Lsa 3 Yr Old Sessions

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Louisiana Soccer Association

Activity Guide

For 3 Year Old Programs

Soccer Development

1
LSA 3yr Old Soccer Development Activities

CONTENTS

1. BLOB MEN
2. BODY PARTS
3. BOX GAMES
4. BUMPER BALL
5. CHICKEN RUN
6. CLAPPING GAMES
7. CONE TO CONE
8. CROSS OVER-PART ONE
9. CROSS OVER-PART TWO
10. CRAB SOCCER
11. COD, KIPPER CRAB (DUCK, DUCK, GOOSE)
12. COWBOYS AND INDIANS
13. DISK CONE PINNIE
14. DISC RUNNING HOPPING ETC
15. DRAW
16. EVERYBODY’S IT
17. FIND THE DISK/CONE
18. FOXES AND CHICKENS
19. GATE GAME
20. GET OUT OF THERE!
21. GREAT WALL OF CHINA
22. GRID RACES
23. HIT THE CONE
24. HOSPITAL TAG
25. I CAN DO THIS
26. JACK AND THE BEANSTALK
27. JUNGLE
28. KNEE TAG
29. LADDER GAMES
30. MUSICAL BALLS
31. OLD MACDONALD

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CONTENTS

32. OUCH!
33. PASSING IN PAIRS
34. KING OF THE RING
35. PINNIE COLOR
36. RED LIGHT/GREEN LIGHT
37. RETRIEVAL ACTIVITIES
38. SHARK ATTACK
39. SHARKS AND MINNOWS
40. STEAL THE BACON
41. SIMON SAYS
42. SNAKE IN THE GRASS
43. SUPER HEROS
44. TAG
45. TAIL TAG
46. TIGER BALL
47. TUNNEL SOCCER
48. TUNNEL TAG/MUD MEN
49. TURTLE TAG
50. WAKE THE GIANT!
51. WHAT TIME IS IT MR. WOLF?

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1. BLOB MEN

ORGANIZATION
25x25 area. Have players stand at one end, without a soccer ball.

HOW TO PLAY
The coach is the tagger in this game (Blob Man). The players must try to get
from one side of the grid to the other, without being tagged. If they are
tagged, they become a blob man as well. The game continues until everyone is
tagged. Next time one of the players can start as the Blob man.

PROGRESSION
Introduce a soccer ball.

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2. BODY PARTS

ORGANIZATION
25x25 area. Players with a soccer ball inside area.

HOW TO PLAY
Players start by dribbling ball around area. The coach will call out different
body parts. The players must respond by stopping the ball with that body
part e.g. Right foot, ear, chest, ankle etc.

COACHING POINTS
1) Keep the ball close to you and under control.
2) Look up don’t bump into anyone.

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3. BOX GAMES

Set up two small boxes roughly 10x10 (make them color co-coordinated e.g.
red or yellow) and about 10 yards away from each other. Split the players
into two teams and place one team into each box.

HOW TO PLAY
There are many different games that can be played with this setup, here are
a few. For each variation, award the winners one point. Make it a
competition.

1) WITHOUT A BALL-Simply have a race from box to box. Introduce


hopping, crawling, skipping, backwards running and other fun stuff.
2) WITH SOCCER BALLS- they must race again but this time carry the ball
to the other box and get them to sit on them to finish. Variations include
dribbling, carrying the ball between legs etc.

PROGRESSION
Many think of your own.

COACHING POINTS
1) Don’t bump into players-Look up.
2) Dribbling ball correct part of foot

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4. BUMPER BALL

ORGANIZATION
25 x 25 area. All the players with a ball each inside area.

HOW TO PLAY
Everyone has a soccer ball and must use their feet in this game. The game
starts with the players dribbling the ball around. They must try to hit their
ball against the other player’s balls. If they succeed, they shout “Bumper
Ball”. For each time they are successful award a point.

COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.

PROGRESSION
Target one player, award ten points for that player. Everyone must now try
to get them. Give each player a go at being the target and award points for
getting them.

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5. CHICKEN RUN

ORGANIZATION
20x10 grid with a 10x10 area at each end of the grid. One team starts in
these areas without a soccer ball. The other team lines up outside the grid
with soccer balls.

HOW TO PLAY
Team x must try and run from A to B, one player at a time. If they manage
this successfully they will get a point. But as they are running the other
team will be hitting balls at them, if the players get hit they get no points
and must return to the start. Switch teams after three outs. The kids are
only considered out if a ball hits them on the knee or below.

PROGRESSION
Introduce a soccer ball. Players must dribble a soccer ball as they run from
A to B.

COACHING POINTS
1) Pass ball with correct part of foot.
2) Look where you want to pass the ball.

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6. CLAPPING GAMES

ORGANIZATION
25x25 area. All players within disked area, with a soccer ball each.

HOW TO PLAY
Coach gives players different tasks to carry out when they have the ball in
their hands. Here a few examples.
1) Throw ball into air and catch again.
2) Throw ball into air and clap hands (see how many times) and catch again,
make it a competition.
3) Throw ball into air turn around and catch the ball.

Many other variations are possible; vary depending on skill level of players.

COACHING POINTS
Keep your eye on the ball.

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7. CONE TO CONE

ORGANIZATION
No marked area is needed. Setup lots of tall cones in a random order. Players
do not need a ball to start with.
HOW TO PLAY
Coach gives players different commands. E.G. Players start at a cone. One
player per cone, they get a point for each cone they can touch with their
right hand. Some other variations.
1) You get a point for running around a cone once
2) You get a pint for every time you go around a cone backwards.

PROGRESSION
Introduce a soccer ball. This time try some of the following variations.
1) dribble the ball from cone to cone, one person per cone, when you get
to the other cone, stop with your foot on the ball.
2) Dribble to the cone,, one pint award for a drag back turn just before
you reach the cone.
3) Dribble the ball around the cone.
4) Use other foot.
5) ETC.
COACHING POINTS
How to control ball, How to dribble with ball, Head up etc.

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8. CROSS OVER-PART ONE

ORGANIZATION
Set up a large circle about 15 yards wide. Mark it out with disks.

HOW TO PLAY
Kids dribble around the circle. On the coach’s signal, the players attempt to
cross through the circle without touching each other and continue.

PROGRESSION
Introduce calls e.g. 1# 2# - Change direction, get a new ball.

COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.

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9. CROSS OVER PART TWO

ORGANIZATION
Set up a large circle about 15 yards wide at the center. Mark it out with
disks. Have the kids stand at a disk with one ball each.

HOW TO PLAY
This is very similar to the last game. This time rather than have the kids run
around the circle get them to run across the center of the circle to the
opposite side. Get them to carry or dribble balls.

COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.

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10. CRAB SOCCER

ORGANIZATION
20x30 grid. One team named the crabs.

HOW TO PLAY
One of the teams must be the crabs and the other team must try to dribble
from one end of the grid to the other. The crabs try to stop the progress of
the players with the ball. Rotate. (The crabs must be on all fours, arms and
legs behind them)

PROGRESSION
Both teams are crabs, introduce goals for scoring.

COACHING POINTS
1) Close control.

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11. COD, KIPPER, CRAB (DUCK, DUCK, GOOSE)

ORGANIZATION
Organize kids into a large circle and get them to sit down, facing inwards.

HOW TO PLAY
The game starts with the coach walking around the outside of the circle.
The coach touches each kid on the head and each time he calls either cod or
kipper. If he calls out crab, the person touched will get up and chase the
coach around the circle as quickly as he can and try to tag him. If the coach
is tagged he remains the tagger. But if he successful gets back to the
starting position and sits down, the kid then becomes the tagger.

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12. COWBOYS AND INDIANS

ORGANIZATION
25x15. The players are at one end without a soccer ball. And the coach along
the side with all the soccer balls. Cowboys can use both sides of the grid.

HOW TO PLAY
The players (Indians) must attempt to get from one end of the grid to the
other without being hit by the balls the coach (Cowboys). The players will
only become a cowboy if they are tagged with the ball on the knee or
beneath. This can be quite a vocal game and you should encourage the kids to
make cowboy and Indian noises.

COACHING POINTS
1) Pass ball with correct part of foot.
2) Look where you want to pass the ball.

N.B
Normally I make the outlines color coded. One side you will have the red
mountains and the other side the yellw mountains (using red and yellow
disks). At each end of the grid I will place three cones to represent a Wig
Wam (the players are same in their wig wam)

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13. DISK, CONE, PINNIE

ORGANIZATION
25X25 each player with a ball. Coach has a disk a cone and a pinnie.

HOW TO PLAY
Players dribble around the area. If the coach holds up a cone all players
must stop with foot on to of the ball. Coach holds up a pinnie, they leave
their ball and go and get someone elses. Coach holds up a disk, they must
change direction.

PROGRESSION
Introduce new calls. Coach always moves never stays in the same position.

COACHING POINTS
Head up.

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14. DISC RUNNING HOPPING ETC

ORGANIZATION
No marked area is needed. No balls needed.

HOW TO PLAY
Coach gives the players different taks to do. Run forwards throught the
gates, run backwards through the gates, hop over the cones, skip through
the gates etc, etc.

PROGRESSION
Introduce soccer ball.

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15. DRAW

ORGANIZATION
No organized area needed. Organize Kids in two’s with one ball per group.

HOW TO PLAY
Both kids start with feet parallel. And the ball in between them. On the
coach’s call “DRAW” the kids try to get their foot on top of the ball and
drag (using sole of foot) it back to their side. The first one to pull the ball
back to their side gets one point.

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16. EVERYBODY’S IT!

Organization
25x25 area. Each player has a ball; they must dribble the ball inside the
area.

How To Play
They must try to tag with the other players with their hand whilst keeping
control of the soccer ball. Make game competitive by awarding points for
each time they tag someone.

Progression
Use your other foot only.

Coaching Points
1) Close control.
2) Control ball with correct part of foot.
3) Look to see where you are passing the ball.

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17. FIND THE DISK/CONE

ORGANIZATION
This game is dependant on what kind of area you are working in. It cannot be
played in open space. It is ideal for playgrounds, wooded areas and long grass
etc. Simply take a number of disks and cones and hide them in various
locations.

HOW TO PLAY
This can be run a couple of ways; everyman for themselves or a couple of
teams e.g. boy’s v girls.
If the later one is, being used set up two bases, one for each team. The kids
must now find the disks and bring them back. If using the base the team
with the most disks in the base at the end will be the winner.
Hide disks or cones in trees behind tables in long grass etc…

PROGRESSION
Get the players to dribble the ball as they look for the cones/disks.

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18. FOXES AND CHICKENS

ORGANIZATION
25x25 area lay out disks, some facing upwards and some downwards. Now
split the players into two equal teams, no soccer ball is needed.

HOW TO PLAY
One team must turn the disks upwards the other team downwards. Set a
time limit but don’t let them know that, play for 2 mins etc. Each team gets
one point for a disk turned their way.

PROGRESSION
Players must touch disk whilst dribbling soccer ball, before they can turn
disc over. They must touch disk with soccer ball before picking it up.
COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.

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19. GATE GAME

ORGANIZATION
This can be played inside/outside a marked area. Set out a number of cones
in pairs (roughly 2-3 yards apart, make some gates bigger and some smaller).
These cones will be the gates for the game.

HOW TO PLAY
Each player has a ball and must dribble the ball through the gates. Certain
conditions can be introduced e.g. Right/left foot only. Make game
competitive by awarding points for each gate successful passed.

PROGRESSION
Spread gates out, fewer gates, gates smaller.
COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.

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20. GET OUT OF THERE!

ORGANIZATION
40x30 field with age appropriate goals at each end (no goalkeepers). Ball
server on half way line with supply of soccer balls. Two Lines of kids at
diagonal corners.

HOW TO PLAY
This can be played from 1v1 to 4v4. On the coaches call a ball is played into
the play area. The kids play 1v1 to their own goal. Every time a goal is scored
their team, get one point.

PROGRESSION
Up to 4v4

COACHING POINTS
1) Close control.
2) Hitting ball with correct part of foot.

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21. GREAT WALL OF CHINA

ORGANIZATION
Line up a number of tall cones in a straight line very close to each other (but
not touching). Have the kids stand 3-5 yards away with soccer ball.

HOW TO PLAY
On coaches command the kids have one kick at trying to knock done a
cone(s). Each time a cone is knocked down a point is awarded to the
successful player.

PROGRESSION
Have fewer cones for targets, increase-starting distance from cones.

COACHING POINTS
1) Kick ball with correct part of foot.
2) Look where you are passing.

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22. GRID RACES

ORGANIZATION
25x25 area, the players stand at one end, without a soccer ball.

HOW TO PLAY
A number of different variations here.
1) Sprints.
2) Hopping,
3) Crawling,
4) Crabs,
5) Running backwards,
6) Skipping.
7) ETC……

You can make up your own variations as you go along.

PROGRESSION
Introduce a soccer ball.

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23. HIT THE CONE

ORGANIZATION
25x25 area. Inside the area set up tall cones randomly spaced throughout.

HOW TO PLAY
Have the players dribble around and try to knock down as many cones as
they can. Each time they knock down a cone they are awarded one point.
(Have the kids set the cones upright again after each successful hit, players
at this age will like to use their lace to hit the ball. It is very difficult for
them to use a push pass)

PROGRESSION
Each time a cone is successfully knocked down by a player; have them pick up
the cone and keep it. The kid with the most cones at the end is the winner.
Right/left foot only.
COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.
3) Kick ball with correct part of foot.
4) Look where you are passing.

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24. HOSPITAL TAG

ORGANIZATION
25x25 area every player with a ball.

HOW TO PLAY
Same as everybody’s it, except each time a player is tagged, the part of the
body, which has been touched, must be held...e.g. if you head was tagged hold
your head with your left or right hand. The players must keep dribbling all
the time. If they are touched, again they must hold that body part with
their other free hand whilst holding on to the first place that was tagged.
The third time they are tagged they must go and see the coach (doctor) who
will give them some medicine (toe taps, etc..), which will allow them to
continue with their hands free again.

COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.

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25. I CAN DO THIS

ORGANIZATION
No fixed area needed. Players with/without ball.

HOW TO PLAY
The coach will show the players some things that he/she can do. E.G Throw
the ball up and catch it. The coach ask’s the players if they can do it? They
then try it themselves. Some other examples of things to ask them are,
punting, kicking the ball forwards running after it and stopping it, throw
ins…etc…etc.

PROGRESSION
Now ask the players to show what they can do and see if the rest of the
group can do it too.

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26. JACK AND THE BEANSTALK

ORGANIZATION
25x25 area. Inside this area, make a smaller area (castle). The coach starts
from inside the castle, the players start outside the larger grid.

HOW TO PLAY
When the players think the giant is asleep, they must sneak into the castle
and try and steal the giant’s gold (soccer balls, only one per player). To start
with, they can use their hands to retrieve the gold. If the giant wakes up
and manages to tag the players, then they become a giant as well.

PROGRESSION
Players must now use their feet to retrieve the soccer ball.

COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.

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27. JUNGLE

ORGANIZATION
25x25 area. All players inside the area. They choose an animal they want to
be, e.g, tiger, monkey. At one end of the area set up a coned area (Zoo). The
coach will be the zoo Keeper. No Balls needed.

HOW TO PLAY
The Zoo Keeper catches animals from the Jungle and puts them in the zoo.
Animals get free from the zoo if another animal sneaks into the zoo and
catches them. Have players make animal noises to represent the animal they
are.

PROGRESSION
Introduce a soccer ball for the animals, this will be their food which they
must bring with them everywhere in the jungle.

COACHING POINTS
1) Close control of the ball
2) Control ball with correct part of the foot

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28. KNEE TAG

ORGANIZATION
25x25 area. Each player has a ball; they must dribble the ball inside the
grid.

HOW TO PLAY
They must attempt to tag the other players on the knee whilst keeping
control of the soccer ball. Make game competitive by awarding points for
each time they tag some one.

COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.

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29. LADDER GAMES

ORGANIZATION
20x20 yard grid set out two parallel lines of discs about two yards apart,
without a soccer ball.

HOW TO PLAY
Once again a couple of variations here.
1) Each kid must sit beside disk facing each other. Now give kids a name
e.g. one side could be cats and the other dogs. If coach calls dogs, the
cats must chase the dogs. The dogs must try to get to the outside of
the grid with out being tagged. The opposite happens if coach calls
cats. Maybe introduce other animals and noises to make it more fun.
2) This time kids are numbered in pairs. This is a racing game. If the
coach calls number one, then both number one’s get up and run up the
center of the ladder around the cone at the top and back down the
outside then through the middle to their starting position and sit
down. The first player back is the winner.

PROGRESSION
For each one of the above variations a soccer ball could be introduced to
progress this.

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30. MUSICAL BALLS

ORGANIZATION
20x30 yard grid with soccer balls spaced out inside the grid.

HOW TO PLAY
Same as musical chairs but take a ball away every time.

PROGRESSION
This time replace the balls with cones. Now the kids must use their dribbling
to get to the cones on time.

COACHING POINTS
1) Close control.
3) Control ball with correct part of foot

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31. OLD MACDONALD

ORGANIZATION
20x20 yard grid, kids inside with one ball each …dribbling.

HOW TO PLAY
Coach will start to sing song old Macdonald “had a farm….” If he said he had
some sheep then the kids must make sheep noises etc…………

PROGRESSION
Many think of your own animals and actions.

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32. OUCH

ORGANIZATION
25x25 area. Each player has a ball. The coach has no ball, but moves about
the field with the player.

HOW TO PLAY
Each player tries to hit the coach with their ball as often as possible, while
the coach tries to dodge all the shots. Whenever the coach is hit, he/she
yells “Ouch! Or “ahh”. Each hit scores one point.

COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.
3) Kick ball with correct part of foot.
4) Look where you are passing.

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33. PASSING IN PAIRS

ORGANIZATION
No organized area needed. Organize players into pairs, one with a ball.

HOW TO PLAY
The kid without the ball is trying to run away from their partner, their
partner must dribble the ball soccer style and attempt to stay as close as
possible. On the coach’s call both of the players freeze and face each other.
The player without the ball opens their legs and the player without the ball
attempts to pass the ball through there partners legs. If they are
successful, they get one point and then the roles are reversed for the next
time.

COACHING POINTS

1) Pass ball with correct part of foot.

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34. KING OF THE RING

ORGANIZATION
20x 30 grid. All kids have a ball and must dribble around inside the area.

HOW TO PLAY
The object is to try to kick the others kid’s balls out of the grid while
keeping control of there own. If their ball is kicked out, players must get it
and come back in.

PROGRESSION
If ball is kicked out players stay out.

COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.
3) Look where you are passing.

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35. PINNIE COLOR

ORGANIZATION
20x30 yard grid. Around the outside of the grid place different colored
pinnies on the ground. Each kid must be inside the grid with one soccer ball
each.

HOW TO PLAY
Have kids dribble ball around inside the grid on coach’s command e.g.”blue”
they must dribble the ball as quickly as they can to a blue pinnie.

PROGRESSION
Decrease the number of colored pinnies on the outside of the grid.

COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.

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36. RED LIGHT! GREEN LIGHT!

ORGANIZATION
25x25 area. Coach stands at one end of the grid, players stand at the other
facing coach with no soccer ball.

HOW TO PLAY
The object of the game is for the players to make their way across the area
and try to tag the coach. The coach starts with his back turned and gives
certain commands. Red means stop, Green means go. The kids can only move
on a green light, they must walk slowly towards coach. If red light is called,
they must freeze. On a red light, the coach will turn around. If a kid is
moving, the coach will send them back to the start. The first kid to tag the
coach is the winner.

PROGRESSION
Introduce a soccer ball. The kids must dribble the ball towards coach on a
green light. Same game but they can go anywhere they want to inside the
area. Same calls are used and they no longer have to try and tag the coach.
Introduce different calls. Yellow light-slow down, going on to the high way-
go fast, who has the fastest car-go super fast, reverse-drag ball back and
go other direction…etc..etc

COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.

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37. RETRIEVAL ACTIVITIES

ORGANIZATION
No fixed area needed. All players must have a ball.

HOW TO PLAY
Take turns to throw the players ball away and ask them to bring it back to
you using, their feet, their head, using only their pinkie, using ten touches
etc..etc..

PROGRESSION
For more advancded players have them work in a group of two’s and ask them
to bring the ball back with their partner.

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38. SHARK ATTACK

ORGANIZATION
25x25 area. All the players have a soccer ball and are inside the disked area.

HOW TO PLAY
The coach or player can be the tagger in this game (shark). Coach chases
players around the area and attempts to kick player’s ball out. If the player
gets to the ball without it stopping they can bring the ball back in again.

PROGRESSION
1) If the players manage to get to the ball before the ball stops they must
carry out a forfeit e.g. Toe taps.
2) If players ball is kicked out the player joinsthe coach as a shark until no
one is left with a ball.
3) Also play with the shark circling the outside of the area. When the coach
calls “Shark Attack” the sharks enter the area and try to kick the balls out.

COACHING POINTS.
1) Keep ball close to you as you dribble.
2) Look up does not bump into your teammates.

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39. SHARKS AND MINNOWS

ORGANIZATION
25x25 area. Two players with a ball. Everyone else without, inside the disked
area.

HOW TO PLAY
The players with the soccer balls are the tagger’s (sharks). The players
without are the minnows. The Sharks must chase the minnows whilst
dribbling the ball. They must attempt to hit the minnows with the soccer ball
on the knee or below. If this happens, the minnows must get their ball and
become a shark. The last two players left can be the sharks the next time.
Feet must be used all the time!

COACHING POINTS
1) Keeping ball low.
2) Passing with the instep.
3) Look where you are passing.
4) Look up; do not bump into other players.

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40. STEAL THE BACON

ORGANIZATION
40x30 field with age appropriate goals at each end (no goalkeepers). Ball
server on half way line with supply of soccer balls. Two team each line up
behind their own goal. Each player is given a number e.g. from 1-4.

HOW TO PLAY
This can be played from 1v1 to 4v4. The coach calls a number between one
and four, the players called come out of their goal and compete for the
soccer ball (bacon) if they win the ball they must dribble the ball back to
their own goal if they are successful they have stolen the bacon and their
team gets one point.

PROGRESSION
Up to 4v4

COACHING POINTS
1) Close control.
2) Hitting ball with correct part of foot.

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41. SIMON SAYS

ORGANIZATION
No organization is really needed here (a disked area can be used if
necessary). This game can be played with or without a ball.

HOW TO PLAY
When the coach says,” Simon says….” The players must follow that command
e.g. “Simon says sit on the ball” they must sit on the ball. If coach just gives
a command without first saying Simon says they do not carry out that
command.

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42. SNAKE IN THE GRASS

ORGANIZATION
20x20 grid. The coach lies down in the center of the grid and the kids line
up outside.

HOW TO PLAY
Coach pretends to be a snake and lies down. All the rest of the kids must
make their way up to the snake and tag it. As soon as the snake moves, the
kids must make their way to the outside of the grid without being tagged. If
they are tagged, they become a snake with the coach.

PROGRESSION
Introduce soccer ball

COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.

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43. SUPER HEROS

ORGANIZATION
25X25 area. All players with a soccer ball. Coach on the outside looking in.

HOW TO PLAY
Players will dribble around inside the area. On the coachs call they will
imitate a superhero. Here are some examples of super heros and what to do.
1) Superman/woman,( lie with stomach on top of ball as if you are flying.
2) Dash-(run around the area as fast as you can.
3) Spiderman-(Jump over the ball and fire your web)
4) Hulk-(Look mean and show your muscles)
5) Batman-(flap your wings)
6) Ask them for suggestions and come up with an activity to do.

PROGRESSION
Perhaps change this to movie characters rather than just super Heros.

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44. TAG

ORGANIZATION
25x25 area, no soccer balls.

HOW TO PLAY
A very simple but fun game, select a tagger(s). If they tag someone then the
other person(s) becomes the tagger

PROGRESSION
Introduce soccer ball.

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45. TAIL TAG

ORGANIZATION
30x30 grid. All kids inside disked area, with tail. Use a pinnie to represent a
tail and tuck into the back of the shorts. Have two teams a blue and a red
team (or whatever colors are available).

HOW TO PLAY
The kids try to get the others player’s tails. If they are successful, they
must throw them outside the grid. For a kid to come back into the game they
must go to the outside and pick up their pinnie (tuck in their pinnie then
come back in.
This game can be played as a simply ever one for themselves knockout or as a
team game.

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46. TIGER BALL

ORGANIZATION
25x25 area. All players with a soccer ball and one without.

HOW TO PLAY
Players with soccer ball dribble and remain inside the disked area. The coach
stands at one end of the grid. The catcher must run around as fast as they
can and try to grab the soccer balls off the other players by using his hands
(one ball at a time) all the balls must be brought to the coach. If someone
has had their ball taken away, they help tool. The last player with the ball is
the catcher in the next game.

PROGRESSION
1) Start with two catcher
2) The catchers can only take the ball away by using their feet.

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47. TUNNEL SOCCER

ORGANIZATION
25x25 area. Each player has a ball. The coach has no ball, but moves about
the field with the players.

HOW TO PLAY
While moving around the field, from time to time the coach stops and opens
their legs to form a “tunnel” The players must dribble after the coach and
try to shoot through the tunnel whenever the coach stops. Normally the
coach will give a call “Tunnell Moving” (can’pass the ball through the legs) and
“Tunnell Stopped’ (can pass the ball through the legs).

PROGRESSION
Have some players help be tunnels. Have their wear pinnies to distinguish
them from the other players.

COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.
3) Kick ball with correct part of foot.
4) Look where you are passing.

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48. TUNNELL TAG/MUD MEN

ORGANIZATION
25x25 area. Two players start with pinnies on and they will be the taggers.

HOW TO PLAY
The taggers attempt to tag the other players. If they are tagged, they must
stand still, put their hands on their heads and have the legs apart. The only
way they can be freed now, is if someone from their team crawls between
their legs.

PROGRESSION
All players apart from the taggers must have a ball. They dribble ball the
around and if tagged put ball on top off their head and stand with their legs
apart. The only way they can be freed is if someone from their team passes
the ball between their legs.

COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.
3) Kick ball with correct part of foot.
4) Look where you are passing.

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49. TURTLE TAG

ORGANIZATION
25x25 area. All players inside, with no ball.

HOW TO PLAY
Explain to the players that they are turtles. The coach is trying to cacth
them. If they are caught they must lie on their back kicking their legs and
arms in the air. As turtles can get off their backs by themselves ask the
players how does the turtle get back up the right way. The answer to flip
them over. Basically the coach will chase the players if he catches them they
can only be freed when one of their team flips back over the right way.

PROGRESSION
Introduce a soccer ball. This time if the coach touches the ball they are
caught. Have some players help you.

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50. WAKE THE GIANT!

ORGANIZATION
25x25 area. Inside this area, make a smaller grid (castle). The coach starts
from inside the castle, whilst the players start outside the larger area with
a soccer ball each. (sometimes organize some different colored cones for
the players to recognize as their home where they are safe).

HOW TO PLAY
Coach pretends to be a sleeping giant and lies down inside the castle. All the
rest of the players must sneak into the castle and shout at the giant to
“wake up, wake up” .As soon as the giant wakes the players must run away
without being tagged. If they do get tagged they become a giant with the
coach

PROGRESSION
Have the players dribble a soccer ball into the castle. This time if the giants
get their soccer ball or them they become a giant as well.

COACHING POINTS
1) Close control.
2) Control ball with correct part of foot.

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51. WHAT TIME IS IT MR WOLF?

ORGANIZATION
25x25 area. Coach stands at one end of the grid, players stand at the other
facing coach with no soccer ball. (sometimes organize some different colored
cones for the players to recognize as their home where they are safe).

HOW TO PLAY
Similar to red light/green light. However, this time the coach is the wolf.
Every time the coach puts his hand to his ear, the players have to shout
“WHAT TIME IS IT MR. WOLF” EXAMPLE: If the coach says it is ten
o’clock, then the players take ten steps towards the coach and stop. If the
coach says it’s “DINNER TIME!” The players must try to get back to their
home without being tagged by the coach. If they are tagged, they join the
coach and become a Wolf as well.

PROGRESSION
Have the players dribble a soccer ball towards the wolf. Ten o’clock would
mean ten kicks of the soccer ball. This time if the coach gets their ball they
become a wolf too.

COACHING POINTS
1) Close control of the ball
2) Control ball with correct part of the foot

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