Futsal: Coded Kick-In Plays in the Attacking Half
In futsal the ball is kicked in, not thrown, and the kicker has four seconds, which makes every kick-in in the attacking half a play you can rehearse. Each team designs two plays with a code (a number or a word) and runs them against a live defense.
How to play
- The teacher reviews the rule: ball stationary on the line, kicked in, four seconds, defenders 5 meters away; then shows an example play on the board (4 min).
- Each team of five designs two plays on a handheld whiteboard, each with a code, a shooting target and a second option (7 min).
- Walk-through without defense: each play is run three times and the kicker calls the code before placing the ball (6 min).
- Live defense: each team attacks ten kick-ins; an observer records how many lead to a shot (9 min).
- Each team decides which play worked and why, and saves it in its playbook (4 min).
Rules
- The kicker counts the four seconds quietly; go over and the ball goes to the other team.
- The defense stays 5 meters away until the ball is in play.
- No sliding tackles or contact from behind.
- Waiting teams stay off the court on the far sideline.
Variations
Easier
One play per team and passive defense.
Standard
Two coded plays against a live defense.
Harder
The defense learns the codes after round one, so the offense must make up a fake code to throw them off.
Adaptations
- Deaf or hard-of-hearing students: codes are shown with fingers or a colored pinnie.
- Injured students: act as the fixed kicker, striking a stationary ball and running the play.
- Students less confident shooting: take the screener or decoy role in the play.
Learning goals
- Know the kick-in rule in futsal.
- Design and rehearse set pieces with a team code.
- Evaluate how well a play works against a live defense.
Equipment for a class of 25
- futsal balls: 4
- pinnies: 15
- cones: 10
- goals: 2
- handheld whiteboards: 3
Teacher tip
No handheld whiteboards? Teams can draw with chalk on the floor or on paper. The typical mistake is designing long plays that blow past four seconds; ask for the first pass to go by second two.
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