7-10 Passing
At this age, football skills should start to be developed while keeping sessions fun.
Rondos (Warm up)
Benefits to football –
1. Passing
2. Close ball control
Session set up –
With around 5 to 10 players. Have them make a small circle with one defender in the middle. The outside players in the circle pass the ball around and try and keep the ball away from the defender. If the defender wins the ball, they are replaced by the player who lost the ball, and they switch places. Make sure the circle stays quite small to keep the game fair.
If you want to progress the game, add another defender to make it harder for the players in the circle. As well as this you can limit the players to 2,3 or 4 touches, thus encouraging quicker passes.
Intercepting and breaking to score in handball
Suitable for 6+ players
Benefits to football –
1. Learning to intercept
2. Attack vs Defense
3. Communication
Session set up –
Use a rectangular pitch with 2 goals at each end. The size of the pitch depends on the number of players you have. The game is handball, the aim is to score more goals than your opponents. However, players cannot dribble the ball or run with the ball. The only way players can progress the ball up the pitch is through passing. Once a player catches the ball from a pass they cannot move with the ball. Once the player has the ball allow them 5 seconds to pass the ball. As well as this, the other team can only win the ball by an interception and cannot tackle/take the ball away from a player who has caught the ball.
Encourage players to move a lot around the player with the ball thus providing the player with multiple options. Encourage defenders to try predicting the next pass.
You can progress the game by forcing 5 passes before the players can score a goal.
Teamwork session tap ins
Suitable for 8+ players
Benefits to football –
1. Combinations in the final third
2. Work as a team
3. Understanding each other’s movement
Session set up –
Set up a small-sided game with a 4v4 or 5v5 format, including goalkeepers. Mark a pitch suitable for your players’ age and ability, with zones at either end just outside the penalty areas using flat spots.
The game begins with a kick-off. The goal is to outscore the opponent, but only “tap-ins” count as goals. A tap-in occurs when a player passes sideways or backwards to a teammate in the clear, allowing for an easy, empty-net finish. Goals can only be scored within the marked zones at either end of the pitch. After a tap in, the game restarts with a kick-off. Play for 5 to 10 minutes, then tally the scores and consider adding progressions.
Variation for Large Squads:
If you have a large group, organise the activity as a “golden goal” tournament. Multiple games start simultaneously, but once a tap-in is scored on any pitch, all matches stop, and the team that scored wins the round.