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Coaching Principles

The Fundamentals of Soccer Coaching

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  • A well-run activity and good coaching aren't the same thing. An activity can be well-designed and still just be rehearsal, with no real decision attached.
  • In the studies that compare them head to head, drills didn't beat game-based practice even on technique, the thing drills are supposed to be for.
  • Perceive, decide, execute is a useful way to talk about any action on the field. Most training time goes to execute. The two tools I use (STEP and the Coaching Intervention Wheel) shape deciding and the coaching around it, and perceiving shows up on the field as scanning, which you can build into a game too.
  • A coach's job changes by age group because working memory keeps growing through childhood, so the same session asks a very different amount of a seven-year-old than a fourteen-year-old.

Watch enough youth soccer training and you'll notice something: the coaches running the best-organized sessions aren't always developing the best decision-makers. Cones out on time, a clean progression from warm-up to scrimmage, every activity planned to the minute — and still, a team that freezes the moment the pattern breaks. A well-run activity and good coaching are not the same thing. Mixing them up is one of the most common mistakes I see, and I've made it myself plenty of times.

Think about your last session before you read any further. How much of it was a player repeating something you already knew the outcome of, and how much of it was a player actually facing a moment where more than one thing could reasonably happen? (If you'd rather measure it than guess, there's a quick audit near the end.)

This page is the broad version of an idea the rest of this site works through from different angles. One series covers the coaching around a session: how you build the environment, what you say once you're in it, and how you physically step in to say it. Another, Before the Decision, covers what a player needs before a game can teach them anything: seeing the picture, being able to do the skill, and a first touch that frees their eyes. This one is about the shape of the idea underneath all of them.

What separates good coaching from a good activity

An activity can be well-designed and still not be coaching much of anything. A passing drill with sharp technique, good tempo, and full engagement can still ask nothing of a player except to repeat a movement. It's rehearsal. Useful, sometimes necessary, but it isn't the same job as developing a player who can read a game and act on it.

One video study of 70 youth soccer sessions, with players aged 9, 13 and 16, found them split roughly two-thirds isolated drilling and one-third small-sided or conditioned games, and the split barely changed with age (Ford et al., 2010, cited via Cushion, Ford & Williams, Journal of Sports Sciences, 2012). That data is more than fifteen years old now, so the balance may have shifted since. It's still not a criticism of the coaches in it. It's what happens by default. Drilling is easier to plan, easier to control, and easier to feel good about at the end of a session, because you watched forty clean touches happen in a row. A conditioned game is messier to run and harder to guarantee will "work."

The part that surprises a lot of coaches is technique. In the studies that have compared game-based and drill-based practice head to head, drilling didn't come out ahead even there, the thing it's supposed to be for. Most technical outcomes showed no difference, about a third favored the game-based approach, and none favored drills. On tactical skills, the game-based approach came out ahead (Bromilow et al., Sports Medicine – Open, 2025).

That's nine studies, mostly small, and only two with players around ten or younger, so it isn't the last word. It also doesn't cover a player who can't yet do a skill at all, who may need it taught directly before any game can teach them when to use it. Teach It or Let the Game Teach It? gets into that case.

Perceive, decide, execute

One common way to describe any action on a field: a player takes in information about what's around them, decides what to do with it, then executes the movement. Coaches sometimes call the first part scanning.

Sport scientists don't agree on how separate those three parts really are. The information-processing tradition treats them as stages a player moves through in order. The ecological dynamics researchers behind the constraints-led approach, which is where STEP's thinking comes from, see perceiving and acting as one coupled process that the environment trains together. I use perceive/decide/execute as a practical way of talking about a session, not as a claim about how the brain works.

Most coaching attention goes to the last two, and so did the first few articles on this site. STEP is the tool I use for shaping what a player has to decide — space, task, equipment, player numbers, built so the decision you want shows up naturally instead of getting narrated from the sideline. The Coaching Intervention Wheel is about what happens around the execution — how you interact without quietly making the decision for the player yourself.

That leaves perceiving. What a player sees, and how early they see it, before either the decision or the execution even starts. It gets the least attention of the three in most training, including a fair amount of my own. Once a player can control the ball reliably, I think it's often the real bottleneck. A player who scans early has more time to decide well and more time to execute cleanly, and a player who doesn't is playing catch-up on both no matter how good the environment or the coaching around them is. Before that point, the touch usually comes first: a player can't look up while the ball still needs watching, which First Touch and Receiving covers.

The research on perceiving studies scanning: a quick head or body turn away from the ball. Looked at that way, perceiving is something a player does rather than a hidden stage that finishes before a decision starts, and that's what makes it trainable with the same kind of game design STEP already uses.

Why a coach's job changes by age group

None of this looks the same at six as it does at sixteen. A player's working memory, their ability to hold and use several pieces of information at once, keeps growing steadily from early childhood into the mid-teens (Gathercole et al., Developmental Psychology, 2004). In one study of eight-to-ten-year-olds, five explicit coaching points before each block of practice helped the children with higher working memory and made the children with lower working memory measurably worse (Buszard et al., Frontiers in Psychology, 2017). Five was just the number that study tested, not a known limit. That's not an argument for saying nothing. It's a reason the same session, run the same way, asks a very different amount of a seven-year-old than it does of a fourteen-year-old.

One way age-appropriate coaching handles this is by deliberately limiting what younger players are asked to decide, not by pretending the whole game is available to them from day one. U.S. Soccer's small-sided standards are one example: 4v4 without goalkeepers up to under-8 means fewer teammates, fewer opponents and less of the field to read. The job isn't to withhold the game. It's to build the size of decision a player can handle, and let that grow as they do. Coaching U6–U10 covers what that looks like at the youngest ages.

Most coaches are good at spotting a session that asks too much running of a six-year-old, or too much standing around. Too much thinking, packed into a picture they're not ready to read yet, is harder to see.

What this means for a session

Before you plan the next one, ask what a player is being asked to do in each activity: repeat a movement, decide something, or perceive something in the first place. Most sessions lean hard on the first, get to the second some of the time, and barely touch the third. For players who can already control the ball, the third is where I'd look first, and the scanning piece covers how I build it into a game. For players who can't yet, Teach It or Let the Game Teach It? is the better starting point.

If you want to see where your own sessions sit, the audit below takes a couple of minutes.

Interactive · Audit your last session

List the activities from your last session and roughly how long each ran, then tag what each one mostly asked players to do. Your entries stay in this browser.

Repeat
A movement with no real choice in it, like a passing pattern.
Decide
Players face a real choice, like a small-sided or conditioned game.
Look
Built so players have to check around them before they receive.

Add minutes and a tag for at least one activity to see your split.

Common questions about coaching fundamentals

What's the difference between coaching and running drills? A drill trains a movement in isolation, usually without a real decision attached. Coaching, in the fuller sense, develops a player's ability to perceive a situation, decide what to do about it, and then execute — which mostly happens when the activity contains a decision worth making, not just a technique worth repeating.

Do young players need to learn decision-making, or should they master technique first? Both, in different proportions. Studies comparing game-based and drill-based practice found little difference for technique and an edge for games on tactical skills, so games don't cost players technique the way coaches sometimes worry. But a player who can't yet do a skill at all may need it taught directly before a game can teach them when to use it, and decisions only develop by making real ones, so a session that's entirely drilling leaves part of the job out.

Why do coaching methods need to change so much by age group? Because the amount of information a player can hold and use at once changes with age. A method that works for a fourteen-year-old can hurt some eight-year-olds' performance if it asks for more than they can process while moving — not because younger players are less capable, but because what they can process is different.


Each part of this is worked out in detail elsewhere on this site: STEP for designing the environment; the Coaching Intervention Wheel, in how much to say and how you step in, for how you interact once a session is running; and the Before the Decision series, starting with Scanning: Why Information Comes Before Decisions, for what a player needs before a game can teach them.

Chris Gartside

8U–10U Program Director | USSF B License

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