JDC 2015.  Skill Acquisition  Skill Sculpting  Repetition  Practicing  Game play  Tactical awareness  Team Defending  Team Building  PCA  PCD.

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Presentation transcript:

JDC 2015

 Skill Acquisition  Skill Sculpting  Repetition  Practicing  Game play  Tactical awareness  Team Defending  Team Building  PCA  PCD JDC is the initial stage for the Single System and as such I believe that we should give the players the tools to enable them to play a game. I agree that some might say if they can’t do the basics then what are they doing at JDC. They may be able to do the basics but have they got the right technique, can the technique be improved upon. They may have the basics but do they have all the knowledge including the hockey specific language used throughout the SS. Your job as a JDC coach is to prepare the players for the next stage (JAC). If they fail to get to the next stage your job is to provide them with feedback and a way forward detailing what they need to work on at Club and School.

Push Hit Sweep Slap Reverse hit Reverse dink Deflect Late receipt Early receipt Post up Open receipt Forehand trap Backhand trap Ball carry ‘V’ drag Roll out Clear out 3 D Inject Stick stop Strike Aerial Drag flick Penalty stroke

Historically we have coached JDC in a Linear fashion with many DRILLs and lots of repetition.

Coaching in a linear fashion with high repetition gave us great technique, however, this type of coaching does not involve decision making. Recent years we have improved the decision process without compromising technical sculpting.

We can improve our coaching by choosing a technical issue to deliver but promoting it in a decision rich environment. D to D Game Set-up game as diagram, let them play. Highlight the Learning Outcome (LO) of the session and award points for those behaviours. Example: LO -Leading high to the baseline, creation of space through stretch. If team successfully carries out this action then give 5 points to the team, 1 point for a goal etc… This tells the player that creating space is more important than scoring a goal.

Organise thoroughly prior to your session, this will make it easier for you and make your session flow. Try to reverse engineer your session. Example: Setup the working environment that you will use for the final part of the session. Split the players into manageable groups 4’s, 5’s. Bib these players in coloured bibs and get them to train in these groups. These working groups should be mixed ability, this enables the better players to act as role models. Keep the working time to about 4 or 5 minutes with your feedback session approx 1 minute. Do not be afraid to stop the session at this level to correct poor technique. Use parts of the working environment to carry out technical sculpting. Keep players in groups, these players will form the teams for the final part of the session.

Here are a few ideas for decision rich games or activities. Coaching points should be delivered throughout the session. Technical and tactical issues should be discussed during the feedback sessions.

WARM UP GAMES GROUPS OF 4 ADD DEFENDER EVERY 10 SECONDS

WARM UP GAMES GROUPS OF 4 + JOKER + GK’S POINTS BASED

4 V 4 WITH KEEPERS

2 V 2 WITH 2 JOKERS & KEEPERS

5 + 2 JOKERS V 5 + GK

3 + GK V 6

3 V 3 DIAGONAL GOALS

3 V 1 (+ 2 JUMP BACK DEFENDERS AFTER 5 SECONDS

3 V 1 INTO 4 V 2

3 V 1 CONTINUOUS ATTACK