Futsal Tips - Creating an identity (Part 1.15)

Futsal Tips - Creating an identity (Part 1.15)

PART 1.15: MODEL OF GAME - HOW TO IMPROVE YOUR EXERCISES

Today I am going to explain some important aspects to improve your exercises in your training session.

When you are preparing your training session there are some important aspects we should take into account:

Dynamic tasks: need to have a motivational component for players and have a transfer to the real game, for that reason, exercises with little dynamism cause players to lose attention, his motivation and / or relaxation, and consequently the exercise objectives are not met.

It is important to engage the player actively, and that situations will not generate static, prolonged actions.

  • TIPS: do not continuously stop the task giving corrections or instructions. Let them play!

Competitive components: need to generate competitiveness in our players through the years to encourage them in finding the best completion of action or defense thereof. The competition between players creates a situation of stress and many actions similar to actual game that a player will face in a game. This continuous competition will generate an increase in the quality of the exercise.

  • TIPS: create competition using points, goals or any rule that you want and give something to the winner.

Realistic situations: can not prepare exercises where there are no transfers to realistic situations in the game. Our concern should be to generate the maximum possible real game conditions to generate the maximum number of situations and repetitions, enabling learning by our players on how to resolve these situations

  • TIPS: reduce the space, use some jokers or just work with some specific rules but try to achieve to create realistic game phases or situations.

Difficulty: should be able to generate exercises with a progressive difficulty to increase the difficulty in making decisions. Starting with tasks without many components of decision making and incorporate elements that generate a progression.

  • TIPS: The level of difficulty can increase with: limitation of the game space, limiting the number of players involved, limitation of touches to generate fluidity of movement, limitation of passes to deepen rapidly.

Decision making: as players must understand WHAT they are doing and WHY they are doing it at all times.We incorporate this aspect into all of our exercises, we should not allow players to become "robots", but train players to choose the best option at all times.

  • TIPS: try to explain "the what" and "the why" of our decisions, movements or actions in the game is the only way that the players understand HOW to do it well.

Continuity: is a very important aspect when we train. Making exercises that have continuity introduce the element of fatigue. This is very important in the actual game as we work the decision making in the presence of fatigue.

  • TIPS: components that can cause continuity in a period are repeating exercises, avoid interruptions and / or corrections, exercises with objectives and / or sub - goals simple to understand and execute, adequate number of players (little waiting time).

Now it is time to show all these important aspects applied to some exercises and analyze all of them.

Example 1: it is not a dynamic and realistic exercise and probably we have not some continuity.

Example 2: more dynamic, competitive and have continuity. We could introduce goalkeepers to make it more realistic.

Weeks before, I have written 15 interesting articles trying to define an "Identity model". You can read it here:

Article 1.0 - Creating an identity in a futsal team

Article 1.1 - Defining a model of game

Article 1.2 - Defining an offensive model of game - Transitions

Article 1.3 - Defining an offensive model of game - Positional attack (part 1)

Article 1.4 - Defining an offensive model of game - Positional attack (part 2)

Article 1.5 - Defining an offensive model of game - Positional attack (part 3)

Article 1.6 - Defining an offensive model of game - Positional attack (part 4)

Article 1-7 - Defining an offensive model of game - Positional attack (part 5)

Article 1.8 - Defining an offensive model of game - Transition vs Superiority

Article 1.9 - Defining a defensive model of game (part 1)

Article 1.10 - Defining a defensive model - 1-player basis

Article 1.11 - Defining a defensive model - 2-player basis (Part 1)

Article 1.12 - Defining a defensive model - 2-player basis (Part 2)

Article 1.13 - Defining a defensive model - 3-4 player basis

Article 1.14 - Defining a defensive model - Defensive Systems

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