NZF Talent Development Programme Manual
NZF Talent Development Programme Manual
DEVELOPMENT
PROGRAMME
MANUAL
TALENT
DEVELOPMENT
PROGRAMME
MANUAL
APPENDICES 44
A1. Minimum Operating Requirements 46-48
A2. Step by Step Guide 49-50
A3. Risk Assessment Form 51
A4. Incident Report Form 52-54
A5. Medical Consent Form 54
A6. Player Registration Form 55
A7. Annual Review 56-59
A8. Questionnaires 60-62
3
PURPOSE & OBJECTIVES
WHAT IS THE PURPOSE OF THE NZF TALENT DEVELOPMENT PROGRAMME?
The New Zealand Football Talent Development It is highly likely that the game in the future will be
Programme provides an aligned, co-ordinated quicker, more technical and tactical, and the demands
approach to the development of high potential on our younger players will be elevated. Through
youth footballers, aged 13-17 years. The programme a planned, consistent approach to training, based
outlines the standards that clubs must meet as a part around principles of Long Term Player Development,
of gaining a New Zealand Football Regional Youth the New Zealand Football Talent Development
League Club License. Its main aim is to provide a Programme will provide a platform for players
challenging, structured programme for players, in wishing to reach their potential.
an enjoyable environment that maximises player
development.
7
NZF TALENT DEVELOPMENT
PROGRAMME DELIVERY METHODS
NZF TALENT DEVELOPMENT PROGRAMME DELIVERY METHODS
National Age 1 National Boys: U15, U16, Camps April and October
Group Teams Programme U17, U20 Tours School holiday camps
Girls: U15, U17, U20 NAGT July school holiday
tour option
December NAGT
Federation Talent 7 Federation Boys: U13, U14, Camps April, October school
Centre (FTC) Networks U15, U16 Tours holiday camps
Girls: U14, U16 NAGT July school holiday
tour option
December NAGT
Talent Dependent on Boys: U13, U14, Full year Full year programme
Development those meeting U15, U17, programme from February to
Programme criteria Girls: U14, U16, Tours November
* Home grown players are players that have been registered with the club or MOU club/school for 2 or more seasons.
**There will be an expectation that Clubs have facilities available to ensure trainings are not cancelled. This could include, floodlit,
artificial or indoor (futsal) venues.
9
NZF TALENT DEVELOPMENT
PROGRAMME DELIVERY METHODS cont...
FEDERATION TALENT CENTRE (FTC)
The role of the FTC is to identify and (where relevant) opportunities to challenge themselves at a higher
develop players within the federation. Federations will level and will enable Federation and New Zealand
develop a scouting network in conjunction with New Football staff to continually monitor player progress.
Zealand Football in order to identify high potential
players and invite them in to short periods of contact Any activity held by the Federation will not conflict
with other players of similar ability. Activities such as with the Regional Youth Premier League competition
training, camps and tournaments will provide players and will be conducted with the following criteria.
Playing Philosophy Follow the NZF Playing Philosophy and Team Model
Age groups offered Boys U13, U14, U15, U17 Girls U14, U16
Number of players per group Maximum 32 players (4 GK’s)
Number of contacts per year Maximum 20 days per year plus NAGT
Training area Full field minimum
Programme duration Maximum of 3 days for camps
Maximum of 10 days for tours/tournaments
Player to coach ratio Maximum of 12:1
Programme Administrator Administration point of contact
FTC Director Accredited OFC/NZF A License
Coach Qualification Head Coach: Accredited OFC/NZF B License + Emergency Aid
Assistant Coach: Youth Level 3 Coaching Award
Goal Keeper Coach: GK Level 1 Coaching Award
Curriculum Delivered NZF Talent Development Programme or equivalent
Player feedback meetings Minimum of 1 meeting annually
Support/Evaluation Visits from Minimum of 1 visit annually
New Zealand Football
Playing Philosophy Follow the NZF Playing Philosophy and Team Model
Age groups offered Boys U15, U16, U17, U20. Girls U15, U17, U20
Number of players per group Maximum 32 players (4 GK’s)
Number of contacts per year Maximum 20 days per year
Training area Full field minimum
Programme duration Maximum of 5 days for camps
Maximum of 10 days for tours/tournaments
Player to coach ratio Maximum of 12:1
Programme Administrator Administration point of contact
New Zealand Football Technical Accredited Pro License
Director
Coach Qualification Head Coach: Accredited OFC/NZF A License + Emergency Aid
Assistant Coach: Accredited OFC/NZF B License + Emergency Aid
Goal Keeper Coach: GK Level 2 (when applicable)
Curriculum Delivered NZF Talent Development Programme or equivalent
Player feedback meetings Minimum of 2 meetings annually
Support/Evaluation Visits from Minimum of 1 visits annually
Sport New Zealand
11
GUIDING PRINCIPLES
PROVIDING A PLATFORM FOR PLAYER DEVELOPMENT
All New Zealand Football talent programmes, corner model. The Technical, Tactical, Mental and
including New Zealand Football Talent Development Physical components are distinguishable but not
Programme, are designed to help players reach their separable. They should be developed in a challenging
potential and also to enhance the quality of the environment where age appropriate values create a
next generation of All Whites and Football Ferns. culture that promotes learning and enjoyment.
Therefore, guidance provided is focused on producing
players who are able to play the game in the “New The following principles ensure the appropriate
Zealand Football Way”, stated in our Playing Style training environment for holistic player development
Statement: within the New Zealand Football Talent Development
Programme:
“A proactive, effective, controlled and incisive
possession based style of attacking play using individual
1. TRAINING THAT LOOKS LIKE THE
and combination play to create and score goals.
GAME
Football is a game of constant, quick-changing
Underpinned by a quick transition mentality and situations. Not one situation is the same as the one
defending through aggressive, collective, intelligent before or after. The complexity of football situations
pressing. is determined by football specific resistances. The
The point of difference is our superior team culture player has to do something with the ball, which
and traditional Kiwi strengths combined with astute requires technique or without the ball which requires
tactical cohesion.” positioning and communication. This will be based
on what they perceive (P) through seeing, hearing
New Zealand Football recognise the importance of and feeling (how much time and space they have; the
coaching in the long term development of our young direction to go; the position of the ball, teammates
football players and therefore put a large emphasis or opponents, etc). Based on these football specific
on coach education. Coaches should develop our resistances, the player has to then decide (D) which
footballers as players as well as people and the action to take (pass, travel with the ball, tackle, run
focus of training should cover all areas of the four into space, etc). Finally, the player must execute (E)
the action.
13
CHARACTERISTICS OF A YOUTH FOOTBALLER
During their youth years, players are in or entering intellectual development means they have the ability
puberty, a phase of radical mental and physical to operate within and understand far more complex
change. It is important to know that, on average, situations as well as increase their understanding and
females enter puberty about two years earlier than appreciation for teamwork. It is also vitally important
males. that there is a focus on player welfare. The inclusion
of programmes such as ongoing injury prevention,
While this decrease in coordination and strength appropriate strength and conditioning, mental skills
can lead to a temporary slowdown in a player’s techniques and nutrition will contribute to the overall
physical and technical development, the rapid development and welfare of the player.
CHARACTERISTICS AT
THIS AGE INCLUDE:
15
HOW TO RUN A NZF TALENT
DEVELOPMENT PROGRAMME
The New Zealand Football Talent Development It’s vital to ensure a consistent standard throughout
Programme outlines the standards that clubs must New Zealand. One key safeguard are the New
meet as a part of gaining a New Zealand Football Zealand Football Talent Development Programme
Regional Youth League Club License. templates provided at the back of this document that
aim to make consistent delivery as easy as possible,
The New Zealand Football Talent Development e.g. the Minimum Requirement Form (Appendix 1). In
programme is developed by New Zealand Football addition to this, a Member Federation staff member
and monitored by New Zealand Football’s seven will visit those clubs wanting to meet the New
regional Member Federations. The regional Member Zealand Football Talent Development Programme
Federations throughout New Zealand are responsible Criteria and use Appendix 1 as the quality control
for supporting clubs to meet the standards of the New form during appraisals. Clubs are also expected to
Zealand Football Talent Development Programme. use the New Zealand Football Talent Development
The model of setting up a New Zealand Football Talent Programme curriculum provided, or create sessions
Development Programme is outlined in the diagram that are in line with the New Zealand Football Talent
below. To cover all aspects of the programme, a Development Programme curriculum and principles
contract is signed between the football club, Member and that are agreed by the Member Federation.
Federation and New Zealand Football.
The role of the Technical Director is to oversee the The Technical Director should be the point of
Talent Development Programme and ensure that all contact for all footballing matters and liaise with
aspects of the programme are running smoothly and the federation on a consistent basis in regards to
to the required standard including: all aspects of the programme including all minimum
requirements of the New Zealand Football Talent
· Programme Development
Development Programme.
· Player Development
· Coach Development There is an expectation that the Technical Director
works onsite at the club for a minimum of 20 hours
· Parent Development
per week.
· Club Development
17
NZF TALENT DEVELOPMENT
PROGRAMME CURRICULUM
CREATING THE PLAYER OF THE FUTURE
New Zealand Football encourages coaches to
the senior framework the foundation of practice
consider the Technical, Tactical, Physical and Mental
completed at the 13-17 year age groups should give
components of an individual’s development when
them the ability and confidence to play in line with
designing and conducting training sessions. It is
New Zealand Football’s philosophy in the context of
important to understand that the four corners
the modern football game.
are distinguishable but not separable and while a
particular training sessions may focus on one of Within the game training phase the curriculum
the corners, coaches must challenge all corners in a focuses on the four Main Moments of the game, the
challenging, safe and enjoyable training environment. Key Principles within each of the Main Moments and
the tasks of the team and the individuals (across all
Players of the future will be faced with limited time
four corners) within that moment all derived from the
and space and will need to be able to consistently
New Zealand Football Playing Style Statement;
perceive any given situation, decide what to do and
execute the necessary action quickly and successfully. “A proactive, effective, controlled and incisive
It is important for players to consistently experience possession based style of attacking play using
these problems during training and that they are individual and combination play to create and score
related as closely as possible to real game situations. goals.
New Zealand Football’s phased approach, aligned Underpinned by a quick transition mentality and
to a national curriculum, will help create players of defending through aggressive, collective, intelligent
the future. The Game Training phase is designed to pressing.
enable players to learn how to use the core skills they
developed in the Skill Acquisition phase to play the The point of difference is our superior team culture
game within the structure of 11 v 11. This will help and traditional Kiwi strengths combined with astute
prepare players for the Performance Phase when tactical cohesion.”
they reach senior football. As players progress into
Key Controlled Press the ball Win the ball back Quick forward
Principle Possession - Build immediately as close to the passing and
up play opponent’s goal movement
Prevent forward as possible
Incisive passing Quickly into
Possession - Deny time and attacking
penetration into Quickly into space positions
the middle and defending
final third positions Limit goal scoring
opportunities
Combination Play
in the middle and
final third
Individual
Play to create
goal scoring
opportunities
Player Actions Positioning, Receiving the Ball, 1 v 1, Travel with the ball, Striking the Ball,
Communication
Please refer to the player profiles in the NZF National Curriculum to see some examples of the player tasks and
actions expected of players in order to execute the NZF playing style.
19
NZF TALENT DEVELOPMENT
PROGRAMME CURRICULUM cont...
STRUCTURING PRACTICE
New Zealand Football Talent Development Programme sessions are designed using the Game Training methodology.
All four Main Moments will be evident, however, there will be a specific focus on a Key Principle within a particular
Main Moment from when the player arrives at practice until they leave. This will result in players understanding
how to execute the key principle in the context of the whole game.
• New Zealand Football recommend players arrive 30 minutes prior to training & perform the FIFA 11+ in order to prepare
themselves for the training ahead
• New Zealand Football endorses the principle of safe warming up and promote the use of the FIFA 11+ programme prior to
two training sessions a week.
• It is designed to be delivered by the team coach or by the players.
• It incorporates running, active stretching, balance and strengthening exercises.
• Wherever possible, include a ball.
21
PLANNING A NZF TALENT
DEVELOPMENT PROGRAMME
PLANNING GUIDELINES
The Game Training phase presents us with an Underpinned by a quick transition mentality and
opportunity to utilise a four-year programme to defending through aggressive, collective, intelligent
develop an understanding of the Key Principles, Team pressing.
Tasks and Player tasks within all four Main Moments,
The point of difference is our superior team culture
as well as consistently improving the core skills within
and traditional Kiwi strengths combined with astute
the team setting.
tactical cohesion.”
By working backwards we can outline in a structured
New Zealand Football would like to develop players
way the logical steps required to produce players at
who can play a proactive, effective, controlled
17 years of age (the end of the Game Training Phase)
and incisive possession based style of football and
who can play according to the Playing Style.
therefore recommend more time is allocated to the
attacking moment.
In other words, coaches have four years help teach
skilful 13 year-old players how to use functional
Whilst focusing more on attacking play we must be
game skills in the context of the Team Model, better
careful not to neglect the other Main Moments. New
preparing them for Performance Phase football.
Zealand Football believe that pro-active, creative
attacking, is more difficult to learn that aggressive,
In order to do this, detailed planning should be
collective and intelligent defending and that the
undertaken and New Zealand Football recommend
two transition moments can be addressed in the
the following:
same training session, because when one team is
in transition to attack, the other is in transition to
• Create a season template for your Training
defend.
Programme
• Divide the Game Training Phase into four separate Coaches should incorporate the transition moments
years within every attacking and defending session so
players are conditioned to see the links between the
• Divide each year into 6-week cycles
main moments. It is also important that this structure
• Label each cycle and week (for example, ‘Cycle 3, is evident in order to develop players with great PDE.
Week 4’)
Our rough guide on Main Moment allocation is that
• Insert the competition games and expected pre-
for every 6 sessions the following applies:
season games
• Mark the days on which training sessions for that
age-group will take place
• Plan the tactical, tactical mental and physical 20%
content for each cycle TRANSITION
23
PLANNING A NZF TALENT
DEVELOPMENT PROGRAMME cont...
CYCLE 1
ATTACK Total Sessions per cycle = 12
CYCLE 1 MAIN FOCUS: Develop ability to play out from the back
Cycle 1 2 3 4 5 6
We can now apply the same process to the other Main Moments
CYCLE 1 MAIN FOCUS: Win the ball back as close to the opponents goal as possible
Cycle 1 2 3 4 5 6
Cycle 1 2 3 4 5 6
We can now allocate our Main Moments and Key Principles to the cycle:
Saturday Pre-season Game Pre-season Game Pre-season Game Pre-season Game Game Game
A key point to remember is that devoting more time These are the challenges for Technical Directors and
to a specific aspect of the Team Model for six weeks Coaches and there is no magic formula to follow.
will lead to better learning of that aspect. However, some guidelines are:
25
PLANNING A NZF TALENT
DEVELOPMENT PROGRAMME cont...
CYCLE 1
DAY Week 1 Week 2 Week 3 Week 4 Week 5 Week 6
Saturday Pre-season Game Pre-season Game Pre-season Game Pre-season Game Game Game
CYCLE 2
DAY Week 1 Week 2 Week 3 Week 4 Week 5 Week 6
CYCLE 3
DAY Week 1 Week 2 Week 3 Week 4 Week 5 Week 6
CYCLE 4
DAY Week 1 Week 2 Week 3 Week 4 Week 5 Week 6
CYCLE 5
DAY Week 1 Week 2 Week 3 Week 4 Week 5 Week 6
CYCLE 6
DAY Week 1 Week 2 Week 3 Week 4 Week 5 Week 6
27
PLANNING A NZF TALENT
DEVELOPMENT PROGRAMME cont...
Here is an example of how a 30 week training programme could be inserted into the New Zealand context using
five of the six cycles:
Sunday 1
Friday 5 2 OFF 2 6 4 1
Saturday 6 3 3 Game 7 Game 5 Game 2 Game
Sunday 7 4 4 8 6 3
Monday 8 5 5 Attack CBU 9 Attack P 7 Attack IS 4 Queen’s BDay
Friday 12 9 9 13 11 8
Saturday 13 10 10 Game 14 Game 12 Game 9 Game
Sunday 14 11 11 15 13 10
Monday 15 12 Attack CBU 12 Attack CBU 16 14 Attack CP 11 Attack IS
Sunday 28 25 25 29 27 24
Monday 29 26 Attack CBU 26 Attack P 30 Attack CP 28 Attack CP 25 Attack IS
Sunday
Monday
1 Sunday
2 Attack IS 1 Monday
3 Attack IS 2 Youth Tuesday
4 Defending PH 1 Transition D T 3 Tournament Wednesday
5 Transition A 2 Defending DTS 4 1 Thursday
6 3 5 2 Friday
7 Game 4 Game 1 Game 6 3 1 Saturday
8 5 2 7 4 2 Sunday
9 6 Attack CP 3 New Zealand 8 5 3 Monday
10 7 Attack CP 4 Secondary 9 Youth 6 NAGT 4 NAGT Tuesday
11 Tour Window 8 Transition D 5 Schools 10 Tournament 7 Training 5 Training Wednesday
12 9 Defending DTS 6 Tournament 11 8 6 Thursday
13 10 7 Week 12 9 7 Friday
14 School Holiday 11 Game 8 Game 13 10 8 Saturday
15 Middle Weekend 12 9 14 11 9 Sunday
16 13 Attack CBU 10 Attack CP 15 12 10 Monday
17 14 Defending PGSO 11 Attack CP 16 13 NAGT 11 Tuesday
18 Tour Window 15 Attack CBU 12 Transition D 17 14 Training 12 Wednesday
19 16 Transition D 13 Defending DTS 18 15 13 National Age Thursday
20 17 14 19 Postseason 16 14 Group Friday
21 Game 18 Game 15 Game 20 Club 17 15 Tournament Saturday
22 19 16 21 Tournament 18 16 (NAGT) Sunday
23 Attack IS 20 Attack CBU 17 Attack CP 22 Labour Day 19 17 Monday
24 Attack P 21 Attack CBU 18 Attack IS 23 20 NAGT 18 Tuesday
25 Defending PGSO 22 Defending PH 19 Transition D 24 21 Training 19 OFF Wednesday
26 Transition A 23 Defending PH 20 Defending LGSO 25 22 20 Thursday
27 24 21 26 23 21 Friday
28 Game 25 Game 22 Game 27 24 22 Saturday
29 26 23 28 25 23 Sunday
30 Attack IS 27 Attack CBU 24 Attack IS 29 26 24 Monday
31 Attack P 28 Attack P 25 Defending PGSO 30 27 NAGT 25 Christmas Day Tuesday
29 Defending PH 26 Attack IS 31 28 Training 26 Boxing Day Wednesday
30 Transition A 27 Transition A 29 27 Thursday
31 28 30 28 OFF Friday
29 29 Saturday
30 30 Sunday
31 Monday
29
THE ROLE OF A COACH
Being the coach of talented players should be viewed are made aware of the specific team and player tasks
as a privilege. You have been recognised as being a to help the team perform during the Main Moments
specialist in your field and have been tasked with and Key Principles with the focus on the development
the development of the players who play under your of the individual within the team setting. Training
guidance. You will have an everlasting influence not only should resemble the game as much as possible so
on how the players train and play the game, but also the players execute what they have learnt during training
mind-set in which they approach their development. when playing.
High quality coaching plays a crucial role in the It is important coaches combine their knowledge of
long term development of youth players. Creating the game with an understanding of the characteristics
a positive learning environment, designing relevant of youth players in order to create a culture of
training sessions and providing appropriate feedback excellence which helps players to build a growth
will instil high levels of intrinsic motivation in players. mind-set that embraces mistakes as key learning
opportunities to ensure players have the best possible
The Game Training Phase focuses on taking the chance of reaching their potential.
core skills developed during the Skill Acquisition
Phase and learning how to apply them within a team Becoming an effective team coach, like learning to
environment. This phase introduces 11v11 football be a player, is a process that takes a lot of time, effort
to prepare the players for the senior game. Players and practice. It is important that coaches, like players,
adopt a growth mind-set and challenge themselves by
accessing ongoing learning and education.
31
SESSION 1
PLAYING MOMENT ATTACKING | FOCUS BUILDING FROM THE BACK
POSSIBLE PROGRESSIONS
1. The wide player must travel through the gate using their first
touch
2. Opposing teams cannot travel through the same gate at the
same time
3. If a gate is blocked from natural player movement, you are
unable to travel through it and must quickly find the other gate
4. If both gates are blocked, you can dribble over half way
anywhere along the line
2. POSITIONING GAME
ORGANISATION EXPLANATION
• Create an area up to 44 x 44m. Modify the area depending on the • Ball is played in from the target player to their team
number and ability of your players
• The team in possession (blue) is trying to progress the ball over
• Divide the pitch in half using cones
half way
• Divide the players into 3 even teams and one neutral player
• Have a target player on each end which should be the GK • The defending team (red) can have 4 players trying to win the
• Place spare balls behind the target players ball and one player in the opposite half
• Once the team in possession (blue) goes over half way, they
are now trying to pass the ball into the opposite target player.
The remaining defender is active throughout this process
• If the team in possession (blue) successfully get the ball into
the opposite target (yellow 1) the blue team retreats back to
their half and the red team are now defending the yellows.
• If the defending team (red) win the ball at any time, they
can score by getting the ball into the target player ahead of
them. If this happens, the team that just won possession (red)
becomes the team playing out and the team that just lost
possession (blue) becomes the defending team
• The game is always in transition and should not stop unless the
ball goes out
• At all times, players can use defensive target players to keep
the play moving
• If the ball goes out, start with the target player of the team
who’s throw in it would have been
POSSIBLE PROGRESSIONS
1. Players must travel over half way with their first touch
2. Players must receive the ball over half way (through ball)
• If the ball goes out the play starts with the GK again.
POSSIBLE PROGRESSIONS
1. If the blue team tries to score in the small goal and misses, a
coach at half way quickly plays another ball into the reds to
attack
4. TRAINING GAME
ORGANISATION EXPLANATION
• Create an area up to 55x55m. Modify the area depending on the
number and ability of your players • Regular game with regular rules
• Divide the players into 2 even teams
• Teams play in a 1-3-2-3 formation
• Large goals OUTCOMES
• Place spare balls in the goals
• Passing, receiving, dribbling, awareness
• Playing under pressure
• Understanding of how to spread out within a space to
maximize ball movement and to spread the opposition
defenders
• Understanding combinations within the back four and midfield
players
• Understanding how speed of play can be used to create space
when building from the back
33
SESSION 2
PLAYING MOMENT ATTACKING | FOCUS COMBINATION PLAY IN WIDE AREAS
2. POSITIONING GAME
ORGANISATION EXPLANATION
• Create an area up to 44 x 36m or double the 18 yard box
• Divide players into 2 teams, one with right sided players, and the other with • Balls are played in at the same time from the players beside the
left sided players. goal to the wide player
• Divide the pitch in half
• Put flags or mannequins on the corner of the 18 yard box
• Create 4 wide areas 8 x 18m • When the wide player takes their first touch, the game is live
• Balls to the side of the goals with the players
• Using the combinations from the passing practice, the blue team
of 3 (numbers 6, 2 and 9) try to create a goal against the red
team of 2 (numbers 5 and 4)
POSSIBLE PROGRESSIONS
2. 1 touch finish
POSSIBLE PROGRESSION
1. If the ball goes wide, players must try to beat their defender
1v1
2. 1 touch finish
4. TRAINING GAME
ORGANISATION EXPLANATION
• Create an area up to 60x55m. Modify the area depending on the
number and ability of your players • Regular game with regular rules
• Divide the players into 2 even teams
• Teams play in a 1-3-2-3 formation
• Large goals OUTCOMES
• Place spare balls in the goals • Passing, receiving, dribbling, crossing, timing of runs, finishing,
1v1
• Understanding how to support the wide player based on their
movement
• Combinations between wide and central players
35
SESSION 3
PLAYING MOMENT ATTACKING | FOCUS ATTACKING USING THE 9 IN THE FINAL THIRD
PROGRESSION
• Same as 2 above but now when the coach blows his whistle the
players are on one touch
2. POSITIONING GAME
ORGANISATION EXPLANATION
• Create an area up to 20 x 40m. Modify the area depending on the • Game is started by a blue player on one side of the goal passing
number and ability of your players to a blue player on the other side of the goal
• Divide the pitch in half using cones
• Divide the players into 2 even teams • Those blue players plus one more blue player become
• Players start on each side of the goal with one player operating as a attackers
striker in the opponents half • The 3 blue players can only progress over half way with a pass
• Place spare balls in the goal to the striker
• The red striker can only defend in the attacking half of the field
• The blue striker is free to receive the ball and must pass the
ball back to a supporting blue player in one touch. At this point
the game becomes live
• Blue are now 4v3 trying to score in the goal
• The play continues in both directions until a goal is scored or
until the ball is out
• At all times, players can only progress over half way with a
pass to the striker
• Whichever team is defending at the time the ball goes dead (eg
red) must go back to their lines. The team that was attacking
(eg, blue) become the defenders and the play starts with the
new red players at the start of the line
POSSIBLE PROGRESSIONS
1. Striker can now receive and turn with the ball (first touch is
still free)
2. One touch finish
3. One touch in the attacking half
POSSIBLE PROGRESSIONS
1. The attacking team plays with a two touch limit once they are
over the dotted line
4. TRAINING GAME
ORGANISATION EXPLANATION
• Create an area up to 60x55m. Modify the area depending on the
number and ability of your players • Regular game with regular rules
• Divide the players into 2 even teams
• Teams play in a 1-3-2-3 formation
• Large goals
• Place spare balls in the goals OUTCOMES
• Combination play
37
SESSION 4
PLAYING MOMENT DEFENDING | FOCUS PREVENTING PASSES THROUGH THE BACK 4
POSSIBLE PROGRESSIONS
1. Pass to the other side must be in one touch
2. Make the area wider
3. One player on the defending team can now enter the opposing
half to win the ball (make sure players are fully warmed up for
this)
2. POSITIONING GAME
ORGANISATION EXPLANATION
• Create an area up to 30 x 20m. Modify the area depending on the
number and ability of your players • The play begins with the blue team receiving the ball from the
• Divide the players into a defending four and an attacking four coach
• Place a small goal centrally down one end and flags in wide areas to • The blue team gains two points by scoring in the small goal and
create gates at the same end 1 point by dribbling through the flags
• Place spare balls at each end of the area
• The red team is trying to stop them. If the red team wins the
ball they are trying to dribble over the end line opposite to
where the goal is
• If the ball goes out, the blue team start again with a ball from
the coach
POSSIBLE PROGRESSION
1. Red team must score in one touch or dribble through the
cones on their first touch
2. Make the area wider
4. TRAINING GAME
ORGANISATION EXPLANATION
• Create an area up to 60x55m. Modify the area depending on the number
and ability of your players • Regular game with regular rules
• Divide the players into 2 even teams
• Teams play in a 1-4-3-1 formation
• Full backs should try and be high up the field when attacking and dropped off
when defending OUTCOMES
• Large goals
• Place spare balls in the goals • Passing, receiving,
• Recognising when to press and when to provide cover
• Working in a defensive unit to limit balls being played in
between defenders
39
SESSION 5
PLAYING MOMENT DEFENDING | FOCUS WINNING THE BALL IN THE ATTACKING HALF
PROGRESSION
1. 2 touch limit
2. POSITIONING GAME
ORGANISATION EXPLANATION
• Create an area up to 50 x 40m
• Divide the pitch into thirds (20, 5 and 20 x 45m) • The ball always starts from the coach
• Divide the players into three even teams with the extra player being a
• The red team plus the neutral can score 2 points for dribbling
neutral player
• Create 2 gates on halfway using flags the ball through the central gates and 1 point for dribbling
• Spare balls on half way with the coach through the middle zone in wide areas.
• If the reds score, they must transfer the ball to the blue team,
yellow now must try and defend the blue team in the same
team shape.
• The yellow team is trying to win the ball and stop the blue
team from scoring. The yellow player remaining in the middle
zone can tackle the player trying to dribble through the gates
or wide areas.
• If yellow win the ball, they score by dribbling over the end line
opposite to where the gates are. If this happens, red would
become the defending team and yellows would be trying to
score.
POSSIBLE PROGRESSIONS
1. Limit the teams to 2 touches
POSSIBLE PROGRESSIONS
• Limit the blue team to 2 touch
• When red wins the ball in the attacking half, they must try and
score within 5 seconds
• Create zones where you want the red team to win the ball and
give extra points if they can win the ball in these zones
4. TRAINING GAME
ORGANISATION EXPLANATION
• Create an area up to 50x50m. Modify the area depending on the
number and ability of your players • Regular game with regular rules
• Divide the players into 2 even teams
• Teams play in a 1-3-2-3 formation
• GK operates as a second centre back when the team is in possession OUTCOMES
• Place spare balls in the goals
• Understanding how to “show players one way” towards support
• Working as a unit to win the ball
• Quickly attacking or keeping possession once the ball is won
41
SESSION 6
PLAYING MOMENT TRANSITION
POSSIBLE PROGRESSIONS
1. Try different passing combinations i.e. player who plays it
across must overlap
2. POSITIONING GAME
ORGANISATION EXPLANATION
• Create 2 areas up to 8 x 16m • Play is started with the coach playing the ball to one of the
• Put a half way line in each area teams (red).
• Divide players up into 4 even teams
• When red touch the ball, blue can send 2 players to win the
• Place spare balls with the coach ball
• If the ball goes out, red get one “strike”. Three “strikes” and the
ball starts on the opposite side with blue now in possession
and red sending 2 players
• However, if blue can win the ball and transfer it to their other
players, they get to keep the ball and now red must send 2
players
• 6 passes can equal a goal. Play to a certain number of goals
PROGRESSION
• Make the space smaller or bigger
• Enforce a two touch limit
EXPLANATION PROGRESSION
1. If the team defending the big goal wins the ball, they must score
within 5 seconds
4. TRAINING GAME
SETUP EXPLANATION
• Create an area up to 55x50m. Modify the area depending on the • Regular game with regular rules
number and ability of your players
• Divide the players into 2 even teams
OUTCOMES
• Teams play in a 1-3-2-3 formation
• Place spare balls in the goals • Reacting quickly to losing the ball
• Quickly attacking once the ball is won
43
APPENDICIES
45
APPENDIX 1
MINIMUM REQUIREMENT OPERATING LIST
*Home grown players are players that have been registered with the club or MOU club/school for 2 or more seasons.
REGISTRATIONS
Requirement Details Evidence Req Met Notes
(Y/N)
Coaches Police Vetted Each coach Police Vetted Vetting forms observed at
appraisal
TRAINING STANDARDS
Requirement Details Evidence Req Met Notes
(Y/N)
ADMINISTRATION
Requirement Details Evidence Req Met Notes
(Y/N)
Link to local Clubs and Signed MOU with feeder Signed MOUs
Schools Clubs and Schools
AFTER
Task Time Restraint Completion Date Completed Y/N
4. EVALUATING RISK – NOT ‘WORSE CASE SCENARIO’, TAKES INTO ACCOUNT EXISTING CONTROLS
Hazard Consequence (1-5) x Likelihood (1-5) = Risk Ration (1-25)
=
=
5. RISK PRIORITISED ACTION PLAN –APPLY CONTROLS: E=ELIMINATE, I=ISOLATE, M=MINIMISE
Hazard E/I/M Practicable Steps required to further control risk Responsibility
Is further competent (clinical risk, manual handling) advice required Yes / No Comments:
Do third parties (agencies) require a copy of this risk assessment for their safety Yes / No Comments:
Address:
Date of Birth:
2. DETAILS OF INCIDENT
Date: Time:
Location:
Describe what happened and how:
3. DETAILS OF WITNESSES
Name: Phone (H): Phone (W):
Address:
Email:
Address:
Email:
4. DETAILS OF INJURY
Nature of injury (e.g. sprain, cut, break, illness)
5. TREATMENT ADMINISTERED
First Aid given: Yes No
Treatment:
Referred to:
8. RISK ASSESSMENT
Likelihood of recurrence:
Severity of outcome:
Level of risk:
I/We give permission for the administrators and/or staff Coaches to obtain necessary medical attention and treatment for my/our
child for any injury and/or illness during the training sessions.
Other comments: (Please list any allergies or other concerns – and the treatment requirements)
Federation ......................................................................................................................................................................................................................................
NZ Residency ................................................................................................................................................................................................................................
Qualification
of Coaches
Coach Development /
Additional Workforce
Facilities
Other
Duration of
programme
Additional
opportunities for player
development
Other
Quality of players
involved
Quantity of players
involved
Promotion &
Recruitment
Other
Administration
procedures
Financial
Other
1. Which age group are you in? 5. The coaches are friendly and enthusiastic:
2. The training sessions were enjoyable: 6. The coaches help me to learn how to become a better player:
3. The training sessions helped me to become a better player: Please add any additional comments that you feel will help us make the programme better in the future.
Strongly Agree
Agree
Disagree
Strongly Disagree
Strongly Agree
Agree
Disagree
Strongly Disagree
1. The communication in the lead up to the programme 5. My son / daughter’s ability has improved as a result of 9. We would recommend programmes to parents of
was sufficient: being part of the programme: other players:
2. The Player & Parent induction meeting was 6. The Player & Parent feedback meetings were Please add any additional comments that you feel will help us make
informative: informative and helpful for us, as parents, and for my the programme better in the future.
son / daughter:
Strongly Agree
Agree Strongly Agree
Disagree Agree
Strongly Disagree Disagree
Strongly Disagree
3. My son / daughter enjoyed being part of the
programme: 7. The programme is good value for money:
4. The coaching at the programme was to an appropriate 8. We, as parents, can clearly see what the programme is
standard: trying to achieve:
1. I have enjoyed coaching at the programme: 5. The facility provided by the club was to an appropriate standard:
2. Organising and administering the programme has been easy to do: 6. The players enjoyed being part of the programme:
3. The programme curriculum is appropriate for the players involved: 7. The programme club have provided opportunities for me to develop my coaching:
4. The kit & equipment provided by the programme club was to an appropriate standard: Please add any additional comments that you feel will help us make the programme better in the future.
Strongly Agree
Agree
Disagree
Strongly Disagree