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Little Hearts · Block 1 · Discovering the Ball

Week 7

Two sessions this week · 90 total minutes

Session 145 min

The Magic Turn — Meet the U-Turn!

First Simple Turn — inside-of-foot U-turn

Objective: Players learn their first named turn: the U-turn (inside-of-foot pull-back-and-go).

Outcomes

  • Players can stop the ball and use the inside of the foot to redirect 180 degrees.
  • Players can perform a U-turn when dribbling toward a boundary.
  • Players can perform a U-turn at slow speed without losing the ball.

Equipment

  • 1 size-3 ball per player
  • 20 flat cones
  • 4 small pop-up goals
  • 1 pinnie per player

Run of show

  1. 1. Arrival Free Play

    5m

    Set up: 20x20 grid. Place cones as 'dead ends' — lines of cones blocking certain paths.

    How to run it: Players arrive and dribble freely. When they hit a dead end, they must turn around somehow. Coach watches how they solve it — no instruction yet.

    • Dead ends naturally create the problem that turns solve.
    • Watch the variety of solutions — some will scoop, some will kick sideways.
    • Greet each player and build curiosity: 'What do you do when you get stuck?'
    123
    Free dribbling grid — every player a ballConeAttackerBallDribble (with ball)
  2. 2. Warm-Up Game — Bouncy Ball Walls

    8m

    Set up: 20x20 grid. Every player has a ball. Boundary cones are the 'walls.'

    How to run it: Players dribble until they get close to a wall, then must 'bounce' off it by turning around. Coach demonstrates: dribble to wall, inside-of-foot push, and go back the other way — call it the 'Magic Turn.' Players practice the bounce off every wall they hit. Do this for a full minute without stopping.

    • Demonstrate slowly: stop, inside foot touches ball, push back, go.
    • Cue 'hook it like a fish hook' for the inside-of-foot push.
    • Encourage both feet over multiple rounds.
    SADS
    Receive on the half-turn and play forwardNeutral / serverBallAttackerDefenderPassDribble (with ball)
  3. 3. Skill Theme Game — Astronaut U-Turn

    12m

    Set up: Set pairs of cones 8 yards apart as 'Moon Bases' (5-6 pairs in a 20x20 grid). Every player has a ball.

    How to run it: Players are astronauts going from base to base. At each base, they must perform the Magic Turn (U-turn) before going to the next base. Count how many bases you visit in 90 seconds. Repeat. Introduce a slow-motion challenge: can you do the turn SO smoothly no one sees the join?

    • At each turn point, cue: 'stop — hook — go.'
    • Do not worry about perfect technique — direction change is the goal.
    • Praise any deliberate turning action.
  4. 4. Small-Sided Games — 3v3 with Turn Zones

    15m

    Set up: Two 15x10 pitches. Goals at each end. Mark a 'turn zone' (2x2 square of cones) near each goal.

    How to run it: Play 3v3. Any player who dribbles into the turn zone must perform a U-turn before they can shoot. This forces the skill in a game context. Rotate every 4 minutes.

    • Praise the attempt in the turn zone even if imperfect.
    • Do not penalize failed turns — encourage retry.
    • Point out when a U-turn creates space: 'The defender expected you to keep going!'
    GKSA
    Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot
  5. 5. Cool-Down & High-Fives

    5m

    Set up: Circle. Coach places one cone in the middle.

    How to run it: Every player takes one turn around the cone using the Magic Turn they learned today. Group cheers for each one. Hearts Cheer. Homework reminder.

    • No judgment — just celebration of the attempt.
    • Connect the turn to the theme: 'That is your Magic Turn — remember it!'
    • Remind parents of the homework.
🏠 Take-home challenge: In your hallway or driveway, practice the Magic Turn: dribble to a wall, do the inside-of-foot U-turn, and come back. Do it 10 times — can you do it without touching the wall?
Session 245 min

Magic Turn Festival

First Simple Turn — play-heavy

Objective: Players use U-turns in game situations to evade pressure and create space.

Outcomes

  • Players attempt a U-turn when faced with a defender.
  • Players can string together multiple U-turns while dribbling.
  • Players use turning ability to keep possession in small-sided games.

Equipment

  • 1 size-3 ball per player
  • 24 flat cones
  • 4 small pop-up goals
  • 1 pinnie per player

Run of show

  1. 1. Arrival Free Play

    5m

    Set up: 20x20 grid. Set several dead-end corridors made of cones.

    How to run it: Players arrive and navigate the corridors, using their Magic Turn to escape dead ends. Pure exploration with a clear structure.

    • Corridors of cones force the U-turn situation repeatedly.
    • Praise any turn without prompting.
    • Energy should be high — this is festival day.
    1212
    Small-sided game — attack either of your two goalsAttackerBallDefenderPassDribble (with ball)Shot
  2. 2. Warm-Up Game — Spin-and-Go Pirates

    8m

    Set up: 20x20 grid. Two players are 'Kraken' (no balls). Everyone else is a pirate with a ball.

    How to run it: Krakens try to kick pirates' balls out. When a Kraken approaches, pirates must use a Magic Turn to escape. If your ball is kicked out, retrieve it, do a U-turn around it, and rejoin. Swap Krakens every 90 seconds.

    • Kraken pressure makes the turn feel urgent and real.
    • Call out 'MAGIC TURN!' when you see a player in trouble.
    • Celebrate every successful escape.
    12
    Dynamic warm-up & activation through the conesConeAttackerRun (off ball)
  3. 3. Skill Theme Game — Turning Maze Challenge

    12m

    Set up: Build 6 small cul-de-sacs (dead ends) out of cones in a 20x20 grid. Each dead end requires a U-turn to escape.

    How to run it: Players dribble through the maze and visit each cul-de-sac, using a U-turn to escape each one. Count total turns completed in 2 minutes. Challenge: can you do 6 turns with no mistakes? Coach watches and counts with each player.

    • Multiple turns in sequence builds fluency.
    • Walk alongside a struggling player to cue 'stop — hook — go.'
    • Fast players can do the maze backwards for extra challenge.
    SADS
    Receive on the half-turn and play forwardNeutral / serverBallAttackerDefenderPassDribble (with ball)
  4. 4. Small-Sided Games — Magic Turn Festival

    15m

    Set up: Three 12x10 mini-pitches. 3v3 round-robin, 4-minute games.

    How to run it: 3v3 mini-festival. Any Magic Turn visible during play gets a 'twist point' called out by the coach. Points are noted but do not change the scoreboard — just recognition. Rotate teams every 4 minutes.

    • Calling out twist points makes the skill visible and celebrated.
    • Do not stop play to award them — just narrate.
    • Keep score light — fun festival atmosphere.
    GKSA
    Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot
  5. 5. Cool-Down & High-Fives

    5m

    Set up: Circle.

    How to run it: Each player teaches the coach the Magic Turn — role reversal for laughs. Coach deliberately gets it wrong and players correct. Hearts Cheer.

    • Role reversal builds confidence and ownership.
    • Ham up the wrong technique to get corrections from the kids.
    • End with every player feeling like an expert.
🏠 Take-home challenge: Teach the Magic Turn to a parent or older sibling. You are the coach — show them how to do it correctly. Remember: dribble, inside foot, turn, go!