One-on-One with the Keeper: Choosing How to Finish
The attacker dribbles at the goalkeeper with a defender chasing and must choose between three finishes: a shot across the keeper, rounding the keeper or a soft chip. The aim is to read the keeper's movement and the defender's pressure to make the right call quickly.
How to play
- Explain the three finishes and the cue for each: keeper stays deep, shoot across; keeper rushes out, round the keeper; keeper dives down early, chip softly (3 min).
- No defender: start from 25 m and the goalkeeper picks how to come out from a secret card (5 min).
- With a defender starting 3 m behind the attacker, who must finish before being caught (6 min).
- Pairs competition: each goal is one point, two if the keeper and an observer agree the decision was right (4 min).
- Group discussion of the cue each student read before deciding (2 min).
Rules
- The goalkeeper comes out hands first and never dives head first at feet.
- The defender cannot tackle from behind: only win the position from the side.
- If the keeper reaches the ball first, the play ends with no challenge.
- Waiting lines stand 10 m away from the running lane.
Variations
Easier
No defender and start from 20 m.
Standard
Defender 3 m behind and the keeper picks the movement from a secret card.
Harder
Defender 2 m behind and the run starts with a directional first touch off a long pass.
Adaptations
- Hearing impairment: the start is signaled with an arm gesture instead of the whistle.
- Minor wrist injury: does not play goalkeeper and acts as decision observer.
- Overweight: start from 15 m with no chasing defender.
Learning goals
- Read the goalkeeper's action to choose the finish.
- Execute accurately under time pressure.
- Assess one's own and others' decisions with shared criteria.
Equipment for a class of 25
- cones: 12
- balls: 12
- goals: 2
- pinnies: 4
Teacher tip
Stress lifting the head two or three times during the dribble; many misses come from deciding before looking at the keeper.
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