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Session of the month


This is an example training from the feeton curriculum. The feeton database includes over 1000 animated exercises and 1200+ age-specific sessions. Every session in the method has a concrete goal. The objective of this session is Improve in one on one situations in order to create opportunities. This trainingsession contains five exercises. An exercise is displayed with a image, animation of requirements and organization. Each exercise is supported with media, text and explanation of the organization on the pitch, explanation of technical skills and coaching comments.

The Future of Football
Train Relay Race
10
8-14
10x15
6
Organization:

  • Do the relay as quick as possible, by working together.
  • Divide the team into groups of 4 or 5 players. 
  • Do not make groups larger than 6 players.
  • The coach gives the signal and all numbers one run around the cone.
  • Then you run back and pick up the number 2. 
  • Together (hand in hand) you run back to the cone.
  • Without letting go of each other, they both have to run around the cone.
  • They run back and pick up the number 3, until everyone has been.
  • Teams that let go of each other on the way are “disqualified”.
  • The team that has completed the run, and back on the spot is the winner!
Feints & Moves (no pressure)
10
3-5
10x10
3
4

Organization:


Practice Moves To Beat An Opponent & Cut Back Moves after a short dribbling run of 6 - 8 yds.


  1. Player A dribble towards the middle of the grid.
  2. Perform move.
  3. Dribble to the open side of the grid.
  4. B starts when A is finished.


Coaching Points

  • Perform the feint on time.
  • Play the ball in to the direction of the open space.
  • Accelerate (change of speed) to open space.
Hint: 6 - 9 players. Add more sets of cones.
From 2 : 1 to 2 : 2 + 3rd ball

15
6-10
20x15
8
8
8
1
1
Organisation:
  • Attackers A engage in a 2-on-1 duel with defender B and try to score at the goalkeeper. 
  • No scoring is allowed from own half.
  • Defender B can take the ball away and score. 
  • If defender B takes the ball away in their half, any goal scored afterwards counts for two points.
  • If the ball is in touch or scored, a new player B dribbles into the pitch immediately to create a 2-on-2 duel.
  • If the ball is in touch or scored, the coach brings a third ball into play from the side.
  • After that duel, the players join the other row of their team.
  • After 7 minutes, team A and B switch positions.
Transition Game 2 : 1 -> 2 : 2 -> 3 : 2

15
8-12
25x15
8
8
10
1
1
Organization:
  • Attackers A1 and A2 start with a 2 : 1 (+GK) against defender b1 and can score at the goalkeeper.
  • Defender b1 can take the ball and score on the small goal.
  • If the ball is out or scored, player b2 immediately dribbles into the field, resulting in a 2 : 2 (+GK) duel.
  • If this ball is also out or scored, player A3 dribbles into the field and another 3 : 2 (+GK) ensues.
  • At the end of that game, the players join the other row of their team.
  • After 7 minutes, team A and B switch roles.
End Game 4 : 4 + Goalkeepers (Winner stays on the Field)

20
14-16
30x20
8
12
8
2
Organization:
  • Make 3 equal teams and choose two goalkeepers
  • An end game is played of 4 : 4 (+ keepers) of 2 to 3 minutes.
  • If a ball is out of play, we start with the goalkeeper of the team in possession of the ball.
  • After the game, the teams switch.
Icon Description
Balls :)
Goal-large
Goal-small
Cones-large
Cones
Bibs
Time
Players
Field-size