STMA United S.C. Recreational Soccer U5/U6 Coaches Manual. STMA Soccer Club Game Rules Page 2. Introduction Page 3-4. Hints and tips Page 5

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2 STMA United S.C. Recreational Soccer U5/U6 Coaches Manual Contents STMA Soccer Club Game Rules Page 2 Introduction Page 3-4 Hints and tips Page 5 U5 Soccer Pages 7-12 U6 Soccer Pages Characteristics of a U6 Soccer Player Page 21 Note Pad Page 22 2

3 STMA Soccer Club Game Rules Parent Rule Guide U5 Boys and Girls play 3v 3/4v4 U6 Boys and Girls play 4 V 4 U7 Boys and Girls play 4 V 4 U8 Boys and Girls play 6 V 6 U9/U10 Boys and Girls play 6 v 6 Encourage space between players, no hands on the ball, kickins and no goal keepers, encourage scoring. No score is kept. No hands on the ball, kick-ins and no goal keepers, encourage scoring. No score is kept. No hands on the ball, kick-ins and no goal keepers, encourage scoring. No score is kept. Play 1 forward, 1 midfielder, 3 defenders and 1 goal keeper. Introduction of goal keeping to the game. Throw-ins and corner kicks are used. Will play some games with refs, no score is kept. Play 1 forward, 1 midfielder, 3 defenders, and 1 goal keeper. Will play all games with refs. Throw-ins and corner kicks are used. No score is kept. ADDITIONAL NOTES - All players must have shin guards on to play in practice or games. No exceptions. - No scores are kept at any level. - For practices, guidelines are 35 minutes of skills training and fun games to encourage everyone to touch the ball and 10/25 minutes of scrimmaging your own team or the team sharing the field with you. - For games, take the first 15/20 minutes to warm up with games and touches on the ball. Then play 10/20 minute halves with a 5 minute break for half time. Time runs continuously, no stoppage of the game clock. - For games/practices. If space allows or additional fields are available, make/use an additional field so all the kids can play. This eliminates kids sitting out on the sidelines. - No goal keepers until U8 to encourage scoring and player success. Once the goal keeper touches the ball opposing players cannot touch or kick the ball or goal keeper. The goal keeper must be protected from dangerous play. Goal keepers may only handle the ball with their hands while inside the goal box. When touching the ball outside the box, the goal keeper must use their feet. 3

4 - No hands should touch the ball except by goal keepers or on a throw-in at appropriate levels. If a player touches the ball with their hands, stop play, and provide feedback to the player. Play will resume with a free kick awarded to the opposing team. - We recommend for the U8-U10 that are learning positions, keep the player in the same position for the entire game, changing the player at the next practice or game. Constantly changing positions can confuse a player. - The coaches of the two teams will decide which team will kick off at the start of the game and swap for half-time. - When the team scores, congratulate the entire team, it was a team effort. Play will resume with a kickoff at the center of the field by the team that did not score. - No throw ins for the U5-U7 levels. The ball will be kicked in at the point where it went out of bounds by the opposing team. - Throw ins will be used for the U8-U10 levels. The ball will be thrown in by a player of the team that did not kick the ball out of bounds. Both feet must stay on the ground (and on the out of bounds line) while throwing the ball into play. - Corner kicks: Result when the defending team kicks the ball across the end line of the field they are defending. The offensive team places the ball in the corner of the field on the side of the field which the ball went out of play. Have the players stand back 10 yards and encourage movement of the players to get open for a pass from the kicker. - Goal Kicks: Result when the offensive team kicks the ball across the end line of the field they are attacking. The ball is turned over to the opposing team, placed at the corner of the goal box and a defender or goal keeper (if applicable) takes the kick. Have opposing players stand back 10 yards. 4

5 Introduction This manual is designed to guide you through this summer s soccer season so that you may become a more efficient and proficient coach. The information in this manual has been developed using information from the American Youth Soccer Association (AYSO), United States Youth Soccer, and Minnesota Youth Soccer Association (MYSA). Moreover, some ideas have also been researched via coaching clinics, videos, and talented youth soccer coaches. This manual will help you structure and introduce age/ability appropriate activities, plan and evaluate your coaching skills, and gives you the tools to be successful. The methodology of coaching youth soccer is something you will not find in this manual. As adults we hope that you will be able to introduce the game of soccer in a safe, fun, and educational environment. Every soccer coach has his or her own coaching style. It is up to you to find a style that you are comfortable with. A coach s influence on a young child is extremely important. The effect that a coach has could last for an extended period of time beyond the season. Therefore, your personality, action and words could have a dramatic effect positive or negative on each and every child. The value of understanding children, being fair and enthusiastic, as well as being a positive role model, cannot be underestimated. Please feel free to add any notes to the manual, such as, diagrams, coaching points, tips or coaching styles. This manual is for your reference, it is yours to personalize. If you are in need of any further information or guidance, please contact Roger Derham, STMA Director of Coaching stmacoach@gmail.com or (612) STMA United S. C. hopes that you have a fantastic soccer experience and we thank you in advance for all your efforts. STMA United S. C. 5

6 Hints and Tips Here are some basic hints and tips that have been passed on by youth soccer coaches across the globe. The most important tip that any good soccer coach will give you is to stick to the three L rule. 1. NO LAPS 2. NO LINES 3. NO LECTURES Running laps, especially without a ball is a waste of time. All practice activities should take place on the soccer field, preferably with a ball. Having players stand in lines waiting for their turn generally indicates an inappropriate activity. If players are standing and not moving, the activity will not keep their interest. Lectures should be left for the classroom. Children come to practice to be active and participate, not to be talked to for extended periods of time. Plan your session in advance. Failure to plan is planning to fail. Be the first person at the field and the last to leave. Every parent will appreciate having you there the entire time. Check field for hazards, trash, dog mess etc. Learn every child s name as soon as possible. By knowing their names will give you more control of the group. Use your voice; there is no need for a whistle. Sunglasses and hats create a visual barrier between you and your players, when possible refrain from wearing them. You will find it a lot easier to communicate with your players. Communicate with your players at their eye level. As an adult you will intimidate a small child if you stand over them. Imagine an 11ft person talking down to you When talking to your players have your face pointing in the direction of the sun. If the player has their face in the sun they will be distracted, they should be concentrating on what you have to say. Before sending your players off to a water break, ensure that they leave the balls touching each other. This way when they return, they will return to the balls. You won t have to waste time rounding them up. 6

7 U5 Soccer Without a doubt coaching U5 is the most challenging, but at the same time, the most rewarding. The main goal is for this age group is to have fun in a safe environment. Remember 5 year olds are highly distractible and have short attention spans. However, because they are so young your main goal is to provide a fun and educational environment. As a coach we must understand that a 5 year old sees the game of soccer very differently than adults. To be a successful coach we must understand this. For a 5 year old the soccer ball is not a ball we kick to score goals with. It is a toy, and it is my toy. It is not uncommon to see players constantly searching out their toy at any point during your practice (even during scrimmages). This behavior is OK, don t be alarmed by it. We find that 5 year olds get the ball they dribble in any direction whist their teammates and opponents attempt to get the ball off them. Again this is normal behavior. The player on the ball is trying to keep his/her toy away from everybody and the remaining players on the field, want their toy back. The games that we play at this age group incorporate the player s new toy in a fun and dynamic way. The players are still learning the game of soccer, but we are introducing in a way that they can truly understand and enjoy. Here is a break down of what equipment you will need to bring to every practice. The club will supply you with everything you need. It is up to you to maintain it. Equipment Cones Pinnies First Aid Kit Session Plan Soccer Balls Size 3 (each player should have one) Players MUST wear shin guards Players should wear appropriate footwear (soccer cleats/tennis shoes) The activities that we use are all geared towards maximum touches and maximum time with the toy. You will be developing their basic motor skills and familiarizing the player with the soccer toy. Your practice sessions should be broken down as follows: 10 mins - warm-up Players dribble soccer ball in area whistle coach giving out basic instructions. 25 mins fun game(s) Appropriate fun activity working on maximum touches of the soccer ball. 15 mins scrimmage NO SCORES KEPT. 3v3 max. 7

8 When ball is out of play start with a kick-in or coach puts in a new ball. Do not allow play to continue. When a goal is scored. Restart from the center of the field. No goalkeepers, no hands. Equal playing time. Tip of the day Have parents stand around the field, when the ball is about to go out the parent can keep it in by kicking the ball into play. *Water breaks are issued at the coach s discretion (hotter days = more frequent breaks). Warm-up activities The 10-minute warm-up gives you the perfect opportunity to interact with your players. It also gives you the chance to gain control of the group. During this time you will give out instructions for the players to follow. This will allow the players the chance to get used to your voice and demonstrate who s in charge. Here are some examples, Go the players start moving around the area (whole or half field). Freeze/stop the players stop their ball and themselves where they are. Cheetah/corvette/rocket speed players dribble the ball really fast. Elephant/snail speed players dribble the ball really slow. Rewind the players go backwards Toe-taps right foot then left foot tap the top of the ball repeatedly. Tick-Tacks pass the ball between the inside if the right and left foot repeatedly. Seagulls the player smoothers the soccer ball on the ground to protect it. Please feel free to invent your own. Try and relate to the children. Ask them questions like, what animal moves really fast? and let them move at that speed. Be prepared to demonstrate what you are trying to teach. Your players will understand a lot easier by you showing them what you mean. Try and adapt the theme to something that they can familiarize themselves with, whether it is Barney or Sponge Bob Square Pants. Tip of the day The first time you do this will be hard, be strong and stick with it. Start by using GO and FREEZE until they get used to your voice. It is new for them as it is for you. Fun Activities Here are some activities that will help players get maximum touches of the ball. They are also fun! We will try and describe each activity the best we can. If you have any questions please consult the STMA Director of Coaching, Roger Derham stmacoach@gmail.com or (612) These activities area geared towards maximum participation. During these activities there are no player s sitting out. This is what makes these activities enjoyable for the coach and player. The more you do these games the better you will become at facilitating them. As you gain confidence and an understanding of your players you will be able to adapt your activities accordingly. 8

9 Stuck in the Mud The mud monster (coach) appears and tries to tag all the soccer players. If the mud monster tags the player you are frozen in the swamp. To be released you have to call for help from one of your teammates who must pass their soccer ball through the legs of the stuck player. Then select 1 or 2 new mud monsters to take the coaches place. The aim of the game is for the mud monster(s) to have every player stuck in the mud Tip of the day If the mud monster(s) are catching people too quickly the coach should join in and release some players. Knock-out The players dribble around in the area (whole or half field) and a designated player (wearing a pinnie) will come into the area and attempt to kick the player s soccer balls out of the area. If a players soccer ball is kicked out, they must go and get it and find coach. Coach will set them a challenge if they manage to complete the challenge they are allowed back into the game. The aim of the game is to be the last left in. Tip of the day Set an easy challenge. Let them bounce the ball off their knee and catch it three times without the ball hitting the ground. Teenage mutant Ninja Crabs Players start at the end of the Island with their soccer balls. The coach starts as the crab sitting with legs forward (the coach/crab can only move in this position). On command the TMNC (the players) have to dribble their ball past the crab to the other end (beach) without their ball being kicked out into the sea by the crab (coach). If the ball goes into the ocean, that player becomes a crab. When everybody has reached the beach and the TMNC are ready, on the coaches command they repeat the exercise, but going in the opposite direction. The last TMNC is crowned the winner. Coaching points - Emphasize close control and movement away and past the crab. What s the time Mr. Wolf? Coach starts as the big bad wolf. Each little pig has a brick house (a cone) The Pigs shout What s the time Mr. Wolf and the wolf shouts back a time. Each player advances the ball the number the wolf shouts out. Pigs ask again and repeat. When the Wolf shouts Dinnertime, the pigs have to dribble their soccer balls back to their house. The wolf chases and tries to kick their ball away. Let each player have a go as the wolf. Coaching points - Use soft touches to keep away from Wolf, and then dribble at speed and stop ball with feet only. Tip of the day - Put cones in the way as trees that players avoid. Use multiple wolfs, or place wolf close to houses so pigs have to get past. 9

10 Hospital Tag Each player has a soccer ball and dribbles around the area. When the coach shouts hospital, the players try to tag each other with their hands while still dribbling their soccer ball. When they have been tagged they hold that part of the body and continue dribbling. When they have been tagged twice and both hands have been used, the next tag means they have to go to the hospital and perform a set task before they can play again. Tip of the day Set an easy challenge. Let them bounce the ball off their knee and catch it three times without the ball hitting the ground. Soccer Alley Soccer players start at one side of the alley and they have to try and dribble their soccer balls to the other side of the alley without their soccer balls being hit by the soccer shooters (coach) at the sides of the alley. As the players dribble their ball through the alley the coach will try and pass his or her soccer ball and hit the player s soccer ball. If the players ball is hit they join coach on the sides. The winner is the last player standing. Tip of the day When passing the soccer balls be sure that you and the players are using the inside of their foot so the ball will stay on the ground. King of the Ring All players have a soccer ball and dribble around the soccer area. On the coach s command the players will try and kick each other s soccer balls out of the area. If their ball is kicked out, they come and find coach. He or she will set a challenge. Once completed, the player will be allowed back into the ring. Tip of the day Once their ball is kicked out, encourage them to come and see you quickly so that they can get back into the game. All these games have proven to be a success with many coaches. If delivered properly the players really enjoy them. The next pages of the manual you will find an example of a session plan and a plain sheet for you to photocopy and use for future use. 10

11 Technical Warm-up Fun Game STMA U5 PRACTICE PLANNER TOPIC - Dribbling Organization Players dribble around an area (20x30) and listen for the coach s commands. Go/freeze Different speeds (cheetah, turtle, etc ) Toe-taps (climb a tree house) Tick tacks (cross a bridge) Players cover their ball (sea gulls) Stuck in the mud The coach (mud monster) has to try a tag all the players and get them stuck in the mud. The players can release each other by passing their soccer balls through their team mates stuck legs. Key Coaching Points Use a theme (soccer island) to keep kids interested Keep the ball close to the players feet Use different surface areas of the foot Head up Use both feet Dribble away from pressure 3v3 Small Sided Game No goalkeepers Kick-ins No scores kept Encourage the players to dribble the soccer ball when they have time and space

12 STMA U5 PRACTICE PLANNER TOPIC - Technical Warm-up Organization Key Coaching Points Fun Game 3v3 Small Sided Game

13 U6 Soccer Coaching U6 soccer is slightly different from U5 soccer. At U6 the player is socially more advanced and physically more capable to playing the game. With this in mind the coach may be able to add a few coaching points into his coaching sessions. These points will be very discrete with the player not realizing that they are performing a task that will improve their skills. The important thing is not to force the issue, if a player is unable to do a task it is OK, as long as they are trying, remember they are only 6 years old. The main focus is to have fun. As a coach we must understand that a 6 year old sees the game of soccer very differently than adults. To be a successful coach we must understand this. For a 6 year old the soccer ball is not a ball we kick to score goals with. It is a toy, and it is my toy. It is not uncommon to see players constantly searching out their toy at any point during your practice (even during scrimmages). This behavior is OK, don t be alarmed by it. We find that 6 year olds get the ball they dribble in any direction whist their teammates and opponents attempt to get the ball off them. Again this is normal behavior. The player on the ball is trying to keep his/her toy away from everybody and the remaining players on the field, want their toy back. The games that we play at this age group incorporate the player s new toy in a fun and dynamic way. The players are still learning the game of soccer, but we are introducing in a way that they can truly understand and enjoy. Here is a break down of what equipment you will need to bring to every practice. The club will supply you with everything you need. It is up to you to maintain it. Equipment Cones Pinnies First Aid Kit Session Plan Soccer Balls Size 3 (each player should have one) Players MUST wear shin guards Players should wear appropriate footwear (soccer cleats/tennis shoes) The activities that we use are all geared towards maximum touches and maximum time with the ball. You will be developing their basic motor skills and familiarizing the player with the soccer ball. Your practice sessions should be broken down as follows: 10 mins - warm-up Players dribble soccer ball in area whistle coach giving out basic instructions. 25 mins fun game Appropriate fun activity working on maximum touches of the soccer ball. 15 mins scrimmage NO SCORES KEPT. 3v3 max. When ball is out of play start with a kick-in or coach puts in a new ball. Do not allow play to continue. When a goal is scored. Restart from the center of the field. No goalkeepers, no hands.

14 Equal playing time. *Water breaks are issued at the coach s discretion (hotter days = more frequent breaks). Warm-up activities The 10-minute warm-up gives you the perfect opportunity to interact with your players. It also gives you the chance to gain control of the group. During this time you will give out instructions for the players to follow. This will allow the players the chance to get used to your voice. Here are some examples, Go/play the players start moving around the area (whole or half field). Freeze/stop the players stop their ball and themselves where they are. Fast forward players dribble the ball really fast. Slow motion players dribble the ball really slow. Rewind the players go backwards Pause right foot then left foot tap the top of the ball repeatedly. Menu pass the ball between the inside if the right and left foot repeatedly. Eject the player flicks the ball in the air with their foot. Call out numbers When the coach calls out a number the players get into groups of that number. Once they are in their groups they introduce themselves to each other. It is a great way for the players to get to know each other. VERY IMPORTANT if a player cannot find a partner they come and find coach. No player is left out. Please feel free to invent your own. Try and relate to the children. Ask them questions like, what car moves really fast? and let them move at that speed. Be prepared to demonstrate what you are trying to teach. Your players will understand a lot easier by you showing them what you mean. Try and adapt the theme to something that they can familiarize themselves with, whether it is Barbie or Mickey Mouse. Tip of the day The first time you do this will be hard, be strong and stick with it. Start by using GO and FREEZE until they get used to your voice. It is new for them as it is for you. Fun Activities Here are some activities that will help players get maximum touches of the ball. They are also fun! We will try and describe each activity the best we can. If you have any questions please consult the STMA Director of Coaching, Roger Derham stmacoach@gmail.com or (612) These games area geared towards maximum participation. During these activities there is no player sitting out. This is what is so great about these games. The more you do these games the better you will become at facilitating them. You will learn different ways to get the message across.

15 Stuck in the Mud The mud monster (coach) appears and tries to tag all the soccer players. If the mud monster tags the player you are frozen in the swamp. To be released you have to call for help from one of your teammates who must pass their soccer ball through the legs of the stuck player. Then select 1 or 2 new mud monsters to take the coaches place. The aim of the game is for the mud monster(s) to have every player stuck in the mud. Coaching point If you see a mud monster coming towards you, turn, with the soccer ball and go off in a different direction. Coach should demonstrate this in front of the group. Tip of the day If the mud monster(s) are catching people too quickly the coach should join in and release some players. Knock-out The players dribble around in the area (whole or half field) and a designated player (wearing a pinnie) will come into the area and attempt to kick the player s soccer balls out of the area. If a players soccer ball is kicked out, they must go and get it and find coach. Coach will set them a challenge if they manage to complete the challenge they are allowed back into the game. The aim of the game is to be the last left in. Coaching point Try and keep the ball close to you when dribbling around the area. The player should have control of the soccer ball, not the ball having control of the player. Tip of the day Set an easy challenge. Let them bounce the ball off their head and catch it three times without the ball hitting the ground. Hospital Tag Each player has a soccer ball and dribbles around the area. When the coach shouts hospital, the players try to tag each other with their hands while still dribbling their soccer ball. When they have been tagged they hold that part of the body and continue dribbling. When they have been tagged twice and both hands have been used, the next tag means they have to go to the hospital and perform a set task before they can play again. Coaching point When dribbling around the area, try and keep your head up. The player will be able to see if danger is coming their way and act accordingly. Tip of the day Set an easy challenge. Let them bounce the ball off their head and catch it three times without the ball hitting the ground. Soccer Alley Soccer players start at one side of the alley and they have to try and dribble their soccer balls to the other side of the alley without their soccer balls being hit by the soccer shooters (coach) at the sides of the alley.

16 As the players dribble their ball through the alley the coach will try and pass his or her soccer ball and hit the player s soccer ball. If the players ball is hit they join coach on the sides. The winner is the last player standing. Coaching point Try and use both feet to dribble the soccer ball through the alley. Try not to rely on your preferred kicking foot. Tip of the day When passing the soccer balls be sure that you and the players are using the inside of their foot so the ball will stay on the ground. King of the Ring All players have a soccer ball and dribble around the soccer area. On the coach s command the players will try and kick each other s soccer balls out of the area. If their ball is kicked out, they come and find coach. He or she will set a challenge. Once completed, the player will be allowed back into the ring. Coaching point When getting away from an opponent, try using a change of pace. Explode away from them to give you time to get into space. Tip of the day Once their ball is kicked out, encourage them to come and see you quickly so that they can get back into the game. Musical Soccer balls Place 4 cones outside the square. The players dribble the soccer ball inside the area, on the coach s command; players stop the ball and leave it, and run to and touch any one of the 4 cones. Coach removes 1 ball. When they come back into the square they put their foot on ANY available ball. The player who doesn t get a ball is out. Get that player to remove the next ball. Make sure all players are moving around the square and not staying at the sides. Teenage mutant Ninja Crabs Players start at the end of the Island with their soccer balls. The coach starts as the crab sitting with legs forward (the coach/crab can only move in this position). On command the TMNC (the players) have to dribble their ball past the crab to the other end (beach) without their ball being kicked out into the sea by the crab (coach). If the ball goes into the ocean, that player becomes a crab. When everybody has reached the beach and the TMNC are ready, on the coaches command they repeat the exercise, but going in the opposite direction. The last TMNC is crowned the winner. Coaching points - Emphasize close control and movement away and past the crab. What s the time Mr. Wolf? Coach starts as the big bad wolf. Each little pig has a brick house (a cone) The Pigs shout What s the time Mr. Wolf and the wolf shouts back a time. Each player advances the ball the number the wolf shouts out. Pigs ask again and repeat. When the Wolf shouts Dinnertime, the pigs have to dribble their soccer balls back to their house. The wolf chases and tries to kick their ball away. Let each player have a go as the wolf. Coaching points - Use soft touches to keep away from Wolf, and then dribble at speed and stop ball with feet only.

17 Tip of the day - Put cones in the way as trees that players avoid. Use multiple wolfs, or place wolf close to houses so pigs have to get past. Shark Attack Set up 3 Islands. Divide players onto the 3 Islands. Each player has a ball. Coach starts as the shark in the middle of the ocean. The shark holds a cone on his/her head, or hands to designate a shark fin, so everyone knows they are the shark. When Coach shouts shark attack the players have to swim (dribble) their balls to either of the other 2 islands. The shark attempts to kick soccer balls away. Any soccer balls kicked away, then that player also becomes a shark. Play until 1 person left, who becomes the new shark for the next game. Coaching points - Players have to respond to the defenders movements and keep possession of the ball. A lot less static and more game like than the above relay races Soccer Eggs Divide your group in to two equal teams. Set up two squares with your cones (5 steps by 5 steps). Each team has their square (home). All the soccer balls are spread out around the whole area of your soccer field. On the coaches command all the players run and dribble a soccer ball back to their base. Once all the soccer balls are gone from the middle they can then go a steal a soccer ball from the other teams base. The winner team is the team with the most soccer balls in their square. Coaching point When you get close to a ball call out your name (the players own name) as loud as they can, so to identify that this is MY ball. Tip of the day They aren t allowed to tackle each other, no puppy guarding and they are only allowed to dribble one soccer ball at a time. Soccer Swamp The coach has the players standing shoulder to shoulder on one side of the swamp. The players have to try and dribble their soccer ball through the swamp to the other side without the swamp monster stealing their soccer ball. If a player is caught they link hands with the other swamp monsters. The players will then try and cross again on the coaches command. All the swamp monsters will move in unison (hands held) and capture a player. The winner is the last player standing. Coaching Point Encourage the players to keep the ball close so they can change direction/pace quickly. Tip of the day Make sure the swamp monsters are holding hands all the time. All these games have proven to be a success with many coaches. If delivered properly the players really enjoy them. The next pages of the manual you will find an example of a session plan and a plain sheet for you to photocopy and use for future use.

18 Technical Warm-up Fun Game coach STMA U5/U6 PRACTICE PLANNER TOPIC - Dribbling Organization Players dribble around an area (20x30) and listen for the coach s commands. Go/freeze Different speeds (rocket, moon buggy, etc ) Toe-taps (climb the moon hill) Tick tacks (open the door) Players cover their ball (meteor) King of the ring Players try and kick each others ball out of the 20x30 area (ring). Once there ball is kicked out they come and see coach. The coach gives them a challenge. If they complete the challenge they are allowed back in. Key Coaching Points Use a theme (space soccer) to keep kids interested Keep the ball close to the players feet Use different surface areas of the foot Head up Use both feet Dribble away from pressure 3v3/4v4 Small Sided Game No goalkeepers Kick-ins 3v3 = play in a triangle 4v4 = play in a diamond No scores kept Encourage the players to dribble the soccer ball when they have time and space

19 STMA U5/U6 PRACTICE PLANNER TOPIC - Technical Warm-up Organization Key Coaching Points Fun Game 3v3/4v4 Small Sided Game

20 CHARACTERISTICS OF UNDER 6 CHILDREN PSYCHOMOTOR DEVELOPMENT OF U-6 SOOCER PLAYERS Movement Education Approach. Body segments grow at different rates. Differences between boys and girls are minimal. Weight range approx lbs. Height range approx Motor development starts with the head and moves downwards to the feet and from the center of the body outwards. Easy fatigue, rapid recovery. Heart rate around 90 beats per minute. Increased use of all body parts. Need to explore a variety of rolling and bouncing ball. Emphasis on fundamental movement skills. Locomotors: walking, running, leaping, jumping and hopping. Basic manipulative: throwing, catching, striking and kicking. COGNITIVE DEVELOPMENMT OF U-6 SOCCER PLAYERS Beginning the use of symbols to represent objects in their environment. Tend to only one task at a time in problem-solving situations. Process small bits of information at a time. Long sequential instructions are not processed. Immature understanding of time and space relationships. Rules must be simple. Short attention span. Most individually orientated (me, my, mine). Constantly in motion. NO SENSE OF PACE. PSYCHOSOCIAL DEVELOPMENT OF U-6 SOCCER PLAYERS Developmental of self-concept, body awareness, self-image through movement. Egocentric, see world from only their perspective. Demonstrated through parallel play. Psychologically easily bruised. Little or no concern for team activities. Do believe in Santa Claus, but will not discuss it with peers.

21 NOTES:

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