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For Coaches
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Rules for Coaches, Co-coaches and Assistant Coaches |
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Saturday, 09 February 2008 01:30 |
- All Coaches will conduct themselves in a mature manner consistent with the leadership position they are privileged to hold.
- Coaches will not allow any unsafe, dangerous, or unsportsmanlike behavior by anybody while on practice or game fields, and will actively teach safe techniques and methods of play.
- Coaches are to develop the proper perspective of winning and losing in the minds of players, parents, and all spectators, and monitor / control the comments and actions of those who have temporarily lost this perspective.
- Coaches should develop the child's appreciation of the game by allowing players to experience all positions if so desired. Conversely, no child should be forced to play in a position above their confidence level.
- Coaches agree to follow all rules and policies set forth by the FTSC, state associations, and national associations.
- Coaches should be a positive role model and allow the children to have fun through positive feedback and esteem-building at all levels of soccer skill competency.
- Coaches are to ensure all players have soccer shoes and shin guards at all times. Any player that cannot afford these items should confidentially contact a Board Member and we will purchase this equipment if warranted.
- Coaches will never use foul or abusive language.
- Coaches will be responsible for garbage cleanup after their game. Any Coach taking a field with garbage already on it should report it immediately to the information desk.
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Last Updated ( Sunday, 11 May 2008 16:16 )
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Saturday, 09 February 2008 01:29 |
- The Club feels that coach training is important. In fact, the Club will cover all costs associated with training registration for an "F" license and the Rutgers S.A.F.E.T.Y. Clinic. Training is available both on site and off.
- From time to time the Club tries to host informal coaching clinics. Please watch the Club Calendar on the Home Page for other upcoming sessions.
- The Rutgers S.A.F.E.T.Y. Clinic. is regualrly offered at localtions around Central New Jersey. It is strongly recommended for new coaches and any other coach who has not had this training. The course covers a lot of useful topics and also provides the coach some liability protection. More information is available on their web site (click here to visit). Please watch the Club Calendar on the Home Page
- Coaches are not required to hold a license to coach in the Non-Traveling Division but a license is recommended. The club is affiliated with the New Jersey Youth Soccer Association which administers the licensing program. Coaches begin training with an "F" license and may progress all the way up to an "A" license. The Club hosts licensing classes from time to time but none are currently scheduled. The NJYSA web site has more information on the licensing program and class locations.
- Coaches are also offered the opportunity to take an entry-level referee training class to familiarizes themselves with the Laws of the Game. To find more information on referee programs visit the New Jersey Youth Soccer Referee main page by clicking here. For information on class dates and registration procedure visit the main page of the New Jersey Referee Committee by clicking here. Please watch the Club Calendar on the Home Page for upcoming local sessions. (The training costs will not be reimbursed by the Club but licensed referees are eligible to earn payment (according to the referees scale) should they referee games for the Club)
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Last Updated ( Sunday, 11 May 2008 16:20 )
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Saturday, 09 February 2008 01:27 |
Each season the club provides all coaches with a packet of important documents and forms. Many of the forms and docs are also available for downloading from the club's web site. These include - Accident Report Form,
- Kid Safe Letter,
- Notices to Coaches Doc,
- Medical Release Form, and
- Trophy Order Form.
These and other forms may be found in other formats on our Forms Page. |
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Last Updated ( Sunday, 11 May 2008 16:22 )
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Saturday, 09 February 2008 01:27 |
| Site | Address | Practice fields | Goals on site | Map | | TOWNSHIP PARKS | | Bascom Park | Wheeler Ave. (between Hamilton and Churchill) | open field (baseball outfield) | no | MAP | | Castleton Park | Castleton Avenue (off of Easton Ave) | large sharable open field | no | MAP | | Consovoy Park | Pine Grove Avenue (next to East Franklin Fire House) | open field (baseball outfield) behind firehouse | no | MAP | | Delar Park | Delar Pkwy., Franklin Park (near Rt. 27) | open field (baseball outfield) | no | MAP | | Dunham-Lebed Park | Willow & 15th Street (north of New Brunswick Rd.) | soccer field | yes (netless) | MAP | | Inman Park | Leupp Lane (off of JFK) | open areas (baseball outfields) and soccer field | yes | MAP | | Nassau Park | Mercury and Nassau Street (off Elizabeth Ave.) | large sharable open field | no | MAP | | Rutgers Heights | Emerson (off DeMott Lane) | sharable open field behind playground (former baseball outfield) [note: limited parking] | no | MAP | | Williams Park | Matilda & Mark Street (near Hamilton St.) | large sharable open field | no | MAP | | TOWNSHIP SCHOOLS | | BOE Admin. Office | 1755 Amwell Rd. at Charles | large sharable open field behind building | yes | MAP | | Conerly Road | 35 Conerly Rd. at Drake | open field | no | MAP | | Elizabeth Ave. | 363 Elizabeth Ave. | undetermined | no? | MAP | | Franklin Park | 30 Eden Street | large sharable open field behind building | yes | MAP | | Hillcrest | 500 Franklin Blvd. | large sharable open fields behind building & between parking lot and FHS | no | MAP | | MacAfee Road | 53 MacAfee Rd. | two separate open fields behind school | not yet | MAP | | Pine Grove Ave. | 130 Highland Ave. | large sharable open fields in front of and beside school | no | MAP | | Sampson G Smith | 1649 Amwell Rd. | NO ONE IS ALLOWED TO PRACTICE ON SOCCER FIELDS | NA | MAP | | Franklin Middle School | 415 Francis Blvd. (off Hamilton Street) | contact school for possible site use | yes | MAP | | Franklin High School | 500 Elizabeth Avenue | contact school for possible site use | yes | MAP | | OTHER | St. Mathias School (except during services) | 168 JFK Blvd. | large open area near front side parking lot & lower field with goals | yes | MAP | Colonial Park (permit needed) | Off Elizabeth Avenue and Mettlers Lane | multiple large sharable open fields | no | MAP | Quailbrook Park (permit needed) | New Brunswick Road between DeMott and Willow | large sharable open field | no | MAP | |
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Saturday, 09 February 2008 01:26 |
blank_pageIndividual - Juggling
Each player needs a ball. The goal is to see how long the player can keep the ball from touching the ground while dribbling the ball off their thigh, knee, inside of feet, outside of feet, “laces” of foot or head. - Touches
Each player needs a ball. The player must alternately touch each foot to the top of the ball. A variation would be to move in a circle around the ball as they touch it or to see who can do the most in a specific amount of time. - Toss Up
Each player needs a ball. Throw the ball in the air then perform an action before catching the ball. Change the variables to suit your objectives, e.g., throw ball and clap twice before catching, throw ball and hop three times, throw ball and touch the ground or throw ball and touch the ground with an elbow, etc. Circle - Math Dribble
Each player needs a ball. Starting in a circle, players dribble the ball between their feet while moving around randomly. When the coach holds up a number of fingers, without stopping their dribbling, players shout out the number. - Heads Up
Each player needs a ball. Starting in a circle, players dribble the ball between their feet while moving around randomly. The coach will ask questions about the players like “How many players are wearing red shirts?” Then, without stopping their dribbling, players shout out the answer. - Body Parts
Each player needs a ball. Starting in a circle, players dribble the ball between their feet while moving around randomly. When the coach calls out a body part, the players must touch the ball with that part. Variation: call several body parts consecutively. - Hospital Tag
Each player needs a ball. Starting in a circle, players dribble the ball between their feet while moving around randomly. Players must try to tag other players. On the first tag, players must cover the spot tagged with their hand. If they are tagged again, their cover the second tag with their hand as they dribble out of the circle. They return to the circle after “healing” themselves by touching the ball with their foot five times. - Knock Out
Each player needs a ball. Starting in a circle, players dribble the ball between their feet while moving around randomly. Players try to kick other players’ balls out of the circle while protecting their own. If their ball is kicked out, they must retrieve it and do five ball touches. - Safe at Home
Each player needs a ball. Put out as many cones as there are players. Have players dribble around randomly until the signal that they dribble to a cone. They should all run to the nearest cone and freeze there with the ball. - Cone Crusher
Each player starts with a ball and stands around the perimeter of the circle. A number of cones are set up in the center of the circle and at the signal of the coach, all players shoot at the cones trying to knock them down. When most of the cones are knocked down, players retrieve loose balls and someone sets up cones that are knocked over. Area - Clean Up
Start with a pile of 6 or 7 balls. One player or the coach kicks or throws the balls out 10-20 yards in all directions. The players go after the balls and dribble them back to the pile. The player's goal is to never let the pile get down to zero. - Freeze Tag
Each player starts with a ball except the player or players chosen to be “it”. Players dribble the ball between their feet while moving around randomly within the defined area. They try to avoid being tagged by the player who is “it”. If they are tagged, they must “freeze” where they are, hold their ball over their heads and stand with their feet spread apart so the other players can unfreeze them by shooting their own ball through the frozen players feet. - PacMan
Each player starts with a ball. All players carry a ball in their arms except the player who is “it” (the PacMan or Ms. Pacman). The player who is “it” must dribble their ball around trying to touch other players with the ball. If another player is touched by the PacMan’s ball they become a PacMan and must dribble the ball they were holding while trying to create more PacMen. - Sharks and Minnows
Each player starts with a ball except the player or players chosen to be “The Shark”. Four cones are set up to make a rectangular area, or “ocean”. The Shark stands in the middle of the “ocean” and the “Minnows” line up along one side of the rectangle. At the coaches signal the Minnows must dribble their ball across the “ocean” to the side opposite the one they started from. As they cross, the Shark tries to kick their ball away. Any Minnow who loses their ball to the Shark then becomes a Shark and must also try to kick other Minnow’s balls away. Minnows who make it to the other side turn around and try to cross the “ocean” again at the coach’s signal. Play continues until there are just a few Minnows left. A new Shark is chosen and the game continues. Groups - Touch in time
Pair with a partner with one ball. Pass the ball to your partner and receive it from that partner as often as possible in the time allowed. Count the passes to see which pair can get the most. Times can vary (60 seconds is a good starting time). Variations would be to make it two touch (trap the ball and then pass) and one touch (pass the ball back as it comes to you). - Follow the leader
Each player follows the leader (a player or coach) dribbling his or her own ball around the field. Along the way, the leader does silly things like hopping on one foot, moving sideways, rolling on the ground, sitting on and spinning on the ball, etc. All the followers must do the same thing. - Keep Away
Form groups of 3. Playing 1 v 2, the player who has the ball must dribble continuously and try to keep it. Those who don't have the ball try to get it and dribble it while keeping it away from the others. - Number passing
Create groups of 6-10 players with one ball. Have each player count off consecutively. Get the players to move around randomly and continuously as they receive a pass from the player whose number comes just before theirs and then pass the ball on to the player whose number is next in order after theirs. After going through the group, the highest number player passes it to number 1, who passes it to number 2, etc. For variations, use more than one ball or change direction of the passes (next lower rather than next higher). - Go for it
Have two teams of 5-6 players each line up across from each other about 15 yards apart. Call out the names of two players, one from each team. When they hear their name, the players called run to win the ball and dribble it back to their team. The player without the ball may try to get control and dribble back to their own team. Rather than start with a ball in the middle, roll or kick it out so they must react to it. - Teams of three
Form groups of three with two balls per group. Set up cones to form three parallel lines about 6-10 yards apart. Position one player on each of the lines. Each outside player has a ball but the center player does not. The player in the middle faces one player with the ball. That outside player sends the ball to the center player using the skill being practiced, e.g. pass, shoot, throw-in, etc. The player in the middle may use their hands, feet, head, etc. to return the ball to the first player and then quickly turn to face the player on the opposite side who sends their ball to the center using the same skill. The center returns the ball and turns around to get the ball again from the first player. After a short time, the center trades places with another player and the game continues until all players have had a chance to be the center. - People Goals
Have players jog with a ball at their feet in the same direction. When you call a number, that many players must come together to form a unit of that number. Example: the call is three; the players must come together to form units of three. Those players unable to form a unit of three must do three half push-ups. (Encourage players to dribble with their eyes up.) - Soccer Kick Ball
Play on a baseball or softball field, or make your own field with the three bases and a home plate. A goal, either a big one, or one made of cones, is located just behind home plate and faces the field of play. Have two teams, from 6-11 players on each. Begin with the "pitcher" kicking a nice easy inside of the foot push pass to the "batter" who kicks it and tries to run around the bases. The team in the field must trap the ball, then pass the ball 4 times (never back and forth to the same two players), then shoot into the goal. Dribbling is allowed, although the key is passing. If the "batter" runs all the way around the bases before the goal is scored, it is a "run.” If the goal is scored first, it's an "out". After three outs, the teams switch roles. You can add all kinds of variables. The better the players, the more passes it should be before a goal is scored. You can add some limitations to scoring by requiring it to be outside of, say, 15 yards. You can also have one of the batting team's players jump in the goal as a goalie. Alternatively, you can mix the "pitches" up with bouncing balls or even throw-ins - these could be played two touches by the batter, a trap then a kick.
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Last Updated ( Sunday, 23 March 2008 19:53 )
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