TMG Game Sense Session
TMG Game Sense Session
TMG Game Sense Session
S EN S E
ACTIVITIES
“Practice and improve the skills of Australian Football in a game–like environment”
Players will have a far better chance of making good decisions and displaying good skills in a game if they have
previously practised them in a similar environment.
The recommendation is to initially work in confined spaces until all players have grasped the concept; then move into
larger activities that more reflect ‘game like scenarios’.
It is suggested that the teams be no greater than 6. This is to ensure that all players are given the chance to
participate and therefore improve.
The activities should go for no more than 7-10mins (remember it is practicing components of the game).
Initially, it is best to begin with basic activities. Challenge the players once they grasp the concept.
The role of the coach is to set the rules and facilitate the activity.
The role of the players is to solve the problems and make the decisions.
The coach is also there to provide further instruction and/or freezing the play to demonstrate a point.
Using questions will help guide players and your questions should revolve around 4 concepts:
1. TIME - When should you.....?
2. SPACE - Where should you.....?
3. RISK - Which option was best? Why?
4. EXECUTION - How should you.....?
Additionally, the coach should also ensure they are inclusive in their questions by asking both individuals and teams
for feedback. Open-ended questions should be used as this will promote thinking amongst the players and this will
also result in learning. Below are some examples:
1. How can you make it more difficult for your opponent to score?
2. Is it better to run and carry the ball in that situation or deliver the ball immediately?
3. Where can you position yourself to be of benefit to the team?
4. Where can you run to assist your team in scoring a goal?
COACHING THE MODERN PLAYER
It is worth remembering that the young footballers of today have had a completely different educational
experience than that of many coaches. Young people have been educated in an environment where many
things are negotiated, discussed and left to them to make choices. They are encouraged to explore, experiment
and it is explained to them that mistakes will certainly occur and that is fine provided you learn something from
them.
‘Game Sense’ is a training technique that embraces the modern society that we currently live in. Some young
people find it difficult to adapt to sporting environments where everything is given to them, someone else sets
all the rules and they have had no input. Game sense empowers players and helps them take more
responsibility for their own football development.
SUGGESTED ACTIVITIES/GAMES
Warm-Up Activity (Handball/Kick)
= Cones
= ‘handball’ target.
= ‘kicking’ target.
“CIRCLE BALL”
20 metres
• Coaches should be looking for long handballs and quick ball movement from “the team”. The “defenders”
should be looking to increase the pressure by zoning off or attack the ball carrier (either or).
• To vary the difficulty of the activity, use a bump bag inside the circle or place a team member in the circle
and have them shadowed.
Extended Activity (Handball/Kick)
“POD BALL”
30m
40m
• Handball or kick (if bigger area) – the aim is to pass the ball and score by handballing (or kicking) the ball
through “the pod” (or hoops if you do not have a pod).
• No players are allowed within the 5 metre circle surrounding the goals.
• To vary the difficulty of the activity, include tackling and/or stoppages if the ball hits the ground. Additional
players can also be included to reduce the space and reaction time.
Extended Activity (Kick)
“DEFENDER”
NO GO
ZONE 40 - 70m
Goal Posts
approximately
6-7m apart
Distance will
vary for kids.
25 -30m 30-40m
Objective of Activity/Game
• Hit targets by foot and practice defending.
• = Kicking Team
• = Defenders
Rules
• 3 footballs required.
• No tackling, bumping, shepherding, blocking, shadowing allowed.
• Can’t run for more than 10 metres with the ball.
• A ball cannot be in any one half for longer than 10 seconds.
• If the ball enters the “no go zone”, the disposer of the ball is eliminated.
Directions
• Kicking team simultaneously kicks 3 balls across the ‘no go zone’ in an attempt to hit targets on other side.
• The defender attempts to spoil or intercept or pressure kickers in their half to force a poor kick or turnover on
the other side.
• If a kicker misses a target, kicks out of the area or has his kick intercepted, he is eliminated from the game and
runs around the playing area until he is brought back into the game.
• A kicker can be brought back into the game when his team does not make a mistake for a specified time (eg. 30
seconds) and then a designated player is successful in kicking a goal at his end.
• Game continues for a specified playing time or a prescribed number of kickers are eliminated at any one time.
• To vary the difficulty of the activity, add more defenders, make players use their opposite foot and or
introduce tackling and bumping.