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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.

Illustration of the PE activity Futsal: Coded Kick-In Plays in the Attacking Half
PhaseMain activitie
Duration30 min
Ages16–18
SpaceOutdoor yard
EquipmentFutsal balls, pinnies, cones, goals, Handheld whiteboards
IntensityModerate

How to play

  1. 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).
  2. Each team of five designs two plays on a handheld whiteboard, each with a code, a shooting target and a second option (7 min).
  3. Walk-through without defense: each play is run three times and the kicker calls the code before placing the ball (6 min).
  4. Live defense: each team attacks ten kick-ins; an observer records how many lead to a shot (9 min).
  5. Each team decides which play worked and why, and saves it in its playbook (4 min).

Rules

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

Learning goals

Equipment for a class of 25

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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