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FROM THE SIDE LINE VOLUME 9
SMALL SIDED GAMES SSGs
www.educationthroughsoccer.com
CONTENTSWHAT ARE SMALL SIDED GAMES?
WHY PLAY SMALL SIDED GAMES?
4 CORNER MODEL LINKED TO SMALL SIDED GAMES
HOW TO PLAY SMALL SIDED GAMES
BENEFITS OF SMALL SIDED GAMES
PHYSIOLOGICAL RESPONSES TO SMALL SIDED GAMES
EXAMPLES OF SMALL SIDED GAMES
WHAT ARE SMALL SIDED GAMES?
A DIRECTIONAL GAME PRACTICE SITUATION WITH TEAMS LESS THEN ELEVEN-A-SIDE. CAN BE UTILIZED FOR THE COACHES TO WORK TECHNICALLY OR TACTICALLY AND IS IDEAL FOR DEVELOPING THE UNDERSTANDING OF PLAYERS AND TEAM. WORKING AREAS ARE ADAPTED TO SUIT THE REDUCED NUMBERS AND OFFICIAL GAME RULES ARE APPLIED ALTHOUGH SOME MIGHT BE MODIFIED. THE COACH WILL USUALLY WORK WITH ONE TEAM AND ONE THEME.
WHY PLAY SMALL SIDED GAMES?
PLAYERS EXPERIENCE MORE TOUCHES ON THE BALL (TECHNICAL DEVELOPMENT)
PLAYERS EXPERIENCE MORE PROBLEMS TO SOLVE (TACTICAL DEVELOPMENT)
ALLOWS FOR MORE INDIVIDUAL COACHING TIME AS THERE ARE FEWER NUMBERS ON THE FIELD
REDUCED FIELD SPACE WILL CREATE MORE 1 V 1/ 2 V 1/ 2 V 2… SITUATIONS WHERE PLAYERS WILL BE FORCED INTO SITUATIONS TO PROTECT THE BALL EITHER BY SHIELDING, CHANGING DIRECTION AND PACE (PHYSICAL DEVELOPMENT)
THEY CONTAIN ALL THE ELEMENTS OF A COMPETITIVE MATCH AND ALLOW THE COACH TO TRAIN THEM AS A WHOLE AND NOT IN ISOLATION
COACHES CAN SET UP DIFFERENT CHALLENGES WITHIN SMALL SIDED GAMES CHALLENGING PLAYERS TO WORK TOGETHER TO TRY AND SOLVE PROBLEMS (SOCIAL DEVELOPMENT)
THEY RESULT IN MORE ENJOYMENT FOR THE PLAYERS THEREFOR FOSTER MORE INTRINSIC VALUE (PSYCHOLOGICAL DEVELOPMENT)
WHY PLAY SMALL SIDED GAMES?
MULTIPLE ELEMENTS CAN BE COVERED WITHIN ONE GAME
INDIVIDUAL CHALLENGES CAN BE SET FOR EACH PLAYER AND ALLOWS FOR REFLECTION
DEPENDENT ON WHAT THE COACH IS TRYING TO ACHIEVE CAN BE DONE THROUGH SSG’S BY MANIPULATING VARIABLES EG. FIELD SIZE, NUMBER OF PLAYERS, NUMBER OF GOALS, NUMBER OF CHALLENGES WITHIN THE GAME AND NUMBER OF CONDITIONS
MORE REALISTIC THAN A DRILL, PLAYERS ABILITY TO EXCUTE A TECHNIQUE UNDER PRESSURE WILL IMPROVE DUE TO THE LIMITED SPACE AND TIME
WITH LIMITED PRACTICE TIME/ DAYS SMALL SIDED GAMES CAN BE DONE AS ALTERNATIVES ALLOWING FOR A MORE HOLISTIC APPROACH TO DEVELOPING PLAYERS
COACHES THAT ARE WORKING WITH BIG NUMBERS AT TRAINING CAN SPLIT THE PLAYERS INTO SMALL GROUPS ALLOWING THE COACH TO CONTROL THE NUMBERS BETTER AND GIVE MORE INDIVIDUAL FOCUS WHILE THE GAMES ARE GOING ON
COACHES CAN REDUCE THE TRAINING TIME BUT STILL ACHIEVE WHAT THEY WANTED
PHYSICAL
PSYCHOLOGICAL
SOCIAL
TECHNICAL/TACTICAL
ATTACKING AND DEFENSIVE PRINCIPLLES
DECISON MAKING
IMAGINATION
SPATIAL AWARENESS
TEAM WORK
COMMUNICATIONCHANGES OF PACE AND DIRECTION
AGILITY
BALANCE
CONFIDENCE SELF-BELIEVE
GAME UNDERSTANDING
MOVEMENT ON AND OFF THE BALL
DRIBBLING
PASSING AND RECIEVING CONTROL
CO-ORDINATION
CONDITIONING
POSITIONING
MAKING/FINDING SPACE
CREATIVITY
POSSESSION
TURNING
RUNNING
SCANNING
SPEED
ABC’S
SELF LEARNING
FUN/ENJOYMENT
CONCENTRATION
ACCOUNTABILITY
REFLECTIONPARTICIPATION
POSITIVE PRAISE/REINFORMENT
RESPONSIBILITY
COOPERATION
DISICIPLINE
DETERMINATION
MOTIVATION
PROBLEM-SOLVING
HOW TO PLAY SMALL SIDED GAMES
DEPENDENT ON WHAT THE COACH IS TRYING TO ACHIEVE
REDUCED NUMBERS UP TO 9 V 9 CAN BE WITH GK’S ARE WITHOUT AND CAN INCLUDED GOALS OR WITHOUT
REDUCED FIELD SIZE AND SHAPE ALSO DEPENDENT ON WHAT THE COACH IS TRYING TO ACHIEVE
ALLOWING THE GAME TO BE THE TEACHER
HOW TO PLAY SMALL SIDED GAMES
TECHNICAL DEVELOPMENT: KEEP NUMBERS SMALL. THE SMALLER THE NUMBERS THE MORE TOUCHES PER PLAYER
TACTICAL DEVELOPMENT: PRINCIPLES OF PLAY WILL COME OUT NATURALLY WITHIN A GAME OF 4 V 4 IF THE COACH WANTS TO TEACH DIFFERENT TOPICS PLACE CONDITIONS WITHIN THE GAME.
PHYSICAL DEVELOPMENT: SMALL NUMBERS OR REDUCED SPACE WILL CREATE MORE 1 V 1 SITUATIONS WHERE PLAYERS ARE COMPETING FOR THE BALL MORE. FROM A CONDITIONING SIDE COACHES CAN TIME THE GAMES E.G. 4 MIN PLAY TO 1 MIN REST X 3
SOCIAL DEVELOPMENT: ANY GAME WHERE TEAM WORK IS REQUIRED. COACHES CAN SET CHALLENGES WITHIN THE GAME AND THE PLAYERS HAVE TO TRY SOLVE THE PROBLEMS TOGETHER. THE AMOUNT OF ENCOURAGEMENT FROM THE COACH DURING THE GAME
PSYCHOLOGICAL DEVELOPMENT: ANY GAME WHERE THE PLAYERS ARE HAVING FUN AND CAN EXPRESS THEMSELVES AND THE LEVEL IS APPROPRIATE FOR THE GROUP OF PLAYERS
BENEFITS OF SMALL SIDED GAMES
NUMBER OF PLAYERS
FIELD SIZE
MATCH DURATION
NUMBER OF GAMES
5 V 5 30M X 25M 5MINS 12
7 V 7 60M X 40M 10 MINS 6
8 V 8 70M X 50M 30 MINS 2
9 V 9 70M X 50M 15 MINS 4
11 V 11 100M X 60M
30 MINS 4
80 - 100
60 - 80
40 - 60
20 - 40
0 - 20
NUMBER OF ACTIONS PER PLAYER PER 30 MIN SESSIONS
5 V 5 7 V 7 8 V 8 9 V 9 11 V 11
BENEFITS OF SMALL SIDED GAMES
35%
24%
41%
NUMBER OF TOUCHES PER PLAYER PER 30 MIN SESSIONS
5 V 5
KEY
1 TOUCH
2 TOUCHES
3 TOUCHES
7 V 7
32%
18%50%
38%
14%
48%
32%
26%
42%23%
15% 62%
8 v 8
9 v 9 11 v 11
1 TOUCH = 14 2 TOUCHES = 12 3 TOUCHES = 8
1 TOUCH = 11 2 TOUCHES = 7 3 TOUCH = 4
1 TOUCH = 10 2 TOUCH = 8 3 TOUCH = 3
1 TOUCH = 8 2 TOUCHES = 6 3 TOUCHES = 5
1 TOUCH = 8 2 TOUCHES = 3 3 TOUCH = 2
BENEFITS OF SMALL SIDED GAMES
KEY
PASS
TURN
SHOT
DRIBBLE
TECHNICAL ACTIONS PER PLAYER PER 30 MIN SESSIONS
10 - 15
5 - 10
0 - 5
15 - 20
5 v 5 7 v 7 8 v 8 9 v 9 11 v 11
PHYSIOLOGICAL RESPONSE TO SMALL SIDED GAMES
LOWER PLAYING NUMBERS RESULTS IN HIGHER EXERCISE INTENSITIES AND VICE-VERSA
8 V 8 TO 5 V 5 ARE APPROPRIATE TO DEVELOP LACTATE THRESHOLD. 4 V 4 AND 3 V 3 ARE APPROPRIATE TO DEVELOP VO2 MAX AND 2 V 2 TO 1 V 1 ARE APPROPRIATE FOR ANAEROBIC DEVELOPMENT
ELICIT GREATER HEART RATE RESPONSES AND LEAD TO IMPROVEMENTS IN BOTH AEROBIC FITNESS AND COMPETITIVE PERFORMANCE
MAXUIM HEART RATE PERCENTAGES ACHIEVED DURING SMALL SIDED GAMES WITH REDUCED NUMBERS ARE SIMILAR TO THOSE ACHIEVED DURING INTERMITTENT OR CONTINUOUS TRAINING METHODS
BY MANIPULATING THE GAMES (DIMENSIONS, PLAYING TIME, NUMBER OF PLAYERS, RESTS PERIODS AND THE NUMBER OF GAMES) THE COACH CAN AFFECT DIFFERENT ENERGY PATHWAYS
PHYSIOLOGICAL RESPONSES TO SMALL SIDED GAMES
OVERALL IMPROVEMENTS IN CARDIORESPIRATORY FITNESS
THEY ARE EFFECTIVE IN DEVELOPING THE SPECIFIC ENDURANCE CAPACITY OF PLAYERS
CAN IMPROVE AND MAINTAIN FITNESS LEVELS IN PLAYERS
SMALL SIDED GAMES CAN OVERLOAD A PLAYER MORE THEN A COMPETITIVE MATCH ALLOWING PLAYERS TO BE BETTER PREPARED FOR COMPETITION
PHYSIOLOGICAL RESPONSES TO SMALL SIDED GAMES
https://www.researchgate.net/publication/50377161_Comparison_of_the_Physiological_Responses_to_Different_Small-Sided_Games_in_Elite_Young_Soccer_Players
EXAMPLES OF SMALL SIDED GAMES
SET - UP: 20 x 20(30) AREA WITH TWO SMALL GOALS. TEAMS PLAY 4 V 4 WITH NO GOALKEEPERS.
COACHING POINTS: 1. ATTACKING PRINCIPLES
- PENETRATION - SUPPORT - WIDTH - MOBILITY - IMPROVISATION/CREATIVITY
2. DEFENSIVE PRINCIPLES - DELAY - DEPTH - BALANCE - COMPACTNESS/CONCENTRATION - CONTROL AND RESTRAINT
PROGRESSIONS: 1. WHEN A TEAM WIN POSSESSION THEY HAVE 5 SECONDS
TO TRY AND SCORE IF THEY CAN A GOAL COUNTS FOR TWO (COUNTER ATTACK)
2. IF A TEAM SCORES THEY CAN’T CONCEDE FOR 30 SECONDS FOR THEIR GOAL TO COUNT
3. TEAMS CAN ONLY SCORE AFTER A CERTAIN AMOUNT OF PASSES
EXAMPLES OF SMALL SIDED GAMES
SET - UP: 2 18 YARD BOXES WITH 2 BIG GOALS KEEPERS IN EACH GOAL. IN THE MIDDLE 4 V 4. NEXT TO THE
GOALS HAVE (4 PLAYERS) EACH SIDE OF THE GOALS AND (4 PLAYERS) DOWN THE SIDES 2 PLAYERS EACH SIDE. WHITE TEAM SCORE BY FINISHING INTO ANY OF THE
GOALS FROM A LAY OFF FROM EITHER OF THE PLAYERS STANDING NEXT TO THE GOALS. THE TEAM MUST KEEP POSSESSION AND SCORE A GOAL EVERY TIME THEY CAN
SWITCH THE BALL FROM ONE SIDE TO THE OTHER. FIRST TEAM TO GET TO CERTAIN AMOUNT OF GOALS
CHANGE THE PLAYERS AROUND.
COACHING POINTS: 1. MAINTAINING POSSESSION IN TIGHT SPACES 2. CREATING SPACE AS AN INDIVIDUAL WITH OR
WITHOUT THE BALL 3. FINISHING/END PRODUCT 4. OFF THE BALL MOVEMENT/ 3RD MAN RUNS 5. COMBINATION PLAY 6. BREAKING DEFENSIVE LINES
PROGRESSION: 1. RESTRICT THE PLAYERS ON THE OUTSIDE TO 1 TOUCH 2. TEAMS WORK FOR A SET TIME PERIOD
EXAMPLES OF SMALL SIDED GAMES
SET - UP: 20 x 30 FIELD WITH TWO BIG GOALS AND A KEEPER IN EACH. IN THE MIDDLE 2 V 2 ON THE OUTSIDE OF THE FIELD HAVE 4 PLAYERS 2 FROM EACH TEAM THAT
ARE RESTRICTED TO TWO TOUCHES. TEAM IN THE MIDDLE PLAY 4 V 2(5 V 3 INCLUDING GK’S) SCORING INTO THE GOAL. TEAMS PLAY FOR SET PERIOD OF TIME THEN CHANGE OVER (PLAYERS THAT WERE ON THE OUTSIDE COME IN AND PLAYERS THAT WERE IN THE
MIDDLE GO TO THE OUTSIDE. DEPENDENT ON THE COACH AND WHAT THEY WANT TO
ACHIEVE THE GAME CAN BE ONE DIRECTIONAL OR THEY CAN SCORE INTO EITHER GOAL.
COACHING POINTS: 1. MAINTAIN POSSESSION USING THE SUPPORTING
PLAYERS 2. MOVEMENT TO CREATE SPACE AND PASSING OPTIONS 3. ATTACKING AND DEFENDING PRINCIPLES IF THE
GAME IS DIRECTIONAL 4. FINISHING
PROGRESSION: 1. ADD ADDITIONAL PLAYERS IN THE MIDDLE 2. RESTRICT THE AMOUNT OF TOUCHES
EXAMPLES OF SMALL SIDED GAMES
SET - UP: 30 X 30 AREA WITH TWO BIG GOALS AND A CONE IN THE MIDDLE OF THE FIELD. HAVE TWO EVEN
TEAMS ORGNASIE THEMSELVES AT EACH GOAL WITH ONE PLAYER FROM EACH TEAM IN LINE WITH THE CONE ON
THE SIDE OF THE FIELD. BOTH KEEPERS HAVE A BALL IN THERI HAND TO START WHEN THE COACH GIVES THE COMMAND TO GO BOTH
PLAYERS SPRINT TO THE CONE IN THE MIDDLE (1 V 1), FIRST PLAYER TO GET TO THE CONE THAT TEAMS KEEPER
(OTHER TEAMS KEEPER THROUGHS THE BALL IN TO HIS GOAL) STARTS THE GAME BY ROLLING THE BALL OUT WHERE TWO PLAYERS NEXT TO THE GOAL JOINS THE
GAME CREATING (3 V 3).
COACHING POINTS: 1. SPEED TO WIN THE ADVANTAGE (ATTACK) 2. TEAM THAT IS IN POSSESSION TO APPLY ATTACKING
PRINCIPLES 3. TEAM IN DEFENSE TO APPLY DEFENSIVE PRINCIPLES 4. TRANSITION IF THE DEFENDING TEAM WIN POSSESSION
PROGRESSION: 1. RESTRICT THE TIME THE ATTACKING TEAM HAVE TO
SCORE
EXAMPLES OF SMALL SIDED GAMES
SET - UP: 30 X 40 AREA WITH SMALL GOALS IN EACH CORNER. DIRECTIONAL GAME SO TEAMS DEFEND TWO GOALS AND SCORE IN TO THE OPPOSITE TWO GOALS
COACHING POINTS: 1. ATTACKING PRINCIPLES 2. DEFENSIVE PRINCIPLES 3. DECISION MAKING 4. POSSESSION 5. SWITCHING PLAY 6. SHIFTING/SLIDING AS A TEAEM 7. COMBINATION PLAY 8. CREAETING 1 V 1 SITUATIONS
PROGRESSIONS: 1. TEAMS CAN ONLY SCORE FROM CERTAIN COMBINATIONS 2. TEAMS CAN ONLY SCORE FROM A CERTAIN AMOUNT OF
PASSES 3. TEAMS CAN ONLY SCORE FROM SWITCHING PLAY 4. TEAMS CAN ONLY SCORE FROM PLAYERS RUNNING
BEHIND THE OPPOSITION 5. IF A TEAM WINS POSSESSION THEY HAVE 5 SECONDS TO
TRY AND COUNTER THE OPPOSITION FOR THIER GOAL TO COUNT FOR TWO