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Growing Hearts · Block 1 · Ball Mastery & Dribbling

Week 6

Two sessions this week · 140 total minutes

Session 170 min

Combining Moves – Technical

Ball Mastery & Dribbling

Objective: Players can fluidly chain two or more moves in a single dribble sequence.

Outcomes

  • Players can link scissors → step-over without hesitation
  • Players can link drag-back → chop in a continuous motion
  • Players create their own two-move combo and can name it
  • Players understand that combining moves increases unpredictability

Equipment

  • 1 ball per player
  • 20 cones
  • 6 pinnies
  • 2 small goals

Run of show

  1. 1. Arrival Ball Mastery

    8m

    Set up: 20×20 yd free-roam.

    How to run it: Players dribble and perform any single move every 10 seconds. No repetition allowed on consecutive moves. Coach circulates calling out what they see: 'scissors! nice chop!'

    • Variety – mix it up
    • Stay in control between moves
    • React to space, not habit
    123
    Free dribbling grid — every player a ballConeAttackerBallDribble (with ball)
  2. 2. Dynamic Warm-Up

    10m

    Set up: 10-cone slalom; individual channels.

    How to run it: Length 1: scissors at every cone. Length 2: step-over at every cone. Length 3: players choose a combo at alternate cones. Length 4: free choice with max pace. Finish with dynamic ankle and knee circles.

    • Clean execution in the slalom builds muscle memory
    • Keep eyes up between cones
    GKSA
    Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot
  3. 3. Technical Practice – Combo Creator

    15m

    Set up: Each player has a 5×5 yd personal space.

    How to run it: Players create their own two-move combo and practise it for 2 minutes. Then they must teach it to a partner. Partner learns and both perform it. Coach circulates and asks: 'Why did you choose those two moves together?' Last 3 minutes: pairs perform their combo for another pair.

    • There's no wrong combo – creativity is the goal
    • The teaching player must explain, not just show
    • Fluency comes from repetition – repeat your combo 20 times
    • Name your combo – it becomes yours
  4. 4. Skill Game – Move Market

    15m

    Set up: 25×20 yd grid; all players with balls; coach has a card deck with move names written on cards.

    How to run it: Coach flips a card: e.g., 'scissors + drag-back'. Players have 30 seconds to perform the combo as many times as possible. Coach counts and the highest-count player shares their technique. Change card every 30 seconds. Five rounds.

    • Smooth transition = more reps = higher count
    • Slow reps with quality beat rushed reps with errors
    • Listen to peers – they may show you a better way
  5. 5. Small-Sided Game – 4v4 Combo Bonus

    17m

    Set up: 28×22 yd pitch; small goals.

    How to run it: 4v4. A goal counts 3 points if it is set up by a two-move combo in the build-up. Normal goal = 1 point. Teams must track and declare the combo to get the bonus. Coach validates.

    • Look for space to use your combo when pressure is light
    • Don't force the combo in a dangerous position
    • Celebrate successful combos even if no goal results
    GKGK12312
    Small-sided game with goalkeepersKeeperAttackerBallDefenderPassDribble (with ball)Shot
  6. 6. Cool-Down & Review

    5m

    Set up: Circle.

    How to run it: Hamstring and hip-flexor stretches. Each player says their personal combo name aloud. Coach writes them on a whiteboard. Players clap each one.

    • Ownership of a move builds confidence
    • Creative expression is part of the game
🏠 Take-home challenge: Film your personal combo 10 times in a row. Try to make each rep smoother than the last. Show a parent or sibling and teach them the move names.
Session 270 min

Combining Moves – Applied

Ball Mastery & Dribbling

Objective: Players use their multi-move combinations to beat defenders in live game scenarios.

Outcomes

  • Players attempt combos in 1v1 situations
  • Players can maintain composure while performing a combo under pressure
  • Players demonstrate creativity in applying their move library
  • Players enjoy and celebrate individual expression

Equipment

  • 1 ball per player
  • 20 cones
  • 8 pinnies
  • 4 small goals

Run of show

  1. 1. Arrival Ball Mastery

    8m

    Set up: Free roam 20×20 yd.

    How to run it: Players dribble freely combining any moves. Every 60 seconds, call a 'showcase' – one player is spotlighted; others watch and copy their combo for 10 seconds.

    • Showcase is positive – everyone gets a turn
    • Copiers: focus on the key element of the move
    123
    Free dribbling grid — every player a ballConeAttackerBallDribble (with ball)
  2. 2. Dynamic Warm-Up

    10m

    Set up: Pairs; 1 ball per pair; 12-yd corridor.

    How to run it: Mirror dribbling: both players have a ball; A performs any move, B must immediately mirror it. Switch leader every 60 seconds. Finish with dynamic stretching: torso rotations, arm circles.

    • Mirror player: watch the hips, not the ball
    • Leader: be creative, vary the tempo
  3. 3. Technical Practice – 1v1 Combo Challenge

    15m

    Set up: 12×10 yd box per pair; cone goal each end.

    How to run it: Attacker must use a named combo (they declare it before each round) and attempt to score. Defender gives 80% effort. Score 1 point for a combo attempt, 2 points for a successful execution, 3 points for a goal after combo. Play 3 rounds each.

    • Declared intent makes you accountable – and builds confidence
    • If the first combo doesn't work, try again differently
    • Defenders: be honest – give real but fair pressure
    • Praise the declaration, not just the execution
    1212
    Small-sided game — attack either of your two goalsAttackerBallDefenderPassDribble (with ball)Shot
  4. 4. Skill Game – 3v3 Unlimited Touch

    15m

    Set up: 20×15 yd grid; cone goals; 3v3.

    How to run it: Unlimited touches. Players are encouraged to dribble as much as possible. Award 1 bonus point for any successful combo dribble, validated by the coach or a neutral observer.

    • Unlimited touch removes time pressure – use it to try your combos
    • Support: give the dribbler space to work
    • Neutral observer builds accountability culture
    1212
    Small-sided game — attack either of your two goalsAttackerBallDefenderPassDribble (with ball)Shot
  5. 5. Small-Sided Game – 5v5 Free Play

    17m

    Set up: 35×28 yd pitch; full goals or small goals.

    How to run it: Free 5v5. Coach does not intervene. After the game, ask: 'Show me one moment where you used your combo.' Players demonstrate in real time.

    • Uninterrupted game time builds match confidence
    • Post-game demonstration reinforces memory
    • Celebrate courage, not just success
    GKGK12312
    Small-sided game with goalkeepersKeeperAttackerBallDefenderPassDribble (with ball)Shot
  6. 6. Cool-Down & Review

    5m

    Set up: Circle.

    How to run it: Full-body stretches. Coach picks the best combo attempt they saw and describes it without naming the player; group guesses who it was. That player receives a 'combo card' (a small printed card) to keep.

    • Recognition drives motivation
    • Set up Week 7 preview: 1v1 attacking
🏠 Take-home challenge: Create a 2-minute dribble video showing all four moves (scissors, step-over, drag-back, chop) and at least one combo. Watch it back and pick one thing to improve.