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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.

Illustration of the PE activity One-on-One with the Keeper: Choosing How to Finish
PhaseMain activitie
Duration20 min
Ages16–18
SpaceField
Equipmentcones, balls, goals, pinnies
IntensityHigh

How to play

  1. 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).
  2. No defender: start from 25 m and the goalkeeper picks how to come out from a secret card (5 min).
  3. With a defender starting 3 m behind the attacker, who must finish before being caught (6 min).
  4. Pairs competition: each goal is one point, two if the keeper and an observer agree the decision was right (4 min).
  5. Group discussion of the cue each student read before deciding (2 min).

Rules

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

Learning goals

Equipment for a class of 25

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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