COACHES METHODOLOGY & CURRICULUM
 


U15 - U16



SESSION FALL 4

CIRCUITS
HEADLAND EXERCISE CODE
CIRCUITS General motor skills circuit 1 CGL01

As shown in the diagram below, and positioning the group to the right of the diagram, we execute
the following motor actions: 1. Simple contact between hoops. 2. Rhythm a cones, 2 forward and 1
back consecutively. 3. Length of stride between poles. 4. 2 shots on goal with right and left instep 5.
Skipping 10m. 6. Skapping (heels to backside) 10m. 7. 3 multis of quadriceps 8. Exit. Players
perform series of no more than 6’ (4-5 actions) with 2-3’ rest between series.

LEARNING LEVEL OBJECTIVES
All Development of general motor skills
NUMBER OF PLAYERS VARIATIONS
12-16 Vary actions, distances, route, ...
TRIM-CCTS AVERAGES PROGRESSION
0.27 Increase speed, more difficult motor skills...
DIMENSIONS SERIES DURATION REST
40x40m. 2-4 6'/series 2-3' / series.
ASPECTS TO BE WORKED ON
1 Mechanisms of running technique.
2 Mechanism of execution explosive actions.
3 Attention to rhythm, coordination and balance
4 Prioritise quality in execution at speed.
5  

 

KEEPING TECHNIC
HEADLAND EXERCISE CODE
KEEPING TECHNIC Possession 4 x 1 TMN04


As shown in the diagram and animation, players perform a possession or piggy-in-the-middle between 4 attackers, and one defender in the middle, in which the aim is to keep possession of the ball without the defender touching it. The drill relates to the offensive aspect of the game, focused on retaining the ball, permanent support, constant options for player in possession, and maximum use of space. Attacking players can have a maximum number of touches before passing to any team mate, freedom, 1-2 touches, freedom of movement within the square, outside, each one on his side,…when the ball is stolen, the last player to touch the ball, or the one who passed badly changes from attacker to defender, and the defender takes his place.

LEARNING LEVEL OBJECTIVES
All Introduction to group perception of possession of ball and a
NUMBER OF PLAYERS VARIATIONS
4 x 1 Vary spaces, freedom of touches, limitation of use of spaces
TRIM-CCTS AVERAGES PROGRESSION
0.30 Reduce distance, reduce superiority, reduce touches, vary
DIMENSIONS SERIES DURATION REST
7 x 7m. 4-8 90’’-3’ 30’’-1’/s
ASPECTS TO BE WORKED ON
1 Permanent solution for player in possession of ball in his 3 passing lanes
2 Peripheral spatial occupation in zones of maximum spatial width.
3 Evaluate effective distance of support from ball carrier to facilitate his acti
4 Perceptive analysis of action subsequent to reception of ball
5 Body orientation in reception, mechanisms of execution, technical effectiveness


 

PROGRESS
HEADLAND EXERCISE CODE
PROGRESS 3x3+2 (2 out), in 3 zones PRO02

2 teams of 3, One in each zone, players try to combine in the 3 zones, supported by the jokers (2 outside).

LEARNING LEVEL OBJECTIVES
-- Support, wall passes , changes of direction, escaping markin
NUMBER OF PLAYERS VARIATIONS
8 Reduce nΊ of jokers, reduce spaces, reduce touches, ...
TRIM-CCTS AVERAGES PROGRESSION
0.38 Reduce nΊ of jokers, reduce spaces, reduce touches, ...
DIMENSIONS SERIES DURATION REST
30x10m. 6 -- --
ASPECTS TO BE WORKED ON
1 Permanent support, changes of orientation, playing back to goal, passing lanes,
2 Control and slow down play, ... (keep possession to progress)
3 Width of spaces and assessment of numerical superiority via exterior superiorit
4 Constant search for passing lane. receiver generates, passer executes.
5 Verbal and gestural communication


 


 
APPLICATIONS FOR LINES
HEADLAND EXERCISE CODE
APPLICATIONS FOR L 4-2 defensive line against 4-3 offensive ALO05

Following the spatial distribution shown in the diagram, 2 teams of 6 players play a match with the objective of one team playing in defensive zone with a goalkeeper , one line of 4 and 2 pivots and another team that plays in attacking zone with 3 forwards and a diamond (the centre midfielder will be one joker who exchanges functions of pivot with green team, and of forward with the yellows). The team defending simulates the defensive zone of 4-2-3-1, with its 2 lines deeper and its objective is to neutralise the opposing team (which simulates the 2 more advanced lines of a 3-4-3) and when it recovers the ball it will try to advance combining with the joker (blue), and thus score a point. The attackers meanwhile must try to finish the attack via a more elaborate (indirect) attack ,by controlling play , moving the opponent and seeking space to enter the finishing zone and go for goal, For this they are helped by the joker, who when they have he ball plays as central midfielder.

LEARNING LEVEL OBJECTIVES
All Define movements on basis of zone and situation established
NUMBER OF PLAYERS VARIATIONS
14 We can focus on attackers or defenders, vary match systems
TRIM-CCTS AVERAGES PROGRESSION
0.42 Numerical inferiority, reduce-increase spaces,...
DIMENSIONS SERIES DURATION REST
50x60 2 7' 1'
ASPECTS TO BE WORKED ON
1 Observing patterns of play being developed to direct them towards those establi
2 Analysis of the efficiency of all the variables of the model of play, given the
3 Strongly favour control of play, in order to analyse perceptive intention of ele
4 Generate constant interpretation of basics of rival's play to adapt our attackin
5 Develop both basics in attacking phase against said defence , and basics of tran


 


 


 


 

 
 




"Young players need freedom of expression to develop as creative players...
They should be encouraged to try skills without fear of failure."
Rinus Michels - Ajax and The Netherlands, former manager