Set out as many gates as possible within the area (2 discs, 2 yards apart). Each player has a ball. Group in pairs.
Player 1 must dribble through as many gates as possible in a specified time limit. Player 2 must try and shadow his partner and each time he is able to kick his ball and it hits the ball of his partner, Player 1 loses a point. One point per gate.
Use the inside of the foot to hook the ball to the side when crossing through a gate.
Try to cover the ground between the gates as quickly as possible.
Set out an endzone 5 yards wide from each endline. Play 4 v 4. One ball per group.
The red team is in possession of the ball. The object of the game is to advance the ball to the attacking endzone. A goal is scored when a player dribbles the ball into the endzone and stops the ball with the sole of his foot. No defenders are allowed in this area.
You can choose to make the endzones neutral such that either team can score in both endzones.
The coach calls out any of the four directions: Coke, 7 Up, Sprite or Pepsi.
The players must dribble their ball in the direction that the coach has called.
The coach can introduce other commands such as milkshake - kids do a forward roll, Sparkling water - All players link arms around the coach, Orange juice - all players hop on one leg.
A fun game for all - all players are numbered (in the animation from 1-4).
The coach plays a pass straight down the middle of the two lines of players. As soon as they have made this pass they must call out a number.
The players whose number has been called out must sprint to try and win the ball. The player who is first to the ball can then turn and dribble to their side.
The team with the most balls at the end of the drill is the winner.
Close control dribbling with the ball. This practice is a good practice to set up as part of a skill circuit where the players pratice lots of variations of dribbling.
Place the cones about 5 metres apart and ask the players to dribble around the cones in a figure of eight as fast as they can.
Players work in the square and they lose a life if: They are dribbling too slowly, if they dribble outside the square or if they do not stop on your command. Players can also gain lives if they can perform the above well. Upon hearing the coach's command players must stop and perform certain skills. If a player loses all their lives they can either do a forfeit (press ups or running a lap of the grid) or be sent to the 'dog pound' (see video).
On the coaches command, saddle up, the player stands over the back of their partner who is on all fours. On the command ride, the player jumps off, crawls through their partners legs and dribbles the ball around in a clockwise direction around the outside of the circle. When they get back to their partner they should go through their legs and then jump on their back to finish.
Group in pairs, with one ball per pair. Station each pair at every other disc. Number the players 1 and 2. Place a disc in the center of the circle. On the command "one" each player 1 must dribble towards the disc in the center of the circle, around the cone, and back to his partner. Repeat for player 2.
Set up as shown with cones evenly spaced out. The distance between the cones can be modified depending on your players abilities. Players dribble through the cones backwards performing toe taps to get through the cones and then pushing the ball back between the cones with the exterior of the left foot. Players should aim to not touch the cones, neither with the ball nor their feet.
Set up as shown with cones evenly spaced out. The distance between the cones can be modified depending on your players abilities. Players dribble through the cones backwards performing toe taps to get through the cones without touching them, neither with the ball nor their feet.
Position 2 players in opposite corners of the area. Repeat in 2 other areas for a total of 12 players. Player 1 dribbles to the cone, does a turn, sprints to the next cone, turns and makes a pass. Follow the pass to force player 2 to get the ball out of his feet. Work both directions to use both feet. Turns to use: Outside, Inside, Cruyff, Stop Turn, Rivelino, Step Over.
Objective: Technical practice focusing on movements, quality and speed of turns unopposed. Detail: Use same 20 x 20 grid as warm up taking out middle cone only. Give each player a football. All players should dribble around the area and perform specific turns (ie. drag back, inside / outside hook, matthew's, cruyff, etc). Allow players to be creative and showcase their own turns.
The coach starts in the middle of the circle, lying down facing upwards. When the coach yells Rise and Shine the players must break the circle and run back to their safe houses (cone). Only one player allowed per cone. If the coach tags the player, he becomes a sleeping giant also.
The coach stands on one side of the grid with his back to the players, with the players on the other. When the coach turns around and says look out yogi all the players must stop, anyone seen moving must go back to the begining. The players must then once the coach has turned there back, try and pick up a cone.
Set up cones in a zig-zag formation. Groups of 6 are stationed on the endline. 1 ball per group. The dribblers move up, then back down the cones performing inside and outside of the foot turns to get back to their team. Inside of the foot, chop on the way up, outside hook on the way down. Make it a race between the groups.
"It is not only useful for staff who are experienced but a valuable tool for those subject staff who have to take teams."
The variety of sessions across sports - sometimes we steal session ideas from one sport and use them with another.
As we enter the business end of the competition, we take a look at the remaining eight teams and the key talking points surrounding each side.
Give it a try - it's better in the app