may play the ball until it has travelled 7 metres. The ball MUST travel 7 metres before it can be played. 20. THE CORNER KICK When a defender last plays or touches the whole of the ball over the goal line, play is restarted with a corner kick. 20a. Corner Kick Procedure Corner kicks are taken from the point where the goal line and touch line meet. The ball is stationary. Opposing players must be 7 metres from the ball. The ball is in play once it has been kicked. The player taking the corner kick MUST play the ball to another player.

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