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Constraining U8 Tennis by Steve Whelan
Constraining U8 Tennis by Steve Whelan
8U TENNIS
A collection of Constraint Led Tennis
drills to enhance player development.
THANK YOU
2
Table of Contents
5
5
INTRODUCTION TO CONSTRAINT BASED COACHING
Understand the theory
26
26
SKILL BUILDERS
Develop Great Skills with these fun warm
ups
31
31
MAIN GAMES
Both Back, Serve, Return and Net Games for
Players
88
88
COMPETITION
Lets get competitive
WHAT IS CONSTRAINT -
BASED COACHING?
In Constraint-Based Coaching (CBC), players are
encouraged to discover effective movements and
develop tactical awareness via playing games.
5
ADVANTAGES OF CONSTRAINT -
BASED COACHING
✅ Players play the game (or modified versions) -
Players develop better problem-solving skills
6
WHY WE NEED IMPLICIT LEARNING
Implicit Learning is where information is learnt in an
unintentional manner eg learning through play.
8
CONSTRAINTS ON SKILL
DEVELOPMENT
There are certain elements or factors that we are
faced with as coaches and these factors will develop
or hinder player development.
They are
• The Player
• The Environment
• The Task
9
THE PLAYER
10
THE PLAYER
9
THE ENVIRONMENT
12
THE ENVIRONMENT
13
THE TASK
14
8U TENNIS CONSTRAINTS
15
THE DEMANDS OF THE GAME AT 8U
16
THE DEMANDS OF THE GAME AT 8U
17
THE NATURAL CONSTRAINTS AT 8U
The Ball
18
THE NATURAL CONSTRAINTS AT 8U
The Court
19
THE NATURAL CONSTRAINTS AT 8U
Tactical Awareness
20
THE NATURAL CONSTRAINTS AT 8U
Physical Skills
21
THE NATURAL CONSTRAINTS AT 8U
Mental Skills
22
THE NATURAL CONSTRAINTS AT 8U
Tennis Skills
23
SUMMARY
Under 8 Tennis is the most fun, rewarding and
arguably critical stage of a player's Tennis journey.
KEY TIPS
Explain the What, Why and How.
What the game is (Name), why we need it as a
tennis player (Intention), and how (Ball
characteristic).
Allow the children to set their own targets - You
just guide them. If they set a too easy or difficult
target, let them adjust it after a small amount of
time.
Talk less, listen more - Let them play.
Include the serve in every practice.
Every game has an element of competition either
individually or cooperatively.
Encourage children to focus on the process (how)
of each game and less on the outcome (result).
Focus on what the kids can do when delivering
feedback.
Avoid heavy technical coaching - Let the game do
the work.
24
SKILL BUILDERS
26
TIP TAP TENNIS
1. Players start close to the net.
2. Players must tap the ball over to each
other.
3. Players can use forehands only,
backhands only or hit alternative
shots.
2 TOUCH TENNIS
1. Players must take two touches.
2. Touch one is to control.
3. Touch two is to send.
4. Players can play cooperatively or competitively.
5. Players must control the ball in front of their shoes; otherwise, they will lose
control of it.
27
SLICE & DICE
1. Players must use a chopper grip and
slice the ball.
2. One player can hit normally, and one
player must use a slice.
3. Rotate players or play alternative
shots.
28
PING PONG
1. Players in pairs.
2. Players must bounce the ball down
onto their side of the court and
attempt to get it over the net.
3. Great for contact point and grip
development.
4. Players need a great feel to complete
the task.
BODY TENNIS
1. Players in pairs.
2. Players allowed three touches of the ball.
3. At least one touch has to be with a body part.
4. The player can send the ball back with 1, 2 or 3 touches as long the body is
included at least once.
29
HEAD TENNIS
Players in pairs inside a half court.
Players take turns hitting the ball.
Players must hit the ball above head
height.
If the player hits the ball below head
height or out of the box, they lose the
point.
DOUBLE SWING
1. Players in pairs.
2. Players rally but must take a double swing before they hit the ball.
3. A full shadow swing.
4. A normal stroke.
5. Great for developing reading and reaction skills.
30
BOTH BACK
x
BEAT THE DICE
32
EQUIPMENT
Minimum 2 players
Ten sided dice
DIRECTIONS
1. Players have a dice between them.
2. Player A rolls the dice; whatever score they get is their rally threshold
target.
3. Players attempt to rally to that number.
4. If they succeed, they score 1 point.
5. Player B then rolls the dice and gets a new target.
6. If they achieve the new target, they gain an additional point, and if they
fail, they lose a point.
7. Play first to ten points wins.
33
IN OR OUT
34
EQUIPMENT
Minimum two players
Throw down lines
Cones
Balls
DIRECTIONS
1. Players are in pairs - One is the attacker, one is the defender.
2. The attacker must keep the ball outside the lines.
3. The defender must keep the ball inside the lines.
4. Play first to 7, then rotate positions.
35
DANGER ZONE
36
EQUIPMENT
Minimum 2 players
Throw down lines
Cones
Balls
DIRECTIONS
1. The court is marked out into zones. You can mark out as many or as few
zones as you wish, I recommend four. The more zones, the easier the game.
2. Each player can place a cone into one zone - This is where they feel it’s
dangerous for their opponent to hit into.
3. Players now can't hit the ball into the marked zone.
4. Players play points and lose if they hit the ball onto the marked zone.
5. Players can move the cone after every point.
6. Add more cones into the game as you see fit.
37
PRISONER
38
EQUIPMENT
Minimum two players
Spots or throw-down lines
Balls
DIRECTIONS
1. The attacker starts with a ball and stands on a marker in either the
forehand or backhand corner.
2. The defender (prisoner) starts in line with the attacker on the opposite
baseline.
3. The attacker must throw the ball above head height and hit the ball into
the open court.
4. The prisoner can pick up their racket and move when the attacker throws
the ball.
5. The prisoner must try and get the ball back.
6. It can be a closed drill (2 shots), or they can play the point out.
7. First to 7 and then rotate.
39
SHARK TANK
40
EQUIPMENT
Minimum two players
Throw down lines or spots
Balls
DIRECTIONS
1. Two players mark out the shark tank. The tank must be a challenge for the
players. The players lay out the throw-down lines on the court, you may
need to help the players set a suitable area.
2. Players take turns to serve to start the rally.
3. Players work together to rally in a both-back situation.
4. The rally aims to keep your partner out of the shark tank.
5. If a player steps into the tank, the rally is over.
6. Players start again and attempt to beat their top score.
7. Play for a set period.
41
ZOMBIES
42
EQUIPMENT
Minimum three players
Spots to mark out Zombie spaces
Balls
DIRECTIONS
1. Two Players start the game as the hitters, located at the baseline on either
side of the net.
2. The remaining players are Zombies; they sit next to the net on the spot or
throw down the line.
3. The two hitters must rally and aim to keep the ball above the zombies.
4. Zombies can use their rackets to attempt to touch the ball; Zombies must
stay in a sitting-down position.
5. If a zombie touches the ball, they regain their life and take the place of the
hitter who missed.
6. Hitters can also become Zombies if they miss; zombies on their side will
take their place.
43
CHOOSE A SIDE
44
EQUIPMENT
Minimum two players
Throw down lines
Spots
DIRECTIONS
1. Players in pairs.
2. One Player is the attacker, and one player is the defender.
3. Players each choose to stand on the yellow or blue side of the court.
4. The attacker starts with the ball.
5. The attacker can either hit yellow or blue and must decide to attack the
space or try and go back behind the defender.
6. The defender must decide to try and cover the space or risk standing wide.
7. Players play to 7 or 10 points and then change roles.
45
RADICAL RALLIES
x
EQUIPMENT
Minimum two players
DIRECTIONS
1. Players in pairs.
2. Players rally in pairs; every time the ball lands on the court, it's worth one
point. A ten-shot rally is worth ten as an example.
3. When a player misses, their opponent wins the value of the rally, ie a rally
to twenty is worth twenty points etc.
4. The first player to 100 points wins the game. (or whatever the coach/
player set as the outcome goal)
47
TEAM RALLY
48
EQUIPMENT
Minimum four players
DIRECTIONS
1. Players in pairs.
2. The group set a high rally threshold target, i.e. 200, 300, 400.
3. The coach divides the target between the pairs, i.e. 200 between 4 players
would be 100 per pair, 200 between 8 players would be 50 per pair.
4. Each pair rallies to its target, i.e. 100 or 50.
5. Every successful shot is worth 1.
6. When an error is made, the players carry on from the score.
7. When each pair reach its target the challenge is complete.
8. When a pair completes their target, they play points against each other
until the other pairs complete.
49
COW
50
EQUIPMENT
Minimum two players
DIRECTIONS
1. Players in pairs.
2. One player is the attacker, and one player is the defender.
3. The attacker starts the point with the ball in their hand.
4. They can hit the ball anywhere they want, how they want.
5. The defender has to try and get the ball back.
6. The players can play just two shots, attack and defence, or they can play
the point out.
7. First to 7 or ten, and then the players change roles.
51
GRACE'S HOT POTATO
52
EQUIPMENT
Minimum two players
DIRECTIONS
1. Players in pairs.
2. Players rally but, in between, must touch the ball up and catch on their
racket.
3. They can then move two steps before dropping the ball and trying to make
their opponent miss.
4. The players are not allowed to use their hands.
53
OVER OR UNDER
54
EQUIPMENT
Minimum two players
Barrier tape & posts
Throw down line
DIRECTIONS
1. Players in pairs.
2. Players can either hit the ball over the barrier tape or under.
3. Players score one point if they win by going over the tape.
4. Players score 5 points if they win by going under the barrier tape.
5. The game is designed for players to become aware of hitting a lower
flatter ball to try and win the point.
6. Can they find the right time to go low and the right time to go high?
55
PASS IT ON
56
EQUIPMENT
Minimum four players
DIRECTIONS
1. Players in pairs with one racket between two.
2. Players number themselves one and two.
3. Player one starts with the racket.
4. Player two stands behind the baseline in a safe position.
5. Player one hits the ball and passes the racket onto player two.
6. The opposite team do the same.
7. Players must learn to control time and space to stay in or win the point.
57
SWITCH
58
EQUIPMENT
Minimum four players
Two blue spots
Two red spots
Throw down lines
DIRECTIONS
1. Players in pairs, one on the blue side and one on the red side.
2. The opposite teams are set up in the same way.
3. When a team hits the ball, those two players must change positions.
4. When the opposition touches the ball, they must also change positions.
5. Players must work out how to control time to stay or win the point.
6. Play to 7 and change partners.
59
SPACE INVADER
60
EQUIPMENT
Minimum two players
2 red spots and 2 blue spots
Throw down line
DIRECTIONS
1. Players in pairs, Player A is the space invader, and Player B is the defender.
2. Players A and B rally cross court.
3. Player A decides when to change direction and hit down the line.
4. The point is live when the direction is changed.
5. To upskill this game, player A may set down a target zone. They must hit
the zone when they change direction. Otherwise, they lose the point.
6. Play to 7 points and then change roles.
7. Play a further 7 points and change to opposite side.
61
GOODIES V BADDIES
62
EQUIPMENT
Minimum 3 players
DIRECTIONS
1. Players work in 3's.
2. Two players start on one baseline, the single player opposite on the other.
3. The Single player will hit for 2 minutes, the two players are feeders, and
their job is to keep the ball in play.
4. Every time players get the ball in, they score a point, a goodie. Every time
they don't, they get a baddie.
5. At the end of 2 minutes, the player takes the baddies away from the
goodies and is left with a final score.
6. Rotate players and give each player three attempts to set their highest
score.
63
BACKHAND ONLY
x
EQUIPMENT
Minimum two players
DIRECTIONS
1. Players are in pairs.
2. Players can only send back using a backhand.
3. They are allowed as many touches of the ball as they wish, i.e. control with
a forehand and switch the ball across the body to the backhand.
4. Players aim to get the ball under control until they feel confident about
hitting a backhand.
5. They attempt to send the ball over the net with a backhand when they feel
confident.
6. If they succeed, the rally will continue.
7. If they miss, they lose the point.
65
WHEN SERVING OR
RETURNING
66
RED OR BLUE
67
EQUIPMENT
Minimum two players
2 different colour cones (red & blue)
5 throw down lines or spots
DIRECTIONS
1. The server decides to start from three positions. (Easy, Normal or
Challenging) The server places three throw-down lines in the three areas.
2. The returner places two lines down in an attack (closer) or defence
position. (further back position)
3. The server must pick a target area, Red or Blue.
4. The server hits the serve, and if the ball lands in the correct area, they
score a point.
5. If the returner gets the ball back, they gain a point.
6. If the returner misses the return, the server receives an additional point.
7. Play to 10 points and then rotate players.
68
UNLIMITED POWER
69
EQUIPMENT
Minimum two players
DIRECTIONS
1. One Player is the server, and the other is the returner.
2. The server has an unlimited number of serves.
3. Once the service goes in, the players rally the point out.
4. Players rotate roles after two points.
70
NO BOUNDARIES
71
EQUIPMENT
Minimum two players
DIRECTIONS
1. Players in pairs.
2. One Player is the server.
3. One Player is the returner.
4. The server can stand anywhere on the court.
5. The returner can also stand anywhere.
6. The server must nominate which service box they are aiming for.
7. Returner must attempt to get the ball back.
8. First to 7 and rotate players around.
72
REVERSE POWER
73
EQUIPMENT
Minimum two players
DIRECTIONS
1. Players in pairs.
2. One server and one returner.
3. Returner calls out where the server must hit, red or blue. (forehand or
backhand)
4. Returner decides to try and use their strengths or find a weakness in the
server's ability to get direction.
74
CONNECT 4
75
EQUIPMENT
Minimum two players
Sponge balls
Throw down lines
Cones
DIRECTIONS
1. Mark out four zones; you can make it even or vary the size of each zone.
2. The server can serve in any of the four zones and stand where they want to
behind the baseline.
3. Returners can stand anywhere they wish.
4. The server attempts to serve in one of the four zones. If successful, they get
a token. The token is placed into the same zone as the ball landed.
5. The returner attempts to return the serve into one of the opposite four
zones. If they are successful, they also get a token.
6. If either player hits the same zone again, they don't score.
7. Who can connect four first?
76
ROCKET RETURN
77
EQUIPMENT
Minimum two players
Throw down lines & spots
DIRECTIONS
1. The server picks two serving positions, wide and central.
2. Returner sets to starting positions wide and centre - These must be
challenging starting positions.
3. A bonus area is marked out for a wide return.
4. The server hits serve into the open service box, and they are trying to make
the returner miss.
5. The returner is frozen until the server throws the ball up. They can then
move and attempt to get a return back.
6. If the returner hits the ball back, they score. If they miss, the server scores.
7. If the returner hits the ball into the bonus area - they score a bonus point.
8. The first player to 10 and then rotate.
78
SERVING TORNADO
79
EQUIPMENT
Minimum two players
Hoop
DIRECTIONS
80
NET PLAY
81
'SMASH IT'
82
EQUIPMENT
Minimum two players
DIRECTIONS
1. A player starts at the net (Attacker), and one player starts at the baseline.
(Defender)
2. Defender begins with a ball; they must hit the ball over the head of the
attacker.
3. The attacker must move back and control the ball with the racket before
or after a bounce so they can then catch it.
4. The attacker is now frozen and can't move their feet.
5. The attacker now throws the ball up and hits a serve / self-feed smash;
they attempt to beat the defender.
6. The defender tries to get the ball back.
7. If the defender misses, the attacker wins.
8. If the defender misses, then the attacker wins.
83
KEEPERS!
x
EQUIPMENT
Minimum two players
Spots
Throw down lines
Barrier tape (optional)
DIRECTIONS
1. Players in pairs.
2. Player A is the Tennis Goal Keeper, and they are positioned at the net.
3. Player B is the striker, and they are positioned at the baseline.
4. Player B must try and score by hitting the ball past the goalkeeper and
keep the ball out by hitting volleys.
5. The striker is not allowed to lob the goalkeeper, or you can use barrier tape
to set up a crossbar.
6. Play first to seven and switch roles.
85
KEEP IT UP
86
EQUIPMENT
Minimum two players
DIRECTIONS
1. Players in pairs.
2. Player A serves player B who hits the return.
3. After the return, the players can't let the ball bounce; they must keep it in
the air.
4. Play first to seven and switch roles.
87
COMPETITIONS
88
JOKERS TIEBREAK
89
EQUIPMENT
Minimum two players
Joker cards / red cones
DIRECTIONS
1. Each player has two joker cards.
2. Players play points.
3. At the end of each point, a player can use a joker card.
4. If they lose the point, they could steal the point from their opponent.
5. If they have won the point, they win two points.
6. Players can only use two cards per set.
7. Play to 10 points.
90
THE LAST POINT WINS
91
EQUIPMENT
Minimum two players
stopwatch
DIRECTIONS
1. Players play points.
2. The coach sets a random time limit on the stopwatch.
3. The players can't see the time.
4. When the stopwatch runs out, whoever wins the last point wins the match.
92
RANDOM NUMBER!
93
EQUIPMENT
Minimum two players
Ten sided die
DIRECTIONS
1. Players roll the die, and whatever number they get, that's how many points
they need to win the set.
2. Player A may roll 10.
3. Player B may roll 2.
4. Player A needs 10 points to win, and player B needs 2.
5. After the set, the player rolls again.
94
I'M IN!
95
EQUIPMENT
Minimum four players
2 red spots and 2 blue spots
Throw down line
DIRECTIONS
1. Players in pairs with one racket between two.
2. Players number themselves one and two.
3. Player one starts on the court.
4. Player two stands behind the baseline in a safe position.
5. Player one starts the point.
6. The opposite team do the same.
7. Either player two can shout 'I’m in', and they take control of the point from
player one.
96
FRENEMIES
97
EQUIPMENT
Minimum two players
DIRECTIONS
1. Players work in pairs.
2. One player starts the rally with a serve.
3. Players must work cooperatively as friends to get a set target, i.e. 2.
4. Once they reach 2, they become enemies and play the point out.
5. Next, the other player will start, and the friendship rally increases to 3 (or
you can improve by any number the kids want).
98
BOUNTY HUNTER
99
EQUIPMENT
Minimum two players
Twenty cones
DIRECTIONS
1. Each player begins with ten cones.
2. Before each point, a player places a 'bounty' on the outcome of the point.
3. The other player must match or raise the bounty to play the point.
4. The players play the point; whoever placed the bounty serves.
5. The winner gets all the bounty.
6. The other player now has the opportunity to set the bounty.
7. You can either play one round and rotate the players, or they can play the best of
three sets.
8. The game is based on players feeling momentum and confidence.
100
ROCK, PAPER,
SCISSORS
101
EQUIPMENT
Minimum four players
DIRECTIONS
1. Players in pairs and each pair are a division.
2. Players play timed points but don't keep score.
3. At the end of the time, they must compete on a rock, paper or scissors
match.
4. The winner moves up to the next division.
5. The loser moves down.
6. This is a fun way of introducing winning and losing to younger players.
102
MOOOOO OFF!
103
EQUIPMENT
Minimum 4 players
DIRECTIONS
1. Players in pairs and each pair are a division.
2. Players play timed points but don't keep score.
3. At the end of the time, they must compete in a moo off!
4. The players both moo (like a cow) and the player who takes a breath or
stops first loses.
5. The winner moves up to the next division.
6. The loser moves down.
7. This is another fun way of introducing winning and losing to younger
players.
104
PEEL OFF
105
EQUIPMENT
Minimum three players
DIRECTIONS
1. Players in 3's.
2. The player on their own is the controller.
3. This player sets a minimum rally number (1-4).
4. The three players rally until they reach that number.
5. Once they pass that freehold, the single player shouts 'life' and hits the ball
to one of the opposite pair.
6. Those two players play the point out.
7. The other player 'peels' off and waits it out.
106
RESET!
107
EQUIPMENT
Minimum 2 players
DIRECTIONS
1. Players play a tie break (7 or 10).
2. Each player has a reset button.
3. At any time during the match, they can call reset and go back to a
previous score, i.e. I could call reset at 4-6 and choose to go back to 4-2.
4. After the first reset, the second player can only go back from the new
score, i.e. 4-2 or earlier.
5. Allowing players to rewind the flow of a match.
108
LEVEL
UP
YOUR
COACHING
@mytenniscoaching
MY TENNIS COACHING
YOUR COACH
STEVE WHELAN
Performance Coach and Coach Educator
Hi, I am your Tennis Coach. My name is Steve. I have been a full-time
tennis coach for over twenty years and have been fortunate to work
with beginners to national-level junior players.
MYTENNISCOACHING. COM
MY TENNIS COACHING
COACH
TESTIMONIALS
ALISON
Thanks for an enjoyable course, it's always very difficult
to interact on zoom, however, I think you did a very good
job and were very engaging.
DAN
Thanks for the course this morning. Very much enjoyed
your way of presenting, lots of energy and engagement
which kept things stimulating which I know is a real
challenge in delivering courses online.
IVAN
Steve's communication skills are excellent. He not only
passed on some great knowledge but made me fully
understand the why
RICHARD
Steve, your presentation today was outstanding. This is
the first time in 20 years I have given this level of
feedback!
I truly hope you enjoy these games as much as your
players will.
CONTACT ME
www.mytenniscoaching.com
@mytenniscoaching