Chatham United. Recreation Soccer. Experience Excellence in Soccer Education. 2nd Grade Curriculum. The Soccer Education Specialists
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1 Chatham United Recreation Soccer 2nd Grade Curriculum Experience Excellence in Soccer Education A division of USA Sport Group
2 United Soccer Academy, Inc. 2 Mission Statement As the premier providers of soccer training on the East Coast we will deliver diverse soccer programs, which are both inspirational and educational. These programs are age and ability appropriate and are found on the principles of safety, learning and enjoyment. The underpinning principles of our programs: Philosophy Safety, learning and enjoyment; Maximum participation; Structured and progressive learning; Identify all potential partners and foster relationships between them; Develop positive attitudes. Three Pillars of USA, Inc. Programs USA, Inc. have identified three essential elements that are present in all of our own programs and coaching sessions that we call the Three Pillars of Soccer. It is recognized that all USA, Inc. programs contain the elements of safety, learning and enjoyment. It is your responsibility as a coach to ensure that these elements are at the forefront of your mind in all sessions. All are their own separate entity, yet encompass each other. The USA program identifies a player s age and ability level (from the age and curriculum breakdown model) which will in turn affect the extent to which an element is present at any time during a USA program. It is also recognized that safety, learning and enjoyment are interpreted different at each program level. We have placed an emphasis upon the individual importance of safety which has to be at the forefront of the coaches mind before learning and enjoyment can take place.
3 United Soccer Academy, Inc. 3 9 week Development Academy Program (2nd Grade) Dribbling (Ball Control) Dribbling (Turns) Dribbling (Ball Control) Dribbling (Moves/1v1 s) Passing & Receiving (Short Passing) Dribbling (Turns) Passing & Receiving (2v1) Shooting (Accuracy) s
4 United Soccer Academy, Inc. 4 Activity 1 Activity 1: Traffic Lights Players use their soccer balls as cars and dribble ( drive ) around the defined area. Emphasis placed on players keeping their balls ( cars ) under control. Coach adds various commands to progress the activity. For example: coach calls out either 1st, 2nd or 3rd gear to determine players speed; Red light for Stop, Green light for Go, Yellow light for Get Ready; Coach becomes traffic cop to patrol the area for cars out of control; If cars are out of control players get a ticket and have to perform a particular skill/number of juggles to pay off the fine; Traffic jam players sit on their soccer ball and honk their horns as loud as they can; Bumper cars players try to hit their soccer ball against others (introduction to passing). Activity 2 Activity 2: Ghostbusters Inside the area 10 players have a ball while the two remaining players are the evil ghosts. The players must dribble their ball around the area they can move in any direction as long as they stay within the area trying to move away from the ghosts. The ghosts attempt to tag the dribbling players. Once a player has been tagged they freeze and stand with the sole of one foot controlling the top of the ball. See how many players the ghosts can freeze in 1 minute. The quickest time to tag all players, or the most tagged when the time runs out, wins. After each game nominate two new ghosts and restart with all players back in the game. Activity 3 Activity 3: Pirates of the Caribbean As captain of the ship, begin by telling your crew of pirates the names for each of the sides: Bow (front), Stern (back), Port side (left), and Starboard side (right). This acts as an education and a memory test. The pirates dribble around on deck and when the captain calls out one of the four names the pirates must dribble to that end or side. The last pirate to reach the side called has a small forfeit to undertake (e.g star jumps). DRIBBLING Ball Control
5 United Soccer Academy, Inc. 5 Activity 4 Activity 4: King of the Ring The fighters begin by dribbling around inside the ring in any direction keeping their own ball under close control. They must try to knock another fighter s ball out of the ring. To be successful fighters must decide who to attack and use defensive skills to knock their ball out, while being aware that they might be attacked from a different angle. Once a fighter s ball has been knocked out they are out of the fight and must not touch another fighter s ball. Any fighter who has been knocked out should collect their ball and walk around the outside of the ring with it so you can clearly see who is in and who is out. When down to the final 2 or 3 fighters introduce a time limit to encourage them to win. If there is no winner before the time is up everyone can rejoin and start again. Activity 5 Activity 5: Tiger Tails Each tiger has a tail tucked into the back of their shorts. The tail must be visible so that other tigers can steal it. The tigers run around inside the area trying to steal each other s tails by pulling the tail out of another tiger s shorts. When a tiger steals a tail they add it to their own. If a tail drops on the floor any tiger can steal it. Tigers cannot grip their tail to stop it being stolen. They need to protect their tail by sprinting away, turning and screening. The game can be played to a time limit (e.g. 2 minutes). The winner is the tiger with the most tails at the end. Activity 6 Activity 6: Chain Gang Place a large cone or pole at one end of each channel. The players are divided into two teams and start at the opposite end. The first player dribbles a ball up the channel, around the cone, and back to their team mates. The starting player then links arms with the second player on their team and they dribble the ball up the channel, around the cone, and back to their team mates. Each time an extra player joins the chain gang until all the players are in the chain. The whole team must negotiate the course and the turn without breaking and keeping their ball under control. If at any time the chain breaks they must start again from the line without adding an extra link. DRIBBLING Ball Control
6 United Soccer Academy, Inc. 6 Activity 7 Activity 3: Cat & Mouse Players are divided into two teams, cats and mice, with the players on each team numbered 1-6 each starting at a cone. Start with 12 balls (pieces of cheese) in the middle. The coach calls out a number and the appropriate mouse runs to the centre and steals the cheese, one piece at a time, taking it back to their starting place on the circle. At the same time, the appropriate cat takes a piece of cheese, dribbles back to their starting cone and then all the way around the outside of the circle before returning the cheese to the middle. When the cat gets back the turn is over. The mouse counts their cheese and returns it to the middle before the coach calls the next number to repeat the game. After all 6 pairs have gone, count the total number of pieces of cheese stolen. Switch cats and mice. Activity 8 Activity 3: Zombie Attack Split the players into two teams. One team starts in the middle and one team goes to an end zone. The team in the middle is the zombies and in order to bite a player they have to keep their ball close and within touching distance when they tag a runner with their hand. The players without a ball have to go from end zone to end zone without being bitten by the zombies. Once a runner is bitten they turn into a zombie and get a ball from the side of the area. The winner is the last runner to get bitten. Activity 9 Activity 2: British Bulldog Attackers line up with a ball and aim to successfully dribble to the opposite end line without losing control and/or being tackled by the defender. When an attacker loses possession and the ball has been kicked out the defined area, they then become an additional defender in the next wave of attack. The winner is the last attacker with the ball under control at either end line. DRIBBLING Ball Control
7 United Soccer Academy, Inc. 7 Activity 1 Activity 1: King of the Ring The fighters begin by dribbling around inside the ring in any direction keeping their own ball under close control. They must try to knock another fighter s ball out of the ring. To be successful fighters must decide who to attack and use defensive skills to knock their ball out, while being aware that they might be attacked from a different angle. Once a fighter s ball has been knocked out they are out of the fight and must not touch another fighter s ball. Any fighter who has been knocked out should collect their ball and walk around the outside of the ring with it so you can clearly see who is in and who is out. When down to the final 2 or 3 fighters introduce a time limit to encourage them to win. If there is no winner before the time is up everyone can rejoin and start again. Activity 2 Activity 2: Ghostbusters Inside the area 10 players have a ball while the two remaining players are the evil ghosts. The players must dribble their ball around the area they can move in any direction as long as they stay within the area trying to move away from the ghosts. The ghosts attempt to tag the dribbling players. Once a player has been tagged they freeze and stand with the sole of one foot controlling the top of the ball. See how many players the ghosts can freeze in 1 minute. The quickest time to tag all players, or the most tagged when the time runs out, wins. After each game nominate two new ghosts and restart with all players back in the game. Activity 3 Activity 3: Pirates of the Caribbean As captain of the ship, begin by telling your crew of pirates the names for each of the sides: Bow (front), Stern (back), Port side (left), and Starboard side (right). This acts as an education and a memory test. The pirates dribble around on deck and when the captain calls out one of the four names the pirates must dribble to that end or side. The last pirate to reach the side called has a small forfeit to undertake (e.g star jumps). DRIBBLING Turns
8 United Soccer Academy, Inc. 8 Activity 4 Activity 4: Free Turns Each player dribbles freely within the defined area. At their own discretion, players are encouraged to perform creative turns to beat an opponent and/or change speed and direction. The winner is the player that performs the most turns. Activity 5 Activity 5: Turn In, Turn Out Players are split into groups of four. On the coaches command, players dribble towards the central mannequin and quickly change direction. The winner is the first player to return to their starting position. Instead of using a mannequin, leave the balls in the middle and ask the players to perform a turn to get the ball back to their corner. Activity 6 Activity 5: Numbers Game Players are split into two teams at either side of the goal. On the coaches command, the designated player from each team compete for the ball delivered by the coach. A point is awarded to the team that scores. Players can score in either of th goals to encourage turning. The winner is the first team to 10 points. DRIBBLING Turns
9 United Soccer Academy, Inc. 9 Activity 1 Activity 1: British Bulldog Attackers line up with a ball and aim to successfully dribble to the opposite end line without losing control and/or being tackled by the defender. When an attacker loses possession and the ball has been kicked out the defined area, they then become an additional defender in the next wave of attack. The winner is the last attacker with the ball under control at either end line. Activity 2 Activity 2: Under Arrest Outfield players choose an opponent to be marked by and to mark when their team is not in possession of the ball. For a set time period (e.g. 3 minutes), this is the only player that can tackle you and the only player that you can tackle. Players must therefore escape to get space to receive the ball or take your player away so that a team mate can attack that space. Defensively, players must stay as close as possible and stop their opponent receiving the ball and/or scoring a goal. Activity 3 Activity 3: Touch Tight Players are split into two teams. Each attacker has two pinnies tucked into the side of their shorts. Defenders attempt to steal as many pinnies as possible. The winner is the defender that collects the most pinnies after a specified time period. DRIBBLING Moves/1v1 s
10 United Soccer Academy, Inc. 10 Activity 4 Activity 4: The Shield Players are split into two teams. Attackers attempt to kick as many balls off the markers as possible. Defenders use their body as a shield to protect the soccer balls. The winner is the player that kicks the most soccer balls off the markers after a specified time period. Activity 5 Activity 5: Numbers Game Players are split into two teams at either side of the goal. On the coaches command, the designated player from each team compete for the ball delivered by the coach. A point is awarded to the team that scores. The winner is the first team to 10 points. Activity 6 Activity 6: Defending Gates Players are in pairs. Attackers dribble through as many different gates as possible. The defenders attempt to prevent their opponent from dribbling through the gates. When defenders win possession of the ball, they then become the attacker. The winner is the player that dribbles through the most gates after a specified time period. DRIBBLING Moves/1v1 s
11 United Soccer Academy, Inc. 11 Activity 1 Activity 1: Coconut Shy Players are in split into pairs. Players from each team take turns to knock the ball off of the opposition markers. The winner is the first team to knock off all three opposition balls. Activity 2 Activity 2: Zone to Zone Players are split into two teams. Attackers start with a ball each inside the central area. Defenders attempt to sprint from one end zone to another without being hit with a ball. When a defender is hit, they collect the nearest ball and become an attacking player. All passes must stay below knee height. The winner is the attacker that hits the most players with a ball. Activity 3 Activity 3: Get Out My Backyard! Players are split into two teams in two halves of the defined area. On the coaches command, players from each team attempt to pass all of the balls out of their own half. All passes must be weighted to ensure they do not go beyond the opposition end line and are not above knee height. The winner is the team with the least amount of soccer balls in their half after a specified time period. PASSING & RECEIVING Short Passing
12 United Soccer Academy, Inc. 12 Activity 4 Activity 4: Don t Get Hit Players are split into two teams. Attackers start with a ball each on the two outside channels. Defenders attempt to run from one end zone to another without being hit with a ball. All passes must stay below knee height. When a defender is hit, they collect the nearest ball and become an attacker. The winner is the attacker that hits the most players with a ball. Activity 5 Activity 5: Strikeout Players are split into two teams that start on opposite sidelines with a ball each. On the coaches command, players dribble forward and pass against the ball of an opponent in an attempt to knock it outside the playing area. The winner is the team with the most balls inside the area after a specified time period. Activity 6 Activity 6: Through the Gate Players are in pairs and pass the ball continuously to each other through the gates. The winner is the pair that completes the most successive passes after a specified period of time. PASSING & RECEIVING Short Passing
13 United Soccer Academy, Inc. 13 Activity 1 Activity 1: 2v1, 3v2, 4v3, 2 wide goals. Defending player(s) pass ball to attacking team who then try to combine and score on big goal. If defending team wins ball, they can score in either of the small goals. After each 10 attempts, switch teams over. Team with the most goals wins. Activity 2 Activity 2: 3v1, 4v2, 5v3 Attacking team have to make 3 passes in possession area before they can break out and try and score on big goal. After 10 attempts, switch teams over. Team that scores the most goals wins. Activity 3 Activity 3: 2v1, 3v2, 4v3 Attacking team try and switch the ball from top to bottom, not allowing the defenders to steal the ball. Every time the ball is successfully switched, the attacking team get a point. If the defender steals it they get a point. PASSING & RECEIVING 2v1/3v2/4v3
14 United Soccer Academy, Inc. 14 Activity 4 Activity 4: Man Advantage, 2v1, 3v2, 4v3 Players are split into two teams with 2v2 inside each zone. The neutral player moves freely through the three zones to create a 3v2 overload scenario. The attacking team in possession attempts to successively complete three passes before passing into the next zone. The winner is the team that maintains possession of the ball through the most zones after a specified time period. Activity 5 Activity 5: Pass & Move Players are split into two teams. Players with a ball pass to a team mate and then sprint to an available marker. The winner is the team that completes the most number of passes after a specified time period. Activity 6 Activity 1: Numbers Game, 2v1, 3v2, 4v3 Players are split into two teams around the outside perimeter of the playing area. On the coaches command, the designated player from each team competes for the ball delivered by the coach. A point is awarded to the team that scores. The winner is the first team to 10 points. Call out more than one number from one of the teams to encourage numbers up. Small-sided games (XvX maximum, including GKs). PASSING & RECEIVING 2v1/3v2/4v3
15 United Soccer Academy, Inc. 15 Activity 1 Activity 1: Creative Finishing Players are split into two teams. Both teams are placed in opposite corners of the area. On the coaches command, the first attacker from each team dribbles towards the mannequin, performs a skill, trick or move of their choice and shoots at goal. The winner is the first attacker to score. Activity 2 Activity 2: Sweeper Keepers Players are split into two teams. The attackers dribble around the markers and shoot at goal. On the attacker s first touch, defenders sprint around the other markers and become goalkeeper. Players rotate positions. Activity 3 Activity 3: Penalty Relay Attackers score as many consecutive penalties as possible before the timer runs out. Defenders dictate the period of time attackers have available to score by dribbling the ball around the markers to a team mate at the other side of the goal. The quicker the defenders dribble the ball, the less time the attackers have to score. Once all defenders return to their starting position, the timer stops. The winner is the team that scores the most goals. Small-sided games (XvX maximum, including GKs). SHOOTING Accuracy
16 United Soccer Academy, Inc. 16 Activity 4 Activity 4: Pool Table Players are split into two teams. A point is scored when a player successfully shoots through any of the six gates. Activity 5 Activity 5: First to Score 3 Players are split into two teams. On the coaches command, the first attacker from each team plays a forward pass to their opponent and then sprints after the opposite ball. The winner is the first attacker to score. Activity 6 Activity 10: Any Man Save Players are split into three teams inside three separate zones. An attacker from each team dribbles into either of the two opposition zones and shoots at goal. Any opposition defender can use their hands to save a shot. The winner is the team that scores the most goals after a specified time period. Small-sided games (XvX maximum, including GKs). SHOOTING Accuracy
17 United Soccer Academy, Inc. 17 Small Sided Game 1 SSG 1: 4v4 The 4v4 game-related practice is set up to encourage players to play in a basic diamond (1-2-1) team shape. Coach should allow players to have the freedom to express themselves and encourage creative skills, tricks and movements in 1v1 situations. Principle Focus: Encourage creative imagination and self-expression through free play. Small Sided Game 2 SSG 2: 4v4 + GKs This game-related practice is set up to encourage players to play in a basic diamond (1-2-1) team shape. Coach should allow players to have the freedom to express themselves and encourage creative skills, tricks and movements in 1v1 situations. Principle Focus: Encourage creative imagination and self-expression through free play. Small Sided Game 3 SSG 3: End Zone (Dribbling) This 4v4 game-related practice is set out to encourage players to play in a basic diamond (1-2-1) team shape. A point is scored when a player successfully dribbles the ball under control into the opposition end zone. Coach should allow players to have the freedom to express themselves and encourage creative skills, tricks and movements in 1v1 situations. Principle Focus: Exploiting 1v1 situations and creative dribbling in wide areas. SMALL SIDED GAMES
18 United Soccer Academy, Inc. 18 Small Sided Game 4 SSG 4: Four Goal (Wide) This 4v4 game-related practice is set out to encourage players to play in a basic diamond (1-2-1) team shape. A point is scored when a player successfully scores into either of the two opposing corner goals. Coach should allow players to have the freedom to express themselves and encourage creative skills, tricks and movements in 1v1 situations. Principle Focus: Switch of play and creating width. Small Sided Game 5 SSG 5: Four Goal (Across) This 4v4 game-related practice is set out to encourage players to play in a basic diamond (1-2-1) team shape. Two basic 4v4 games are played across the width and length of the defined area. Coach should allow players to have the freedom to express themselves and encourage creative skills, tricks and movements in 1v1 situations. Principle Focus: Movement (with and without ball) and game awareness. Team Shape / Principles of Play Team Shape: 3v3 Triangle (1-2) 4v4 Diamond (1-2-1) 5v5 Diamond w/ CM (1-3-1) Principles of Play: Width: use wide attacking areas to create goal scoring opportunities Length: stretch the game forward by providing an outlet in attack Depth: offer support behind the ball in both attack and defense Penetration: break down opposition by quickly moving ball forward Support: moving to assist team mates with and without the ball Creativity: playing with self-expression and creative imagination SMALL SIDED GAMES
19 United Soccer Academy, Inc Different Ways to Say Good Job During Practice: 1. Well done! 21. Perfect! 2. Terrific! 22. That s better than what I can do! 3. That s the way to do it! 23. That s a great effort! 4. That s a real improvement! 24. You re getting better! 5. Good thinking! 25. Now you ve got the hang of it! 6. Keep up the good work! 26. You re getting better every day! 7. That s it! 27. You re learning fast! 8. That s better! 28. I knew you could do it! 9. Outstanding! 29. I m so proud of you! 10. Fantastic! 30. That s much better! 11. Fine work! 31. Superb! 12. Magnificent! 32. That s amazing! 13. Wonderful! 33. Great work! 14. You re really working hard today! 34. That s as good as I have seen! 15. That s looking good! 35. Keep it up! 16. Good work! 36. Spot on! 17. That s the right way to do it! 37. You are doing much better today! 18. Top stuff! 38. Keep on trying! 19. I think you ve got it now! 39. Excellent - I m impressed! 20. Tremendous! 40. Very imaginative! After Practice: 1. That was really good! 6. That was great, you remembered! 2. I m proud of your efforts today! 7. You worked well today! 3. That s the best you ve ever done! 8. Great effort out there today! 4. You did really well today! 9. You really are learning quickly! 5. You must have been practicing! 10. You re nearly getting there! USA coaching staff honors Grassroots Soccer by always creating a POSITIVE learning environment!
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