THE FOUNDATION OF THE SKILL ACQUISITION PHASE IS BUILT UPON:
- The coach focusing extensively on providing a solid foundation of technical skill.
- If the player does not gain this skill foundation during this phase it will be very difficult to make it up later.
- No amount of fitness or competitive spirit will ever compensate for deficiencies in functional game skills.
The Skill Acquisition Phase sessions consist of 3 components: Skill Introduction, Skill Training and Skill Game.
For more information about the Skill Acquisition Phase: https://www.playfootball.com.au/coach/skill-acquisition-phase-sessions
WHAT SHOULD YOU BE COACHING?
Communication: as ‘hidden learning’
- Asking for the ball, passing on information
- Scanning
- Being on your toes
- Providing left/right/centre options for your teammate with the ball
Decision Making and Execution of Decisions: Core Skills (First Touch,Running with the Ball, Striking the Ball, 1 v 1 Attacking and Defending)
For example, for every football action (pass/shot/dribble/run/press etc), consider the player’s:
- Position – Body shape and use of space (passing lanes, between lines, level and outside)
- Moment – Timing (too early, too late or ideal, and checking runs)
- Direction – Accuracy, angle (straight or curved), distance and height
- Speed – Power (too slow, too fast or ideal)
First Touch Model Session 1 First Touch Model Session 2 First Touch Model Session 3
Running with the Ball Model Session 1 Running with the Ball Model Session 2 Running with the Ball Model Session 3
Striking the Ball Model Session 1 Striking the Ball Model Session 2 Striking the Ball Model Session 3
1 v 1 Model Session 1 1 v 1 Model Session 2 1 v 1 Model Session 3
First Touch Model Session 1
SKILL INTRODUCTION
See exercise diagram
Coaching Tips:
A more random shape with players spread out everywhere, and all players being able to move around together at the same time would allow more repetition and require better awareness and decision making.
Progressions:
Make it a competition between players of who can complete the most first touches and passes within 2 minutes. If any first touch is not done well (losing control of the ball or stopping it dead) or a pass misses its target, then it doesnt earn a point. Consider giving bonus points for touches completed with their weaker foot.
SKILL TRAINING
See exercise diagram 1 See exercise diagram 2
Coaching Tips:
Players shouldn’t stay in the corners but adjust their position after every pass to get into good angles to provide their teammates with passing options. Consider how the defender/s switch (do they need to win the ball or just touch it, and do they switch individually or together if in a pair, and if so, which other attacker becomes the defender?).
Progressions:
To make it easier, the attackers can actually be on the outside of the area. To make it harder, all attackers must move the ball into space with their first touch (not stop it dead), and maybe also only use 2-touches exactly rather than as a minimum, otherwise they must become the defender.
SKILL GAME
See exercise diagram
Coaching Tips:
The 2-touch minimum concept can be a tactic or a rule to enforce with free kicks, depending on the level of your players.
First Touch Model Session 2
SKILL INTRODUCTION
See exercise diagram 1 See exercise diagram 2
Coaching Tips:
This exercise can be done as a square or any other shape as long as it is big enough for realistic passing distances for the skill level of your players. Players need to make sure they communicate and only pass to teammates who are ready. They also need to keep their head up and make sure they take their first touch in a direction where there is space to move into.
Progressions:
Make it a competition between players in the middle of who can complete the most first touches and passes within 2 minutes. If any first touch is not done well (losing control of the ball or stopping it dead) or a pass misses its target, then it doesnt earn a point. Consider giving bonus points for touches completed with their weaker foot.
SKILL TRAINING
See exercise diagram
Coaching Tips:
Rotate the team on the outside regularly. Consider enforcing the 2-touch minimum rule by resetting scores or swapping the defending team.
Progressions:
Make it a competition by awarding points e.g. if a team completes 10 passes in a row with passing between the same two players twice in a row, or if they use all 4 wall players in one play.
SKILL GAME
See exercise diagram
Coaching Tips:
The 2-touch minimum concept can be a tactic or a rule to enforce with free kicks, depending on the level of your players. Note that a 1-touch finish is permitted in the scoring zone if a wall player provides the assist.
First Touch Model Session 3
SKILL INTRODUCTION
See exercise diagram
Coaching Tips:
This exercise is best done in pairs or even groups of 4 to avoid too many players standing still. Encourage players to coach each other on which technique to use.
Progressions:
Make it a competition between pairs of who can complete each type of touch with both feet the quickest (both players have a turn). Ensure all repetitions are done perfectly (no bad touches or extra touches) otherwise their score resets to zero.
SKILL TRAINING
See exercise diagram
Coaching Tips:
Consider enforcing the 2-touch minimum rule with free kicks (including rescue players).
Progressions:
To make it harder, all attackers must move the ball into space with their first touch (not stop it dead).
SKILL GAME
See exercise diagram
Progressions:
Consider adjusting the number and/or position of gates as well as making them smaller. You can also allow players to score in an actual goal after getting through 1 (or more) gates.
Running with the Ball Model Session 1
Skill Introduction
See exercise diagram
Coaching Tips:
Consider assigning different skills for the players to practice to different numbers the coach calls out, or using various ideas from ‘Traffic Controller’, for example:
- Green light, orange light, red light (fast, slow, stop)
- Reverse (toe taps backwards)
- Corners, dead end (turns), speed bump (scoop)
- Lane change (toe taps side to side)
- One handed forwards/back (ball hops with one foot)
- Bicycle forwards/back (ball hops with two feet)
- Swap cars (swap balls)
- Pay the toll (high five coaches)
- Escape from the cops (coaches try to tag the players)
Progressions:
Challenge the players to practice everything with their weaker foot. You can also encourage different players to take the lead at different times and call out the challenges.
CONCLUDING COMPETITION
See exercise diagram
Coaching Tips:
Mark out a scoring zone or line where players must shoot from or stop the ball on so they always have control of the ball. If queues are longer than 3 players, have 2 separate games next to each other to avoid players needing to wait for too long.
Progressions:
Challenge the players to practice everything with their weaker foot. Adjust the size of the area and maybe also the scoring zones, as well as mixing up the teams. The relays can be also done in several different ways, such as straight lines, looping around the cones (both ways), and zig zagging through the cones (both ways).
SKILL TRAINING
See exercise diagram 1 See exercise diagram 2
Coaching Tips:
Mark out a scoring zone or line where players must shoot from or stop the ball on so they always have control of the ball.
Progressions:
Challenge the players to practice everything with their weaker foot. Adjust the size of the area and maybe also the scoring zones, as well as mixing up the teams.
SKILL GAME
See exercise diagram 1 See exercise diagram 2
Progressions:
Consider trying a rugby version where you can’t pass forwards, or limiting the total number of passes allowed, to make it harder. To make it easier, give teams 2 directions/lines they can score in. You can also allow players to score in an actual goal after getting over a scoring line.
Running with the Ball Model Session 2
Skill Introduction
See exercise diagram
Coaching Tips:
Swap the leader regularly and change partners regularly. Highlight good examples of 1 v 1 moves.
Progressions:
Challenge the players to practice everything with their weaker foot. Maybe make the second player a mirror instead of a shadow so they need to copy everything facing their partner.
CONCLUDING COMPETITION
See exercise diagram
Coaching Tips:
Mark out a scoring zone or line where players must shoot from or stop the ball on so they always have control of the ball.
Progressions:
Challenge the players to practice everything with their weaker foot. You can also mix up the calls occasionally e.g. voice or hand signals, or the players need to do the opposite of whatever the coach calls. Maybe set up the game with 4 directions instead of 2 to create more chaos for the players to deal with, and consider adjusting the size of the area.
SKILL TRAINING
See exercise diagram
Coaching Tips:
Change opponents and the goalkeeper regularly.
Progressions:
Adjust the size of the goals (or have bottom corner cones worth double points) and maybe also the distance the passer/defender starts from the attacker. Challenge the players to shoot with their weaker foot (maybe award 2 points if they do so successfully).
SKILL GAME
See exercise diagram
Progressions:
Consider adjusting the number and/or position of gates as well as making them smaller. You can also allow players to score in an actual goal after getting through 1 (or more) gates.
Running with the Ball Model Session 3
Skill Introduction
See exercise diagram
Coaching Tips:
Make it an individual or team based competition.
Progressions:
Challenge the players to practice everything with their weaker foot. It could instead be a race to go through all 4 corners but any route is acceptable (so players dribbling through the square diagonally need good awareness and decision making).
CONCLUDING COMPETITION
See exercise diagram
Coaching Tips:
Have tagged players swap with the taggers rather than sit out, or even accumulate taggers until everyone has been caught.
Progressions:
Consider adjusting the number of players allowed in each corner grid at any one time (more is easier for the attackers). You can also make it a competition for the attackers of who can cross the grid diagonally the most times within a certain time period.
SKILL TRAINING
See exercise diagram
Coaching Tips:
Mark out a scoring zone or line where players must shoot from or stop the ball on so they always have control of the ball.
Progressions:
Challenge the players to practice everything with their weaker foot. You can also mix up the calls occasionally e.g. voice or hand signals, or if the call is go the coach can say start or now sometimes instead to trick the players. Maybe set up the game with 4 directions instead of 2 to create more chaos for the players to deal with.
SKILL GAME
See exercise diagram
Progressions:
Consider when players can use the wall players e.g. only after dribbling over halfway, and if the wall players can also come in to the centre after passing inside. You may also want to remove the offside and direct opponent rules if you find it makes it too difficult for your players.
Striking the Ball Model Session 1
Skill Introduction
See exercise diagram 1 See exercise diagram 2
Coaching Tips:
Make sure the area is big enough for realistic passing distances for the skill level of your players. Players need to make sure they communicate and only pass to teammates who are ready. They also need to keep their head up and make sure they receive passes where there is space to move into.
Progressions:
Make it a competition between players in the middle of who can complete the most passes within 2 minutes. If any pass misses its target or two balls are passed to the same player at the same time, then it doesn’t earn a point. Consider giving bonus points for passes completed with their weaker foot. You could also allow players on the outside to swap positions with each other randomly to make it harder for the players on the inside (their awareness and decision making needs to be better).
CONCLUDING COMPETITION
See exercise diagram
Progressions:
Consider trying the opposite tagging rule too (tag players with the ball instead), as long as the players understand that in both variations the idea is to work together by passing to each other.
SKILL TRAINING
See exercise diagram 1 See exercise diagram 2
Coaching Tips:
Players shouldn’t stay in the corners but adjust their position after every pass to get into good angles to provide their teammates with passing options. Consider how the defender/s switch (do they need to win the ball or just touch it, and do the switch individually or together if in a pair, and if so, which other attacker becomes the defender?).
Progressions:
To make it easier, the attackers can actually be on the outside of the area. In 4v1, all attackers can be limited to 1-touch only and try to work together to as a team to complete a certain number of passes in a row (e.g. 10). In 4v2, the scoring method can be a split pass (between the defenders), but it only counts if it is done 1-touch and along the ground. Challenge the players to pass with their weaker foot (maybe award 2 points if they do so successfully).
SKILL GAME
See exercise diagram
Progressions:
Consider changing (possibly multiple times) the goal position, which teams can score in each of the goals, and how many wall players they must use first, to mix things up.
Striking the Ball Model Session 2
Skill Introduction
See exercise diagram
Coaching Tips:
Make sure the area is big enough for realistic passing distances for the skill level of your players. Encourage the players to come up with their own variations for the group to try (shape, sequence etc).
Progressions:
Adjust the size of the grid. Challenge the players to practice everything with their weaker foot.
CONCLUDING COMPETITION
See exercise diagram
Coaching Tips:
Players shouldn’t stay in the corners but adjust their position after every pass to get into good angles to provide their teammates with passing options. Consider how the defender/s switch (do they need to win the ball or just touch it, and do they switch individually or together if in a pair, and if so, which other attacker becomes the defender?).
Progressions:
To make it easier, the attackers can actually be on the outside of the area. The scoring method can be a split pass (between the defenders), but it only counts if it is done 1-touch and along the ground. Challenge the players to pass with their weaker foot (maybe award 2 points if they do so successfully).
SKILL TRAINING
See exercise diagram
Coaching Tips:
The player who presses can (or should, depending on the level of your players) swap based on the balls position (so instead of one player chasing the ball each time until they force a mistake, they can communicate with each other and switch if they think that will be more effective).
Progressions:
To make it harder for the attackers, you can allow more than one defender to press (maybe after the attackers reach a certain number of passes, or if they score too easily and you can also make it a choice for the defenders whether they want to do this or not to force them to communicate). To make it harder for the defenders, you can allow the attackers to pass across the grid in the air, so there is realistic decision making, and the defenders need to press more aggressively. You can also increase the complexity for both teams by awarding extra points to the attackers if they manage to play a one-touch killer pass between two defenders across the grid, and awarding points to the defenders if instead of just forcing a mistake, they can actually win possession and pass back to their teammates in grid B (this will also encourage focus on transition from both teams).
SKILL GAME
See exercise diagram
Progressions:
Consider simplifying the rules to make it easier to score if the original version is too hard e.g. a successful killer pass anywhere on the pitch can be awarded a point, or give bonus points if a successful killer pass results in a goal being scored.
Striking the Ball Model Session 3
Skill Introduction
See exercise diagram
Coaching Tips:
Make sure the area is big enough for realistic shooting distances for the skill level of your players.
Progressions:
Encourage servers to serve randomly and in varied ways e.g. bouncing, high, low, different sides of the receiving players body etc (and combining several of these ideas).
CONCLUDING COMPETITION
See exercise diagram
Coaching Tips:
Make sure the area is big enough for realistic shooting distances for the skill level of your players.
Progressions:
Encourage servers to serve randomly and in varied ways e.g. bouncing, high, low, different sides of the receiving players body etc (and combining several of these ideas).
SKILL TRAINING
See exercise diagram 1 See exercise diagram 2
Coaching Tips:
Change opponents regularly. Highlight good examples of when to shoot 1-touch and when to shoot 2-touch based on the angle of the shot and where the defender is positioned.
Progressions:
Adjust the size of the goals (or have bottom corner cones worth double points) and maybe also the distance the passer/defender starts from the attacker. Challenge the players to shoot with their weaker foot (maybe award 2 points if they do so successfully).
SKILL GAME
See exercise diagram 1 See exercise diagram 2
Progressions:
Consider trying the opposite rule (only allow shooting in the attacking half). You could also introduce passing limits before shots (a minimum or maximum number) instead, especially the second variation with 3 goals each end.
1 v 1 Model Session 1
Skill Introduction
See exercise diagram
Coaching Tips:
A more random shape with cones spread out everywhere, and all players being able to dribble around together at the same time would allow more repetition and require better awareness and decision making.
Progressions:
Make it a competition for which player can come up the best 1 v 1 move.
CONCLUDING COMPETITION
See exercise diagram
Progressions:
Taggers can run without needing to control a ball to make it easier for them and harder for the attackers. The game can also just be a tagging competition, or involve taggers needing to steal balls from the attackers and keeping them, turning those attackers into taggers (both players switch roles).
SKILL TRAINING
See exercise diagram
Coaching Tips:
Set up multiple grids so all the players can play at the same time, rather than needing to wait, and rotate opponents regularly.
Progressions:
Consider the size of the scoring zones as well as changing the position/angle of the goals. You could also allow all attackers to challenge any defender they want to (no specific pairs) within a shared grid to create more chaos for the players to deal with.
SKILL GAME
See exercise diagram
Progressions:
Consider removing the gates and just rewarding successful 1v1s in open play with bonus points (maybe only in the attacking half), that either result in a goal or just the 1v1 move itself, depending on the level of your players. You could also allow players to switch lanes when attacking as long as there is only 1 (or 2) players maximum in each lane at any time.
1 v 1 Model Session 2
Skill Introduction
See exercise diagram
Progressions:
Consider the distance of the goals and how far players need to shoot from. You could also make it either an individual or team based competition.
CONCLUDING COMPETITION
See exercise diagram
Coaching Tips:
Rather than having players sit out if tackled, make it a team-based elimination game (they can join the defending team instead until everyone has been caught). The last 2 or 3 survivors get to start the next time as the initial defenders.
SKILL TRAINING
See exercise diagram 1 See exercise diagram 2
Coaching Tips:
Set up multiple grids so all the players can play at the same time, rather than needing to wait, and rotate opponents and the goalkeeper regularly.
Progressions:
Simplify the passing sequence at the beginning and give the defender the opportunity to score too somehow if they win the ball.
SKILL GAME
See exercise diagram 1 See exercise diagram 2
Progressions:
Consider removing the zones and just rewarding successful 1v1s in open play with bonus points (maybe only in the attacking half), that either result in a goal or just the 1v1 move itself, depending on the level of your players.
1 v 1 Model Session 3
Skill Introduction
See exercise diagram
Coaching Tips:
Note that the triangles are quite big, to give the attackers are enough room to beat the defenders 1v1 inside their triangles on either side.
CONCLUDING COMPETITION
See exercise diagram
Coaching Tips:
Make sure attackers switch which defender they take on each go.
SKILL TRAINING
See exercise diagram 1 See exercise diagram 2
Coaching Tips:
Set up multiple grids so all the players can play at the same time, rather than needing to wait, and rotate opponents regularly.
Progressions:
If you try the 2v1 and 2v2 variations, limit the time they have to score or number of passes they are permitted to do between each other, to encourage more focus on 1v1 and scoring. You could also adjust the size of the areas and change the scoring line to a ball on top of a cone if it is too easy to score.
SKILL GAME
See exercise diagram
Progressions:
Consider allowing players to score in an actual goal after getting through 1 (or more) gates.