Antrim GAA Coaching & Games Development Club Mentoring Programme Train to Train: 12-14 years Developing Thinking Players 3 rd /4 th April 2013
Train to Train 1. In order to develop thinking players, we as coaches need to create an environment where players are able and prepared to learn. 2. The coach s aim is to make players better by facilitating learning. 3. Understanding through questioning 4. Memorising= learning
Game sense is: Game Sense uses games as a learning tool to increase motivation of players develop tactical and strategic thinking improve skills; opposed v unopposed This approach is game rather than technique centred Traditionally, we ve taught techniques in isolation, e.g. repetitions of a hand pass.
Areas of Focus The following workshop will show you specific games in how to coach the following scenarios: 1. Spatial Awareness 2. Attacking Play 3. Support Play 4. Defensive Play
1. Spatial Awareness Games 1. Good cone, bad cone 2. All or nothing 3. Punt/strike volleyball (incl Scout ball/prisoner ball) 4. Odds & Evens 5. 4 Goals / 4 Colours
Spatial Awareness- Passing to a Moving Receiver KEY COACHING POINTS HEAD Sending: Look at target to pass to and... Anticipate where and when to pass Receiving: Keep eye on ball, and watch ball all way into hands HANDS Sending: Pass to out stretched hand of receiver Receiving: Hold outside hand out in front as target for passer to aim for FEET Sending: Stand one foot in front of the other for good balance Move off quickly to support team mates after passing Receiving: Anticipate run onto ball, always attack ball don t wait on it coming What You Might See: Lack of movement; Two players at same cone; Passer giving a bad pass ie ball over the defender s head
Spatial Awareness Game 1: Good Cone, Bad Cone 3 v 1in a grid 8m x 6m Yellow player on ball has to decide if the angle of the pass is safe; s/he waits for green player to move to safer receiving position; Green player moves from poor receiving position to safer passing position. NB The angle here refers to the distance between the ball, the defender and receiver. EVALUATION:
Spatial Awareness Game 2: All or Nothing A 1) 2 Areas with a team in each. 2) Team A start with the ball keeping possession. One member of team B crosses into their area and attempts to dispossess the ball. 3) defender from team B enters zone A every X number of passes. 4) If A keep the ball and all team B are in their area then A must attempt to score into B s net. 5) If B steal possession back, they return to their area and one player from A follows. Variation. 1) To ensure players are moving into space they must round one of the outside cones after passing the ball to a team mate. 2) Make areas bigger to include kick passing into space. B
Spatial Awareness: Game 3 Punt Volleyball HOW TO PLAY: 20m x 30m pitch. 4/5 players per team 1 ball in the game develop to 2 5/6m wide barrier - two rows of cones or domes across the middle No player can step in the road Kick/strike the ball into the opposition s grid Score if the ball touches the ground Defend the free spaces when not in possession. Variation: 1 Scout Ball: One player from each team goes to opposite court and acts as a scout i.e. your team attempts to punt the ball over to her/him Score: 2 Points if the Scout catches and 1 Point if it hits the ground Key Focus: Deciding who Catches & where to kick 5 min each way The Road Variation 2: Prisoner Ball; One team gets a Prisoner over to their side if they hit the ground Winner All players to your side Game 12 9
Game 3: Scout Ball Focus- Movement off the ball- Getting the ball to the shooter Mark out 3 Zones as shown (Big zones 8m x 8m with middle zone of 8m x 2/5m depending on skill ability of children) 2 Teams 3 v 3 With 1 Scout on either team Players on one side aim to send ball to Scout or floor space on other side of barrier Scout may move anywhere for a pass on his/her side of barrier All players must stay in their own zone Scoring 2 Points for Scout winning possession 1 Point for sending ball into free floor space EVALUATION:
Scout Ball Part 2 HARDER 2/3 passes between teams before it crosses over, gives time for scout to pressure Send by Hand/Fist/Punt Scout to score by sending ball through goals at back of court EASIER Allow handling only Change space, smaller if they are finding difficulty to defend, larger if they cannot score What You Might See: Bad decision making, ie trying to find the scout when he/she is being marked; Lack of movement; Bad spatial awareness, ie all defenders following the scout, therefore leaving room for attackers to score Game Developments: Can be used as an attacking game. Choose a scout on either team. This person is the only player who can score. This gives the player extra responsibility and therefore making them work harder. The other players in the team will have to work to get the ball to the scout in a scoring position. Change the scout after a few minutes.
Games 4: Odds & Evens 1 Games 5: 4 Goals & 4 Colours O 4 2 G R How to Play: Blue team to scores in goals number 1 & 3 Red team to score in goals 2 & 4. Continuous scoring Variation: Coach to call out goals that are closed. Cannot score in same goal. Reduced number of players in one team e.g. 4 vs 3 Reduce the size of the goals. Only allowed to mark one player, can t tackle another player. 3 B How to Play: Each goal has a colour e.g. blue, red, black, green Two teams of 4 a side. Teams can score in any goal but cannot score in the same goal twice Variation: Coach calls out which set of goals is closed. Teams cannot score in these goals and loose a point if they do. Reduce the numbers in one team e.g. 4 vs 3. Hand passing game & score by touching wall. Then change to ground hurling.
Attaching Play Games 1. Space Invaders 2. Pressure Square 3. Captains Ball 4. Wide-man 5. Centre Score
Attacking Play Game 1: Space Invaders (Part Invasion) Three attackers and one defender (3 v 1) start in zones as shown Mark out 5 zones Big zones should be 15m x 10m and Small zones 15m x 2m (Use bigger zones for kicking/striking) Attacking team/s start at end line and attempt to move through the zones to score Defender must remain in zone 2 and attempts to stop attackers moving through zone Points are awarded for passing successfully through each zone You may score a bonus point by passing ball to receiver over end line at opposite end HARDER Make grids narrower and shorter Add in extra defenders in free zones and have less attackers Increase number of passes/time in zone Take away rest grids Challenge other means of sending i.e. hand/fist pass, kick/punt pass or striking EASIER Make grids wider and longer Add in extra attacker (e.g. 4 v 1) Increase rest period between grids
Space Invaders Part 2 Coaching Points Attackers On the Ball: Only pass when team mate is free Look up, decide who to pass to and move forward into a free space for a return pass Off the Ball: Encourage support for player on ball by moving to the sides, front or behind the defender Challenge children not to carry ball into tackle Defender/s Encourage near hand tackle Encourage delay in defence by not rushing into the tackle What You Might See: Bad decision making from the attackers, i.e. passing to someone closest to the defender when the other attacker is in a better decision. 2 attackers running to the same side; Defender hesitating- unsure of which attacker to go to; Attacker holding onto the ball too long, ie carrying the ball into the tackle; Lack of skill when under pressure, ie bad hand/kick pass when being challenged by a defender. Keep good defensive stance by standing one foot in front of the other with knees bent and hands out wide
Attacking Play Game 2: Pressure Square Rules- How To Play Defenders stay in zone attackers move through zones. Divide teams into 4(A) v 1(D) at start; Make grids progressively harder by adding an extra defender in each of the other grids. Points are awarded for each square passed. Attackers must complete 4 passes in each grid HARDER Make area smaller Introduce more defenders Increase no. passes before moving on to next grid EASIER Make area larger Introduce more attackers Reduce no. of passes before moving onto next grid Move around grid in opposite direction EVALUATION:
Pressure Square Coaching Points Attack Movement from attacker both on and off the ball Defence Anticipate the pass Emphasis on near hand tackle What You Might See: Lack of movement; Bad positioning from attackers and defenders; Lack of quality with pass.
Attacking Play Game 3: Captain s Ball Focus Maintaining Possession while moving forward to score Rules How to Play Mark out large grid 20m x 15m (or use hula hoops) 4 players on each team & use colour bibs One player on each team becomes the Captain who stands inside the hoop & becomes the team catcher. Ball is thrown between players and the team is possession passes to their captain. Aim is to pass to ball to your captain, once he/she catches to ball, an attack starts. The opposite captain must remain in the hoop e.g. 4 v 3 attack. Opposition teams tries to intercept the ball & get it to their captain. After a score, ball is thrown into the middle again.
Captain s Ball: Variations Easier Increase the size of play area Increase the size of the hoop/area Players can use kick/punt/strike passing Player on the ball cannot be tackled all players must leave a 1m restriction zone around him/her Harder Decrease the size of play area Put a time limit in i.e. You must pass within 3 seconds for more skilled players Team must make 5 passes before attempting a shot on goal Increase the players on the team What you might see: Players following the ball and not using space Lack of quality passes Lack of movement Captain stepping outside of designated area
Attacking Play Game 4: Wide Man RULES HOW TO PLAY 2 Defenders, 2 attackers. 2 extra players (wide men) run channels. Players in channels cannot be tackled. Wide man must be used in each attack. Ball returned to team who passes to channel. A point given for each score. Aim is to prevent forwards bunching Look up and find wide men Minimising number of passes Good decision making when passing and tackling Defending after they lose possession
Wide Man Cont: Coaching Points: HARDER Shorter, narrower pitch. Shorter Side channel Use both channels to encourage switching play. Smaller goals smaller balls. Must use first touch Increase defenders on one team Add Goalkeeper EASIER Lengthen pitch, increase width of channels Use punt passes only, Use Hurls, Softer bigger Balls Extra attackers What You Might See: Players following the ball, not using the space; Wide man offers an outlet Lack of quality and support on the ball.
Attacking Play: Game 5 CENTRE SCORE 1) Set up portable goalposts in middle of area. 2) 2 teams in Zone A and 2 teams in Zone B. One/two keepers also. 3) Zone A attacking team must score a point from outside of the coned area. 4) Once the ball enters Zone B the attacking team must work the ball into the coned area and go for goal. 5) Ball can be passed between teams in Zone A and B to open scoring chances, Variation. 1) Increase scoring zone size so players have to shoot from larger distance. 2) Have one player from each team who can float between Zone A and B acting as play maker (team cant score until that person gets possession) 3) On whistle teams must switch zones (to give chances of scoring goals and points.) Zone A Zone B
Support Play 1. Link Play 2. Pass and Attack 3. Double Back
Support Play Game 1: Link Play Link Player Focus Support the attack by creating an overlap Rules how to Play 5 v 4 No Goalkeeper, 5 attackers & 4 defenders Link player can travel from one end to another Team in possession score by LINKING through the extra player each time One defender must go & support the attack when in possession Link player plays for team in possession
Link Play Variations Harder: Make the pitch narrower and shorter The link player must touch the ball in each zone After four steps a bounce/solo must be taken Add goalkeepers Easier Make the grids wider and longer Employ two link players Play extra attackers Add in end zones at either end Coaching Points: Look for the link player Defend after losing possession Move the ball quickly into the forward area Defenders are awarded a point after each successful dispossession What You Might See: Lack of Movement Attackers not taking advantage of extra player Defenders unsure of who to mark or when to make the run. You make get both defenders running instead of one holding back Do the forwards follow the defenders to prevent the extra for attack?
Support Play Game 2 PASS & ATTACK HOW TO PLAY 20m x 30m pitch 5 players per team 3 V 2 in each grid (2 Attackers & 3 Defenders) 3/5 m wide road - two rows of cones across the middle Aim To throw, hand/fist, kick or strike a ball over the road to one of your team mates No player can step on the road Teams in grids compete for the ball Score earned when either one of these attackers receives a pass from across the road and shoot the ball through the 2 sets of goals on the back grid. Key Focus: Switch Play, Attack and Defending skills The Road Variation: Players who receive the ball must solo through the goals and may then keep possession and start the next attack The next attack must involve one pass only before the ball is passed over the road to the next grid Game 15 Make the catch give the pass
HOW TO PLAY 1 goalkeeper, 1 attacking player (A) in end zone (Inside the black line/domes). Goalkeeper must stay in goal until A receives the ball A cannot come outside the black line 4 v 4 between the black lines When A s receive the ball, players in the middle zone support them. Ball must be played out again by A to support players for a score Could give extra points if score is taken with weaker foot Variation 1: Ball must be played in with first time pass (This encourages players to look up and use the early ball into their forwards) Variation 2: Support Play Game 3: DOUBLE BACK Have an extra defender marking the A player and play high balls into them The ball must be broken out to the in rushing attackers 5m Key Focus: Support, Penetration, Depth A A 5m End Zone Target Player Unopposed Game 19 27
Defensive Play 1. Tower Ball 2. Your Numbers Up 3. Head On 4. Work the Middle
Games 1: Tower Ball- Positional Sense Rules- How to Play 4 Attackers aim to score a goal (A Cone = Tower) defended by a defender The attackers must remain outside the small circle (2m radius) formed by domes around cone as shown Attackers may move anywhere but stay well spaced out for better scoring opportunities 1 defender has to protect the target (cone) and must remain outside the cones HARDER Attackers: Decrease the space around the Tower and make target smaller Decrease number of attackers Use hand pass/punt pass, add in more defenders Defenders: Increase the space around target or add in more targets to protect Add more attackers EASIER Attackers: Increase the space around target and make target bigger or use more cones for targets Defender: Decrease the space, add in another defender, use smaller target
Tower Ball: Coaching Points HEAD Attackers: Aware of target and defender, eyes on ball for receiving Look up when on the ball for attacker in best position to score Defender: Aware of attackers and protect target by standing between cone and passer at all times HANDS Big Hands around the ball when sending, hands in ready position when receiving the ball, pull ball into chest What You Might See: Bad decision making, ie choosing to shoot when the defender is in a good position; Lack of movement from the attackers; Defender standing static and therefore allowing attackers to score; Attackers moving to the same space FEET Attackers always move to free spaces for passes EVALUATION:
Your Number s Up Key Focus: Keeping Focused, Reactions Age group: 8+ Equipment:2 Sets of bibs, Cones to mark out grids 30m x 20m Layout: 2 Teams of 10, split into 2 Teams of 5 each Nos. them 1 & 2 Yellow & 1 & 2 Blue Nos. Players in teams 1 to 5 When a player s number is called e.g. 1 s from both sets of teams play against each other 2 Numbers may be called at a time Uneven team numbers could be called given one team a numeric advantage e.g. Yellow 2.3, & 4 v Blue 2 & 5 etc. Variation: 1 Add goals at either end for players to score 5 4 3 2 2 3 4 5 1 1 1 1 5 4 3 2 2 3 4 5 Game 20
Defensive Play 3: HEAD ON 1) Defenders and attackers start back to back on Line B 2) Whistle blows and defenders get to Line A and turn to meet attackers who run to line C and collect ball. 3) Attackers then work to score a goal/point 4) Defenders must work to stop the attackers scoring. A B Variation - To allow defenders the opportunity to stop scores, the attackers must keep possession for X number of passes before going for goal. - Overload with attackers to increase difficulty for defending players. - Zone an area where the forwards have to take their shots e.g. must be in side the cones to shoot for goal. C
Defensive Play Game 4: Work the Middle Defenders Waiting Area RULES HOW TO PLAY 3 Teams coloured black, red, green. Black & red in playing zones. Green team in waiting area Aim: Once ball enters the red zone, the red team must make 5 consecutive passes before kick passing to the black team. Two players from the green team enter the red zone only when the ball enters it & tries to dispose the red team. If they are not successful then must enter the waiting area and the other two green players enter the black zone & try to dispose that team. If the green team is successful in disposing the black team, the black team enters the waiting area & must dispose the next team.
Work the Middle Coaching Points: HARDER To work the defenders more, only have few number of defenders working the zones initially. Increase the size of the zones Increase the number of zones and players to 6 per team. Have 6 defenders trying to dispossess in each zone (no recovery time). Decrease the number of passes for the defenders before kick passing to the other team. EASIER Keep the zones small giving the defenders a chance to dispose. If its 4 v 4 let 4 defenders in first to try and dispose in the small zones. Increase the number of passes the attackers have to make before kick passing to other team What You Might See: Defenders entering the zone before the ball enters the zone. Defenders not listening to instructions & the wrong number of defenders entering the zones. When a team is liable they forget they must defend the other zone.