HILLSBORO SOCCER CLUB COACHING RESOURCE

Version 1.1 | Fall 2014

The FUNiño concept and training methodology was created by Horst Wein. This coaching resource was designed and created by Walt Stewart (Decatur Soccer) for the exclusive use of Stan Baker and Hillsboro Soccer Club. For more information on FUNiño, please contact Stan Baker at [email protected] or Walt Stewart at [email protected].

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What is

?

Funiño is the foundation for the training environment used by Hillsboro Soccer Club for the players ages 7-10. We have chosen this methodology as it is directly linked to our belief in long term player development. Funiño is the abbreviation for Fútbol a la Medida del Niño or soccer designed for children. The program is the result of 27 years of innovation, practice and continuing improvement and is part of the Horst Wein Youth Football Development Model, which has been the official textbook of the (RFEF) Royal Spanish Football Federation since 1993 and is used by F.C. Barcelona, Athletic Bilbao, La Real Sociedad, Monterrey, Cruz Azúl, Club America, Inter Milan, Peñarol, Nacional and many other top youth academies around the world. This proven approach to introducing young children to the game of soccer obviously has an emphasis on FUN so that children come to fall in love with the game from the earliest ages. Funiño has been called the Revival of Street Soccer. Having four goals out wide immediately introduces width and helps to prevent the familiar swarming at the younger age groups. Also having two goals to attack with three defenders means that one goal is usually less-defended, which means there is always a better option available. Both of these factors encourage young players to look before they act and to think before they execute – so perception and game intelligence are introduced naturally from the earliest ages.

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Player Benefits •

Experiencing success brings greater confidence and enjoyment



Reduces crowding and the suffocation of the player with the ball



More touches on the ball, more goals, more 1v1s and 2v1s



More time and space to think and make decisions



Great variety of games keeps it interesting for everyone



The positive environment of discovery instead of instruction is much more stimulating than traditional coaching style



Everyone usually scores a goal!



Rolling substitutions and equal playing time benefits everyone



Lots of dribbling, then when they get tired, lots of passing



It develops skills such as controlling, passing, dribbling, shooting and tackling.



The player has plenty of opportunity to “be in love with the ball,” to improvise and to take risks without fear of making mistakes.



Greater participation as each player is vital in a 3 person team





Goals out wide improves perception, peripheral vision and spatial awareness

The two goals create options which stimulate creativity and improvisation.



Develops support play and off-the-ball play

Coach Benefits •

The players learn shapes and combinations in game-like scenarios.



The coach can modify the rules of the games, simplifying or intensifying them, depending on the ability of the players.



Unpredictable situations are frequently experienced, as in the real game. This produces players with greater problem-solving abilities.



It’s easier for the less experienced coaches to observe, analyze, evaluate and correct the players’ performance as there are fewer players in the game.



Sessions always start with a game so players are then more motivated to participate in drills, because they have recognized their shortcomings in the game just played.



One coach can easily manage to handle the small number of players at the same time and even two Funiño games at a time to accommodate even a 16-player squad.



The coach’s knowledge grows from one level to another, with the kids.



Less is More: less interruptions, less lecturing, less lines (queues), less drills, less laps and running without the ball = less frustration for kids and more time enjoying the game.



Less emphasis on separate physical exercises means more time with the ball and playing games. (What a choice!)



The wise coach uses his skill to set up games to teach different aspects of the game.



and physical fitness. All aspects are integrated, just as in the real game.

Resembles street soccer only better. Funiño is considered in Germany the revival of the former street soccer which produced so many fine players in the past.



Games relate directly to real game situations.



Playing simplified games is highly motivating to players compared to drills



There is no isolation of techniques, tactics, mental

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Official Game Rules Playing Pitch Funiño is played in an area measuring 20 to 25 yards wide by 25 to 30 yards long. There are two goals at each end, measuring 6 feet x 3 feet. Ensure a space of at least 12 yards between the goals on each side. Each end has a scoring zone, 6 yards from the end-line. The size of the pitch and goal size increase with the age of the player.

Infringements A player may not: • •

remain more than a second inside one of the two goals play the ball with his hands



use violence or foul language

Free kick For any infringement of the rules in any part of the field (with the exception of the defenders in their own defensive zone), a free kick is awarded to the other side. The free kick can be either a self-pass or a pass to a teammate. All free kicks must be taken at a distance no less than 3 yards away from the shooting zone and with the defenders also more than 3 yards back from the ball.

Teams A team is made up of four players, 3v3 plus one substitute. There should be no fewer than three players per team. When a team has fallen behind by 3 goals in any game, allow the introduction of one extra player for the team in arrears, or reduce the winning team to just 2 players. This benefits both teams, the “weaker” teams are encouraged to keep going and the stronger teams are given a more meaningful test. Lop-sided results benefit neither the loser nor the winner!

Penalty There is no penalty shot for a breach of the rules inside of a team’s own scoring zone. Instead the opponent is awarded a “penalty attack,” starting from the center of the field. In a penalty attack all the players, except one defender, who starts on the end line, must remain 5 yards behind the attacker in possession of the ball. After the referee has given permission for the attack, they all may get involved in defense as well as in support of the attack. If a defender breaks a rule during the penalty attack, it must be retaken.

Duration Three 10-minute periods when only one match a day is played, with a 5-minute break between the periods. If several matches are played on the same day, the recommended duration of play is two 10-minute periods.

Technical Rules

Offside There is no “offsides” rule in Funiño.

Start of the game Start the game with the referee throwing the ball in the air in the center of the pitch. Restart – After a goal, the game is restarted with a pass or self–pass in the center for the team that conceded.

Corners There are no corners in Funiño. Out of play balls There are no throw-ins. The ball is put back into play with a self-pass or a pass to a teammate.

Scoring A goal is scored when the ball completely crosses the line of a goal and the shot must be from within the shooting zone. If the posts have been moved during the match and the ball completely crosses the goal line at the goal’s original position, the ref may allow it.

Disciplinary sanctions 5 minutes in a “sin-bin” is the penalty for unsporting behavior. Referee A single referee supervises the match and applies the rules. To encourage and prepare future referees, children under 16 years of age referee the Funiño game.

Rolling Substitutions After every goal, one player from each team must be substituted. The sub must always come on at the halfway line, after his teammate has left the field at the same spot. An infringement of this rule results in the other team being awarded a free kick in front of the opponent’s shooting area—but at least 3 yards back from it.

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Field Diagram

~ 6 ft ~ 3 ft

2 yds

25 yar

ds

12 yards

13 yards

6 yards

20 yards

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Session Plan 2m

15 m

15 m

N

4

5

FU

3

CO R

CO R

OF

Official

15 m

2m

w/vari a iño

2m

n ti o

15 m

2

C T IV E G A RE

ME

2m

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1

ño

Age Group: U10

C T IV E G A RE

ME

IAL FUNi FIC

FUN

Topic: Funiño Sequence

25 m

Game V A R I AT I O N S

GAME BASICS

►► The players must perform a trick, such as the Zidane spin as they dribble across the goal line.

This is the “Official” Funiño game. It’s the foundation of Horst Wein’s Youth Development Model and is the ideal competition for players under 10 years of age.

►► To encourage teamwork, a goal is only valid when all three teammates have touched the ball at least once during the attack. ►► For faster, more efficient attacks, goals only count if the ball stays on the ground. ►► The coach calls a particular goal to attack. ►► No more than 3 touches allowed per player. ►► Players in a team score in a predetermined sequence, unknown to the opponents. ►► A goal is only valid when the goal has been scored with the less dominant foot.

Dribble

Off ball run

Pass/Ball mov’t

Standard Pre-Funiño Game Conditions

• • • •

3 players per team must score in scoring zone attack starts on end-line attack stops with a goal or ball leav-

ing the field • each player must touch ball before scoring • always attack the way you are facing

Rules - A Quick Reference Field Layout ●● ●● ●● ●●

Width: 20-25 yards Length: 25-30 yards Goals: two at each end Goal size: ~ 6ft x 3ft

Technical Rules ●● ●●

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Distance between goals: at least 12 yards Scoring/shooting zone: 6 yards from each end-line

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Teams/Players ●● ●●

Team: 4 players / 3 field players + 1 substitute The substitute for the team conceding the goal restarts the game with a self-pass from the 6 yard line

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Both teams substitute one player after every goal If a team is down by 3 goals in any Funiño game, add extra player OR reduce winning team by 1 player

In a single match, play three 10 min periods with a 5 min break between periods

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front of his/her own goal for more than 1 second. No offsides/corners. Balls out of play may be restarted with self-pass or pass to teammate. No throw-ins.

Fouls ●● ●●

Game Duration ●●

The start: referee tosses ball up in middle of field The restart: conceding team restarts play with a self-pass from the middle of field A defender cannot stay in

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For several matches in a day, play two 10 min halves

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For fouls outside of the team’s own scoring zone, a free kick is given For fouls inside the team’s own scoring zone a penalty attack is given. Free kick is either a self-pass or pass to teammate. All free kicks must be taken a minimum of 3 yards from the shooting zone. Defenders

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must be minimum of 3 yards from ball. Penalty attacks start from midfield mark. One defender may start defense from endline when attack begins. All other players must be 5 yards behind the ball and can engage when ball moves. Attack is restated if defender breaks rule.

1 | 3 v 0 in triangular formation

  

4 | 3v2

  

* Standard pre-Funiño game conditions apply.

* Standard pre-Funiño game conditions apply.

Game starts with 1 defender stationed in center zone and 1 defender in shooting zone.

All three players must attack in a triangular formation at all times in order for a score to count.

Why is attacking in a straight line a bad idea? There are fewer passing options and it is easy (later) for the other team to defend.

The attack ends when: • goal scored • ball goes out of play • defender wins ball and passes to other defender Attackers/defenders swap roles at the end of each attack. Defenders rotate on each attack. After 10 attacks each, the team with the most goals wins. Guiding Questions

Why is it important to attack in a triangular formation? It offers more passing options and it is harder defend than a straight line.

What is the key to a successfully playing 3v2? Create a 2v1 ASAP as 2v1 is easier to solve and should leave 1 attacker free.

Goals don’t count if players are in a straight line or if they are less than 5 yds from each other. Guiding Questions

2 | 3v1

How does an attacker create a 2v1? Attacker should dribble directly at defender to make him commit. Once the defender is committed, pass should be made to teammate furthest from committed defender.

  

* Standard pre-Funiño game conditions apply.

5 | 3 v 2 + 1 defender from behind

If the defender wins the ball: • defender should shoot ASAP from ANY distance at opposing goals if they win the ball • Attacking team quickly transitions to defense

* Standard pre-Funiño game conditions apply. See the game and questions from Activity #3 on this page.

Defending team subs their player each time the attack is stopped for any reason (score, ball lost, ball out). After 6 attacks, attackers/defenders swap roles. Guiding Questions Which passes are most effective while attacking? Diagonal, forward passes & through passes into teammate’s path. Why should the off-ball attackers stay away from the ball carrier? Staying wide puts them closer to goal and further from defender.

3 | 3 v 1 + 1 defender from behind

  

6 | Keep possession in 3 v 2   

  

Each team starts with one player in its own shooting zone. After keeping possession for 6 seconds, ALL players on attacking team can attempt to score. Two defenders should remain in central zone and one in the shooting zone. Each restart begins with this possession play. Rotate attacking/defending roles as you see fit.

* Standard pre-Funiño game conditions apply. This is the same as 3v1 above except a 2nd defender is placed 6 yards behind the attacking team. 2nd defender joins in once the attack begins. At the end of each attack, the waiting defender replaces a teammate. Guiding Questions

Guiding Questions Which player should start the attack? Central attacker. Reason: more passing options.

Which player should start the attack? Central attacker. Reason: more passing options. When is best time for central attacker to pass the ball? To prevent an interception, the pass should occur right before defender challenges ball carrier. Passing too soon also allows defender to challenge the receiving player.

When is best time for central attacker to pass the ball? To prevent an interception, the pass should occur right before defender challenges ball carrier. Passing too soon also allows defender to challenge the receiving player.

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3

2m

15 m

CTIC AL

4

15 m

FIC

OF

FUN

T

Official

15 m

2m

TA

2m

IAL FUNi

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ño

15 m

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w/varia iño

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2m

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N CH ICA

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1

W LO

Age Group: U10

Session Plan GAME BE ño

FUN i

Topic: Dribbling

25 m

Game V A R I AT I O N S

GAME BASICS This is the “Official” Funiño game. It’s the foundation of Horst Wein’s Youth Development Model and is the ideal competition for players under 10 years of age.

►► The players must perform a trick, such as the Zidane spin as they dribble across the goal line. ►► To encourage teamwork, a goal is only valid when all three teammates have touched the ball at least once during the attack. ►► For faster, more efficient attacks, goals only count if the ball stays on the ground. ►► The coach calls a particular goal to attack. ►► No more than 3 touches allowed per player. ►► Players in a team score in a predetermined sequence, unknown to the opponents. ►► A goal is only valid when the goal has been scored with the less dominant foot.

Dribble

Off ball run

Pass/Ball mov’t

Use the Activity Selection tool below to identify technical / tactical problems during the Funiño games. Determine which activity has the most or greatest needs checked and select the corresponding activity on back of this page. Use the Session Plan above for guidance. Referencing the Session Plan, look for technical gaps while observing the “official” Funiño game being played. After selecting and carrying out the Technical activity, play a variation of the 1st Funiño game, but look for tactical gaps in player performance. Carryout the tactical game before ending with Funiño!

Standard Pre-Funiño Game Conditions

• • • •

3 players per team must score in scoring zone attack starts on end-line attack stops with a goal or ball leaving the field

• each player must touch ball before scoring • always attack the way you are facing

Activity Selection Tool What TECHNICAL problems do you see?

What TACTICAL problems do you see?

Activity #1 | Eyes up while dribbling

Activity #1 | Dribble across the end-line

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dribbling with control keeping head up to see options passing with control

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moving after passing pass is too heavy or light general comfort with ball

dribbling with control dribbling with speed general comfort with ball choosing proper foot surface moving the defender

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shielding the ball well beating defender 1v1 using attacking feints change speed/direction

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dribbling with control general comfort with ball keeping head up to see options choosing proper foot surface

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getting open to receive pass from ball carrier choosing simple passes

looking up to see options moving the defender from position making the defender commit quickly transition when ball

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is lost maintaining ball control looking up while running / dribbling

Activity #3 | Leo Messi

Activity #3 | Dragging the ball †† †† ††

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Activity #2 | Concurrent 1 v 1 times 3

Activity #2 | 1v1 in a 5 yard square †† †† †† †† ††

moving after passing getting too close to defender attacking with speed passing into player’s path

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dragging ball to avoid defender beating defender 1v1 changing directions with ball using attacking feints

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attacking the less defended goal moving the defender from position attacking diagonally then cutting toward target maintaining ball control

†† †† ††

  

looking up while running / dribbling shooting quickly in scoring zone exploiting space once defender commits/moves

1 | Dribble across the end-line

1 | Eyes up while dribbling

  

Instead of shooting into one of the two cone goals from inside the shooting zone, an attacker has to dribble the ball through either goal. Variations: • The players must perform a trick as they dribble across the end-line • All three teammates must touch ball at least once during the attack • Goals only counts if the ball stays on the ground

Two players face each other from 6 feet away. When coach signals start, P1 has 30s to: 1. pass the ball between the legs (tunnel) of partner 2. run behind partner to receive the ball 3. kick the ball back through the tunnel 4. repeat as many times as possible Note: • Partner remains still and counts the number of passes • All passes are on the ground • Players switch after 30s ends

2 | Concurrent 1v1 times 3

  

This 1v1 game requires two teams of three players, ideally of equal ability. Each player on the attacking team has ball at midfield facing the opponents goal. Paired with each attacker is a defender standing ~3 yards away on their own half. On coach’s signal, three 1v1 duels begin. Attackers can score on either goal. Shot must be taken within scoring zone. If defender wins ball, they become the attacker and former attacker immediately defends. Each duel ends with a score or ball out of play. After each set of 1v1 duels, coach announces score. After 5 sets, teams switch roles.

2 | 1v1 in a 5 yard square Create several 5 yard squares with cones and assign two players to each square; one player the attacker, the other the defender. Starting in opposite corners, the attacker attempts to score by maintaining control of the ball and dribbling between the cones directly in front of him or her. To become more familiar with the body movements and feints required to be successful with the ball, have players take a couple of turns without the ball and play a game like “tag”. Be sure to swap roles.

What can the attacker do to win the 1v1 duel? Run diagonally towards the least defended goal or even to just one side of the pitch. Once the defender follows, accelerate away and quickly attack the undefended goal. What are the most common mistakes the attacker makes in 1v1? Getting to close to the defender / Dribbling the ball too far or close to their feet / Dribbling directly at defender instead of forcing the defender out of position / Not using change of speed or direction to move past the defender

3 | Dragging the ball Position 10 cones as shown in illustration, two cone pairs on each side with a passive defender standing between cone pairs 2 and 4. The defenders should always stay between cones and not try win the ball.

3 | Leo Messi

• 1st cone pair (empty): dribble to left cone, drag to right cone • 2nd cone pair (passive defender): dribble to right cone, drag to left cone • 3rd cone pair (empty): dribble left, drag right • 4th cone pair (passive defender): Which foot is defender leaning on? Dribble toward that foot/cone, drag the other way

  

Requires two teams of 3 players. Place 9 balls in center of Funiño pitch with defending team at least 5 yd away from balls. One attacker enters pitch at mid-field and selects one ball with which to score on any goal. Defenders cannot move until attacker touches a ball and should stop attacker from entering scoring zones and scoring. Each attacker gets 3 balls/chances to score. Attack ends with score, ball out of bounds or successful defense. After attackers use all balls, switch team roles. Winning team has the most goals after their 9 attacks. Progression 1: Attackers should dribble through a 6 yard cone goal instead of shooting on goals. Progression 2: Attacker should execute pre-defined move before they score.

Coaching points: • Start the drag by moving foot over the ball and using bottom of the foot to roll the ball in proper direction. • The drag ends with the same foot planted hard on the ground. • To drag to the left, use the right foot. • To drag to the right, use the left foot. • Look at defender to determine which way to drag

How can the attacker possibly succeed against three defenders? Do what Messi does! Run diagonally toward the least defended goal. Once defender commits, use a hard change of direction to attack the other goal.

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Variables Dribbling games 1. To score, players have to perform a predetermined trick on the end-line 2. Encourage balanced teams by having the stronger team score in smaller goals 3. Players must beat at least one man before scoring

Encourage players to introduce moves into their dribbling, which can be demonstrated during corrective times. Better still, let the players demonstrate their own moves or their favorites.

All games 4. To improve perception skills the dominant eye of all players is covered with an eye patch throughout the games. 5. The coach calls a particular goal to attack. 6. The coach indicates with his hand which goal to score in. 7. Players must solve a mental problem to determine which goal to attack. 8. A goal is only valid when ground passes only are used in the attack. 9. All players must touch the ball before a goal is scored. 10. No more than 3 touches allowed per player. 11. One cover defender has to remain in his own half when a goal is scored. 12. A goal is only valid when all players are situated in the opposition half. 13. A goal is only valid when at least one aerial pass is executed. 14. After every goal use a different ball (vary size, weight and bounce characteristics).

15. Use the less dominant foot x number of times before scoring a valid goal. 16. There must always be players in both vertical halves of the pitch in attack. 17. Before mounting an attack a team must keep possession for x seconds. 18. A goal is only valid when it is scored within x seconds of winning the ball. 19. After each goal the scoring team loses one player or to even up teams the losing team is allowed to use their substitute, the fourth player. 20. A goal is only valid when the goal has been scored with the less dominant foot. 21. Players in a team score in a predetermined sequence, unknown to the opponents. 22. A goal is only valid when the attackers have performed a certain pre-agreed trick on the ball one or more times before they attempt to score 23. At least one pass into the run must be used during an attack.

Advanced Players To learn these six advanced attacking combinations, start by demonstrating the moves, then practicing them with 2 players only, then use the 3v0, 3v1 and 3v2 games before applying them to the official games.

1. Use one take-over (the ball-carrier leaves the ball for a teammate running in the opposite direction). 2. Use one switch-pass (changing the point of the attack from one side to the other). 3. Use at least one return-pass (the ball goes back to the passer). 4. Use at least one wall-pass (a first time forward pass into the run of the first passer). 5. A lay-off must be used. The most advanced player, usually with his back to goal, passes into the run of a midfielder to shoot. 6. A reverse-pass must be used. When a player dribbles to one side of the pitch, he passes in the opposite direction, usually into the run of an overlapping player.

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Horst Wein Horst Wein is known as “the coach of coaches” having mentored and influenced over 11,000 soccer coaches in 54 countries all around the world during the last 25 years.

youth footballers.

CONSULTING RELATIONSHIPS PROFESSIONAL CLUBS

He is the creator of the internationally renowned YOUTH FOOTBALL DEVELOPMENT MODEL – the first ever, age-appropriate, progressive programme of training for

One of his football books, “Developing Youth Football Players,” is the official textbook of The Spanish Football Federation and The Football Federation of Australia, and has sold over 100,000 copies worldwide, to date. Horst has majored in the ground-breaking concept of Game Intelligence, since 2002, having written and lectured extensively on the topic in four continents.

Coaching assignments in 5 Olympic sports in 53 countries



Lecturer at the “Centre of research and development” (CEDIF) of the Royal Spanish Football Federation and of the Andalusian Football Federation since 1995



Masters degree in Physical Education from “Deutsche Sporthochschule Köln



Lecturer in Physical Education at “Universitat Munster, Techn. Universitat Munchen and at the “Instituto Nacional de z Física” in Barcelona



Technical Director of Royal Spanish Hockey Federation between 1973-84 and Coach of the national team which won the 2nd Eurohocky Nations Championship in 1974 and an Olympic Silver Medal.



First Western coach to be invited by the Soviet Union to train their top athletes



Master Coach of the International Hockey Federation (FIH)



Director of the Sports Department of the Organizing Committee of the XX. Olympics in Munich and in the organisation of the Asian Games in Teheran



Regular cooperation with the Olympic Solidarity Committee

FC Barcelona



VFL Osnabruck



Inter Milan



Club America



Arsenal



Rayados de Monterrey



Sunderland



Pumas



Leeds United



Cruz Azul



Schalke 04





Bayer Leverkusen

Universida de Futbol “Pachuca”



MSV Duisburg



Santa Fe



Mainz 05





St. Pauli

Escuela Nacional de Deporte



Villareal



Deportivo Cali



Real Sociedad



Universitario de Deportes de Lima



FC Alavés



Alianza Lima



VFB Stuttgart



Sporting Cristal



NATIONAL FEDERATIONS

LECTURING/COACHING ALL SPORTS •



• • • • • • • • • • • • • • • • • • • • • • •

AUTHOR

Horst has authored 34 sports text books (mainly Hockey and Football), one Multimedia Football Coaching Course, one Hockey CD, 3 videos, one DVD about developing game intelligence in youth football and numerous articles in magazines and web pages, some in Spanish, Korean, Greek, German, English, Dutch, Italian, Japanese, Portugese, Finish, Danish, and Russian.

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Royal Spanish Football Federation (Centre of Studies, Research and Development of Football, CEDIF) Football Association of England German Football Federation (Deutscher Fussball Bund,DFB) Scottish Football Association Northern Ireland Institute of Coaching, (NIIC) Danish Football Union Finish Football Association International Educational Management Systems (Finland) National Soccer Coaches Association of America, NSCAA (USA) US Youth Soccer Association Lousiana Soccer Association (USA) Youth Football Federation of Uruguay INAF- Instituto Nacional de Fútbol (INAF) de Chile Federación Costarricense de Fútbol (Costa Rica) Federación Nacional Autónoma de Fútbol de Honduras Federacíon Salvadoreña de Fútbol (El Salvador) Federación Peruana de Fútbol (Peru) Escuela Superior de Entrenadores de Fútbol, (Perú) Federación Mexicana de Fútbol (Mexico) Escuela Nacional de Directores Técnicos-ENDIT,(Mexico ) Federación Colombiana de Fútbol (Colombia) Football Association of Zambia Federación de Fútbol del Norte de Maruecos (Morocco)

Field Worksheet

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Field Worksheet

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