Planning a session
Start with the aim: one clear thing players will get better at today, for example "pass the ball with the inside of the foot". Then answer five questions: Who is in the group? How many minutes do we have? What space and kit do we have? What could go wrong (safety)? How will I know the aim was met?
Then cut the time into four blocks:
- Warm-up (about 10 minutes): jog, mobility, simple versions of the skill.
- Skill practice (about 20 minutes): drills in small groups.
- Game (about 20 minutes): use the skill in a small match.
- Cool-down (about 10 minutes): slow jog, stretching, a short talk.
Write the plan on paper. Keep a plan B for rain or too many players.
Leading a group
Leading is more than shouting. A simple way to teach a skill is Show, Explain, Try, Feedback.
- Show the skill once, in full speed, then slowly.
- Explain with two or three key words only.
- Try: players practise at once, so nobody waits in a long line.
- Feedback: say what was good first, then one thing to fix.
Stand where you can see everyone. Use a clear voice and a whistle or hand signal. Give small jobs to players (captain, kit helper). Good leaders listen too.
Adapting to the participants
No two players are the same. Some are new, some are strong, some have a small injury or a disability. A coach changes the task, not the player. The memory trick is TREE: change the Task, the Rules, the Equipment or the Environment.
- Easier: shorter distance, bigger target, a softer ball, more time.
- Harder: longer distance, smaller target, defenders, less time.
Everyone should be able to join in, feel challenged and feel safe.
Evaluating the session
After the session ask three questions: Was the aim met? Was everyone safe? Did everyone enjoy it? Look at what you saw (players improved their passes), what the players say, and the time (was one block too long?). Write two things that went well and one thing to change next time. This is how coaches get better.
Try it: coach a mini session
Pick any skill, for example throwing a ball into a bucket. Gather 3 friends. Plan 3 minutes of warm-up, 5 of practice, 4 of a game and 2 of cool-down. Teach with Show, Explain, Try, Feedback. Make it easier for one friend. At the end ask the three questions. In the 3D, move the sliders and see how the plan changes.
Key formulas and definitions
- Session = warm-up + skill practice + game + cool-down
- Total of all blocks = time available
- Teach: Show, Explain, Try, Feedback
- Adapt with TREE: Task, Rules, Equipment, Environment
- Check: aim, safety, enjoyment
Worked examples
1. A session is 60 minutes. Warm-up is 10, skill practice is 20 and the game is 20. How long is the cool-down?
60 − (10 + 20 + 20) = 10 minutes.
2. A coach has 45 minutes. She wants warm-up 8, skill 17, game 15 and the rest for cool-down. Find the cool-down.
45 − (8 + 17 + 15) = 5 minutes.
3. In a passing drill one player keeps missing a 4 m pass. Give two ways to adapt using TREE.
Task: make the distance 2 m. Equipment: use a bigger, softer ball. (Rules or environment changes also work.)
4. A drill has 12 players waiting in one line, each trying for 10 seconds. How long does the last player wait? How can you improve this?
The last player waits 11 × 10 = 110 seconds, nearly 2 minutes. Make 3 lines of 4: the last waits 3 × 10 = 30 seconds, and each player gets more turns.
5. You have 30 players and 3 coaches. How many groups of equal size can you make, and how big is each?
One coach per group: 3 groups of 30 ÷ 3 = 10 players.
6. After a session, 18 of 20 players say they enjoyed it and 16 met the aim. What percent met the aim? What percent enjoyed it?
Aim met: 16 ÷ 20 × 100 = 80%. Enjoyed: 18 ÷ 20 × 100 = 90%.
Common mistakes
- Starting with no aim, so the session is just "play".
- Skipping warm-up or cool-down to save time.
- Making players wait in long lines, so they stand still for most of the session.
- Giving the same task to everyone, so some feel it is too hard and some too easy.