U10 Goalkeeping. *Introduction to the use of goalkeepers. Goalkeepers should be introduced to:

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U10 Goalkeeping *When training goalkeepers at any level, it is very important to keep in mind the work to rest ratio. Many times there are very few goalkeepers during a training session. Just as with field players, it is more important to obtain quality repetitions, even if it may be less than planned, in comparison to goalkeepers practicing poor technique when making a save. *Introduction to the use of goalkeepers Goalkeepers should be introduced to: Three basic catches utilizing proper body shape: Low ball scoop: Hands together, fingers pointing towards the ground (pinky s together) (like a shovel scooping into the body) Basket Catch (waist and below): Hands together, fingers pointing towards the ground (pinky s together) Contour Catch (waist and above): W or Diamond shape with hands When catching the ball, the hands always lead, keeping the body moving forward Body shape should be feet square to the body, shoulders square to the ball, knees bent, arms out to sides and slightly forward with elbows slightly bent, on the balls of your feet Diving Objective: To teach goalkeepers the correct diving technique. Coaching Points: Use proper footwork, staying on the balls of your feet, to get into position to dive Always take a leading step forward to meet the ball, leading with the hands, not feet Catch the ball in a W grip with one hand on top and one hand behind the ball Land on your side (hip and shoulder) with opposite knee driving across body for more power and protection. Eyes on the ball, one hand on top, one behind, elbows slightly bent and top leg up for protection 1) Basic Diving: (5 minutes) Each player is seated on the ground, with knees bent. They must place a ball about 2 steps away to the left or right at a 45 degree angle in front of them. The GK must roll down their side reaching out to make the save. Eyes on the ball, one hand on top, one behind, elbows slightly bent and top leg up for protection. Instill upon the GK s to attack hands first, moving their body forward. Version 2: have players partner up and one partner working (sitting still), one being the server who is a few steps away. The server will roll the ball at a 45 degree angle, slightly in front of the keeper, alternating the left and right side.

2) Kneel Diving: (5 minutes) Each GK is kneeling on one knee (leg closest to the ball has foot planted on ground) with ball about 2 steps away to the left or right at a 45 degree angle in front of them. Now a small step must be taken at a 45 degree angle towards the ball before reaching out and diving to make the save Version 2: have players partner up and one partner working (one knee still), one being the server who is a few steps away. The server will roll the ball at a 45 degree angle, slightly in front of the keeper, alternating the left and right side. 3) Standing Diving: (5 minutes) Each player in a ready position with a ball 4-5 steps away to the right or left of them at a 45 degree angle out in front. GK must take a large step towards the ball and collapse in the direction of the ball, rolling down their side and reaching out to make the save. Again, GK should lead with their hands in order to attack the ball. GK must then kick out with the top leg up for protection in order to go back to a standing position. Version 2: Two players per ball with one working, one serving. Server is about 5 yards away from the working GK and rolls the ball at a 45 degree angle out in front, alternating sides. Progress into having the server toss the ball in front to the working GK. 4) Collapse Dive to both sides. Starting first with a still ball, then a rolling/thrown ball, then a slow kicked ball. Use proper footwork, staying on the balls of your feet, to get into position to dive Always take a leading step forward to meet the ball, leading with the hands, not feet Catch the ball in a W grip with one hand on top and one hand behind the ball Land on your side (hip and shoulder) with opposite knee driving across body for more power and protection. Eyes on the ball, one hand on top, one behind, elbows slightly bent and top leg up for protection Three basic throwing techniques: Bowl: ball must be cupped, GK stepping forward with opposite foot from serving hand, low body posture, release the ball low so the ball rolls smooth on the playing surface. Roundhouse: ball cupped in hand straight back behind GK, bring hand with ball up over your head with elbow locked and shoulder going forward then release the ball as hand comes up over the shoulder. Release early for a high service, or late for a low service. **Introduce the roundhouse throw at this age level, but a majority of players might not be able to perform the skill just yet. As the players grow and become more comfortable with the ball in their hands, they will be able to grip it with one hand, using their forearm for support.

Baseball: ball in palm of hand besides head and is thrown straight forward as GK steps into throw, let ball roll off fingertips, backspin will help settle ball quicker Goalkicks: approach the ball at an angle, plant foot next to the ball, knees slightly bent, lean back slightly with body, hit bottom third of ball to get some height, strike with instep, follow through to target Basic positioning in the goal using proper footwork. Quick lateral footwork to get body behind the ball and limit diving. Not crossing the feet at this level will help increase the speed of the goalkeepers lateral footwork and prevent tripping over their feet. GK must always try and position their bodies on an imaginary line that runs from the center of the goal to the ball. Position bodies far enough off the goal line to cover the angle created by the ball and both posts. Be able to cover either post with a couple of quick steps and a dive. At sharp angles, always play outside the near post Be aware of balls over the head when too far off the line

U10 GK ACTIVITIES Handball Split the GK s into two teams. Keep possession by passing to teammates with round house throw, taking a maximum of three steps when holding the ball. Keepers must catch the ball in the air past the end line in order to score. If ball hits the ground, it is the opposite team s ball. Can defend opponents within an arms length away from them. (Maximum activity length: 20 minutes) 2v2 to goal 2v2 to two goals (or flag/cone goals) on a 35-40 yards long by 50 yards wide field. Field players should be divided into two teams (each team at a goal standing in a line at each corner flag). First player in each line comes out to make it a 2v2 game. If a team scores, the two players stay on the field, turn and receive a new ball passed in from their team standing in lines on the post, and attempt to score another goal. If scored on, rotate out. If ball goes out of bounds, both teams rotate off. Mini GK Wars In an area 30 yards long by 20 yards wide, use two cones or corner flag goals facing each other, one GK in each net, with a halfway line marked off. GK s can round house throw, baseball throw or bowl to score on each other. Ball must bounce in other players half for the goal to count. If scored on, next GK rotate in (about 3 GK s per goal on one of the posts.) If no goal is scored within a 1-2 minute time period, both GK s rotate. Encourage proper technique when distributing and diving. (Maximum activity length: 20-25 minutes GK Wars In an area 25-35 yards long and 20-25 yards wide (adjust if necessary), with a goal at either end, and a half way line marked off by a line of cones. GK s can shoot, half volley, bowl, baseball throw or round house throw the ball into the opponents net to try and score, not going over halfway line. If scored on, next GK rotate in (about 3 GK s per goal on one of the posts.) If no goal is scored within a 1-2 minute time period, both GK s rotate. (Maximum activity length: 30 minutes) Shots on Goal Have two servers (coaches), each centrally located at the top of the 18 yard box. Each GK should handle 4 shots total, alternating from each server then rotate out. The first few rounds the shots should be at the goalkeepers,

warming them up and building their confidence, then begin to challenge them. Rotate quickly to keep the keepers active. Maximum 5 goalkeepers per goal. (Goalkeepers should handle about 20 shots or more each) Color Shots There are different colored cones or jerseys on a central arc about 16-20 yards outside of a goal, each with a server and several balls. One GK starts in net and as the coach calls out a color, the GK must adjust their positioning and be ready for the shot, based on what color the coach calls. Rotate after 5 shots. Each goalkeeper should rotate through at least 4 rounds of saves. Two Saves GK s in groups of three with two cones 6 yards apart. One GK stands between the cones, the others are about 15 yards away on each side of the cone goal. GK faces one server who shoots the ball at the keeper to make the save. While this is happening, server 2 is moving their ball so after working GK makes 1 st save they must turn to server two behind them and find the new positioning of the ball to make the save. Keeper immediately turns and finds the other ball and shooter who has moves again. Each keeper makes about 8 saves successfully then rotate. To start, the service can be a roundhouse throw, then progress to a foot service (shot) from the ground. Allow the Goalkeepers to have two rounds with service from a throw, then two from the ground. Small Goal Saves: two lines of players, each in between a cone goal, facing each other with one ball and extras on the sides. (maximum players per line is 3) Goals should be about 30 yards apart with a 10 yard buffer zone in the middle. Keepers are now trying to score on each other by either throwing or rolling it but the ball must bounce on the opponents half before a goal is scored. GK gets one point for a goal. Once a GK gets scored on, next person in line hops in.

Partner Catching / Distribution Two lines of players, each in between a cone goal, facing each other with one ball (maximum players per line is 3). GK A BOWLS (and then follows their service) to GK B who scoops it up and brings it in to their body. GK B then BOWLS to the GK behind GK A to continue the cycle. After several rounds, balls should be BASEBALL THROW, then ROUNDHOUSE throw at head level, then to high balls. Version 2: Within each round, have the server put slight pressure on the working GK. Version 3: Now the keepers have to shuffle through 5 cones in a vertical row in front of their net, and set for the service. Each goalkeeper should make about 8-10 saves per round of distribution. (bowl, baseball throw, roundhouse) GK Tennis - Set up an area 20 yds wide x 30 yds long with a large goal on each end. Place an alleyway made from cones, which is a dividing line in the middle. Each GK tries to score in the opposite goal by throwing, punting, drop-kicking or striding the ball from the ground. The ball must still bounce in the other player s ½ for the goal to count. Coaching Points: Same as above Watch for small technical problems and fix during this activity. This will help with accuracy.

Punt: Coaching Points: (A punt is usually the kick with the greatest distance; it has a high trajectory and hang time). Start with the ball in both hands, (starting with both hands will allow for more consistency in the drop). Take a short run up (about 2-3 steps) at a slight angle to the kicking direction, (this gets the hip more involved and generates more power.) The plant foot should point towards the target. Drop the ball and kick it upwards with the instep of the foot; follow through and land on the kicking foot. (Do not toss the ball upwards) The kicking foot should be straight, directly on line with the target, and should not swing around the body. Half-volley or Drop-Kick: Coaching Points: (A half-volley or drop kick, where the ball hits the ground before being contacted by the foot, gives a lower trajectory ball and the ability to go further distance). The technique is very much the same as a punt, but the ball is dropped to the ground before it is kicked. The kick is timed so the instep of the foot strikes the ball just after it bounces on the ground. The drop kick has a distinctive ba-boom sound to it. The ba is the ball hitting the ground; the boom is the foot striking the ball a fraction of a second later. 1) Warm-up (20 minutes): In the warm-up we will have all of the players in pairs with 1 ball per pair. Have them punt and half-volley the all back and forth to each other (about 10 yds apart). After the first 7 minutes, when their legs are warmed-up increase the distance between them to 15-20 yds.