Ministry of Football CONTEXT

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Presentation transcript:

Ministry of Football CONTEXT Ministry of Football is an indoor skill development programme for male and female players of all abilities, from ages 4 to adult. Started in 2007, we focus on small-sided football and futsal. From young ages, we believe in game-based learning, using modified small-sided games, lead by expert coaches and teachers. More at: http://www.ministry-of-football.com CONTACT Suggestions and feedback welcomed as usual. Mark Carter mark@ministry-of-football.com 07772 716 876

The Game HOW IT WORKS Two teams play a game of football. The game has rules, set out in the mission card. Teams work their way up levels, and the first team to complete Level 4 is the winner. Each time a goal is scored, the goal-scorer comes to the Board and moves their team on a number of squares according to the way the goal was scored using the dice on the mission card. ROLE OF COACH The coach should design the game well, in order for it to contain inherent, appropriate learning. The coach can adjust the board; amend the challenges, mission and dice scoring system; and consider what CHEATS and CHALLENGES to use, bearing in mind the experience of the teams and children playing. MANAGING THE GAME The suggestion is to blu-tac the Board onto a whiteboard or wall at the side of the pitch, along with the mission card. Each team’s counter can be blu tac’d onto the board. Each team can have an area to collect any cards they land on, at either side of the board.

The Board TIME OUT THE SQUARES The goal-scorer will move the team along the board after they have scored a goal, and the game will carry on as usual while they do this, so they will need to be quick. The only time the game stops will be if the team lands on one of the following three squares: CHEAT CHALLENGE If a team lands here, the coach should quickly decide whether to give that team a CHEAT or CHALLENGE, and explain to both teams what they have given. TIME OUT If a team lands here, both teams have a quick Time Out. They can discuss tactics and strategies. They can use one of their CHEAT, CHALLENGE, CHANGE or CLUE cards if they have collected any of these. LEVEL 2 Once a team has got to the end of a level, they always start from the beginning of the next level. They may need to adjust the playing area or task according to the levels on the mission card. This shouldn’t take long.

CHANGE and CLUE CHANGE and CLUE These are cards that the teams can pick up as they move up the board. They can then use these cards (or a CHEAT or CHALLENGE) card at the next Time Out. Teams can only use one of each card in the mission, so they need to choose carefully when to use each one. PICK UP A CHANGE CARD Use this at the next Time Out CHANGE: This gives the team a chance to change the game. They can choose to change the rules, task, space or equipment – as long it is the same change for both teams, and agreed with the coach. CLUE: This gives the team a chance to get some help or coaching from the coach. A CLUE might be a hint or advice of how to play the mission better or be successful. PICK UP A CLUE CARD Use this at the next Time Out

Player Challenges GOAL-SCORER CHALLENGES and PLAYER CHALLENGES These are squares that a team can land on, and the idea is for one of the players on the team to get an extra challenge. GOALSCORER CHALLENGE You can’t score your team’s next goal GOAL-SCORER CHALLENGE: The goal-scorer reads the challenge and returns to the game to continue playing. PLAYER CHALLENGE Coach gives one of your players a challenge PLAYER CHALLENGE: The coach can choose any player on that team to give a challenge to. This could be anything from “Try to play forward when you can” or “You must man-to-man mark player X”. The idea is to provide challenge and support to individuals within the game.

COACHES SHEET: CHEAT & CHALLENGE EXAMPLES Some examples of CHEATS and CHALLENGES are below. Some will work with some missions, while others won’t. All cheats and challenges remain with the team until they get to the end of the current level. A SUPERPOWER can be given as a CHEAT too, and a VIRUS can be given as a CHALLENGE (again, examples below). CHEATS examples: Move to end of the level STEAL: Steal a player from the opposing team DOUBLE-UP: Your dice rolls are doubled Your goal is turned sideways (you can choose which way) CHALLENGES examples: Your team can be off-side in the attacking half You can only score from inside the penalty area One of your players can only play along one of the touchlines (with 1-2 touches only) Maximum dice roll is 3 Move back to start of previous level Biggest help Biggest challenge SUPERPOWER Magic cone When a player throws the cone onto the ground, the nearest opponent must go and collect it and take it to the nearest side-line. SUPERPOWER Super scorer Give team a bib. If player holding bib scores, then the dice is doubled. SUPERPOWER Goalie power-up Your GK can dribble the ball without being tackled anywhere in your half of the pitch. VIRUS No tackling No-one on your team can make a tackle. Instead you have to jockey and force opponent into a mistake. VIRUS 1 touch or 4 touch You must play using either one-touch of the ball or four-touches of the ball (could choose to apply this to just two players on team).

TIME OUT TIME OUT TIME OUT FINISH MISSION COMPLETE !! CHEAT CHALLENGE 7 6 PLAYER CHALLENGE Coach gives one of your players a challenge 5 TIME OUT 4 GOALSCORER CHALLENGE If you assist the next goal, it’s worth double 3 CHEAT CHALLENGE 2 1 LEVEL 4 STOP HERE! FINISH LEVEL 3 STOP HERE! 1 PICK UP A CHANGE CARD Use this at the next Time Out 2 PICK UP A CLUE CARD Use this at the next Time Out 3 PLAYER CHALLENGE Coach gives one of your players a challenge 4 TIME OUT 5 PICK UP A CHEAT CARD Use this at the next Time Out 6 7 All cheats and challenges cleared First team here gets a challenge PICK UP A CHALLENGE CARD Use this at the next Time Out 7 PLAYER CHALLENGE Coach gives one of your players a challenge 6 CHEAT CHALLENGE 5 GOALSCORER CHALLENGE You must play only 1-2 touches until your team score again 4 TIME OUT 3 PICK UP A CLUE CARD Use this at the next Time Out 2 1 STOP HERE! LEVEL 2 Stop at the beginning of each Level All cheats and challenges cleared First team here gets a challenge Choose a mission and start here! TIME OUT: You can use one of your cards here. You can only use one of each type of card in the mission LEVEL 1 1 GOALSCORER CHALLENGE You can’t score your team’s next goal 2 PICK UP A CHEAT CARD Use this at the next Time Out 3 CHEAT CHALLENGE 4 PICK UP A CHALLENGE CARD Use this at the next Time Out 5 PLAYER CHALLENGE Coach gives one of your players a challenge 6 PICK UP A CHANGE CARD Use this at the next Time Out 7 All cheats and challenges cleared First team here gets a challenge Move your team up the board each time you score a goal, according to the dice on the MISSION card Coach gives team a CHEAT or CHALLENGE

DICE 1. An own goal 2. All other goals 3. A one-touch finish MISSION 1: UNLOCK ALL YOUR PLAYERS TO COMPLETE THE MISSION Start on Level 1, where all four of your outfield players are locked in. Each time to you get to a new level, unlock one of your players (you choose which player) LEVELS 1. All four players locked 2. One player unlocked 3. Two players unlocked 4. Three players unlocked COMPLETE: All 4 players unlocked GK DICE This shows how many squares to move when you score a goal Defender 1. An own goal 2. All other goals 3. A one-touch finish 4. At least 3 passes in build-up 5. A successful ‘1-2’ move in the build-up 6. Everyone (incl GK) touch the ball in build-up Right side Left side Attacker 5v5. Pitch is divided into quarters as shown above. Each player is locked into two quarters. Adjustments If more players, then add some extra locked or unlocked players on each team If fewer players, then the GK could be locked into the penalty area

DICE 1. An own goal 2. All other goals MISSION 2: MOVE THE OPPONENT’S GOAL ROUND 360 DEGREES TO COMPLETE THE MISSION Start on Level 1, where goal is facing in the usual direction. Each time to you get to a new level, move your goal round 90 degrees. LEVELS 1. Goal facing normal direction 2. Goal turned 90 degrees, to face sideways 3. Goal turned 180 degrees, to face backwards 4. Goal turned 270 degrees to face sideways COMPLETE: Goal moved all way round Level 1 DICE This shows how many squares to move when you score a goal Level 2 1. An own goal 2. All other goals 3. Hit the back of the net without a bounce 4. One-touch finish 5. Volleyed goal 6. Headed goal Level 3 Level 4 Each goalpost is placed in middle of defensive third, with space to play behind the goalpost. Goalpost is moved 90 degrees after a goal. Adjustments

CHEAT CHEAT You can use this card at the next TIME OUT This card can be handed to the coach who will give you a… CHEAT You can use this card at the next TIME OUT This card can be handed to the coach who will give you a…

CHALLENGE CHALLENGE You can use this card at the next TIME OUT This card can be handed to the coach who will give you a… CHALLENGE You can use this card at the next TIME OUT This card can be handed to the coach who will give you a…

CHANGE CHANGE You can use this card at the next TIME OUT This card can be handed to the coach who will give you a… CHANGE You can use this card at the next TIME OUT This card can be handed to the coach who will give you a…

CLUE CLUE You can use this card at the next TIME OUT This card can be handed to the coach who will give you a… CLUE You can use this card at the next TIME OUT This card can be handed to the coach who will give you a…

Player Challenges – an example of a player card Birgit Prinz ex Germany, football Try to press the ball suddenly when you see an opportunity Tips and help Try to press the ball suddenly when you see an opportunity Press the ball when you see a chance to do so Good pressing happens when the opponent makes a bad pass or touch, or has their back to goal Try to win the ball and keep possession Be careful pressing on your own, try to do it with a team-mate DEFENDING FRONT REVERSE