At ten, kids can finally hold a rule for a whole possession. A 60-minute session built on that, with the way each block goes wrong and what to do about it.
At eight, you coach the ball. Every kid follows it around the court, and the whole session comes down to whether the one holding it can do anything useful.
At ten, that stops being true, and most of us miss the moment it happens.
Ten year olds can hold a rule in their heads for a full possession. That is the change. Not height, not strength, not shooting range. You can say "stay on your side of the floor until the ball moves" and four of them will still be doing it eight seconds later. At eight they cannot. At ten they can, and almost nobody asks them to.
So the drills that work at U10 are not gentler versions of the U8 drills. They are drills that give the four kids without the ball something to do.
What the pages ranking for this give you
Lists. MOJO gives ten fun games with a line each. Breakthrough Basketball gives a categorised index of forty-odd drills across shooting, layups, dribbling, passing, footwork, defence and offence. Hoops Addict walks through chest pass, bounce pass, and BEEF.
None of them is wrong. None of them is a practice either. There is no running order, no clock, and nothing about what to do in the ninety seconds after a drill falls apart on you. Every drill below will fall apart on you at some point, so that last part is most of the job.
Here is one session. Sixty minutes, six blocks, one idea, and the failure mode for each block written down.
The idea: constrain the game, do not coach the kid
"Spread out" does not work. You have said it. They spread out for two seconds, the ball moves, and all five go with it.
Spacing is not something kids forget. It is something they have never had a reason to do. Standing three metres from the ball is where the ball is, and the ball is the interesting part of the gym.
The fix is to take the dribble away. In a no-dribble game a player standing next to the ball is useless, because they cannot receive anything a defender cannot reach. The game punishes clumping without you saying a word, and your voice is the scarcest thing you have on a Tuesday night. Two of the blocks below do exactly this.
The session, minute by minute
- 0 to 6. Dynamic warm-up lines. Lines of three or four on the baseline, high knees, shuffles, carioca, lunge and sprint. No ball.
- 6 to 7. Transition.
- 7 to 13. Dribble tag. Two taggers, box area, heads up. Six minutes, not the full eight, because it is a warm-up here and not the lesson.
- 13 to 14. Transition.
- 14 to 22. Give and go. Pass from the top, cut hard, get it back, finish. Eight minutes.
- 22 to 24. Water and transition.
- 24 to 32. Keep-away grid, four on two. No dribble. Count passes out loud, reset to zero on a turnover, first to twenty wins the round. Eight minutes.
- 32 to 33. Transition.
- 33 to 41. Paint points. No dribble, no shooting. One point for catching the ball with both feet in the key, then get out, and you cannot score twice in a row. First to ten. Eight minutes.
- 41 to 43. Water and transition.
- 43 to 55. Three on three, half court. Rotating games to four baskets, make a pass before you shoot. Twelve minutes.
- 55 to 60. Finish and one sentence. Not three sentences. One.
Add it up. Forty-eight minutes of actual drills, seven minutes of transitions and water, five to finish. That is the honest arithmetic, and it is why this is six blocks and not eight. Six blocks means five gaps. Eight blocks means seven, and seven gaps at a realistic minute or two each is a whole drill gone before you start.
Why the order is what it is
Give and go before the no-dribble games is deliberate. It is the smallest possible version of the whole idea: the pass is the start of your involvement, not the end of it. Kids who have just spent eight minutes cutting after a pass walk into keep-away already half-convinced.
Keep-away before paint points is also deliberate. Keep-away asks them to create a passing lane anywhere on the floor. Paint points asks them to create one into a specific, crowded place. The second is much harder. Run it first and it just looks like a scrum.
Three on three goes last because it is the only block where the constraint comes off, and that is the block where you find out whether anything held.
Where each block breaks
Dribble tag. Two taggers is not enough with fourteen kids and the box stays too big, so nobody ever gets caught and it turns into jogging. Shrink the box until it looks uncomfortably small, then shrink it again. Rotate taggers every sixty to ninety seconds.
Give and go. The cutter jogs. They have made the pass, the interesting bit is over, and they drift toward the rim at half pace. Stand where the cut finishes and make them beat you to the spot. If half of them are still jogging after four minutes, the problem is that the receiver is not showing a target hand, so the cutter has nothing to run at.
Keep-away grid. This one dies quietly. The four attackers settle into a square, stop moving, and swing the ball around the outside forever. Twenty passes and not one of them went through the middle. Fix it by counting only passes that cross the grid, or by adding a third defender.
Paint points. Everyone stands in the key. It is the obvious exploit and they will find it inside a minute. The rule that stops it is already in the drill, so enforce it: score, then get out, and no scoring twice in a row. If it is still a scrum, cap it at one attacker in the paint at a time.
Three on three. One kid takes every shot. The make-a-pass rule helps and does not solve it, because they pass it and immediately get it back. Add a second condition for that group: the ball has to touch all three before a shot, or it has to change sides of the floor once. If you would rather change the drill than the rule, see the swap below.
When it goes wrong, swap a block
Two substitutions worth knowing.
If nobody can get open, they are not bad at spacing, they are bad at moving. Pull keep-away and run V-cut to get open instead. Walk the defender in, plant, cut back out, target hand, catch in triple threat. It is six minutes and it fixes the input to everything else.
If one kid is taking every shot in the three on three, swap it for everyone touches. Baskets only count if every teammate has touched the ball that possession, and a shot before that is a turnover. It sounds gimmicky. It is not. It is the fastest way to find out which of your players are invisible to the other four, and the answer is usually the same two kids every week.
What to say at the end
One sentence, and make it about the four without the ball. Something like: the best thing anyone did tonight was cut when they did not have it.
They will not remember a speech. They might remember that.
If you want the full session rather than the outline, every drill linked above is in the drill library with an animated diagram, and the same six blocks are sitting in Practli's plan templates ready to run on a phone at the side of the court.
If you coach a younger group, spacing is not the job yet. Start with the six-minute block for U8 instead.
Drills in this article
- U10
- practice plan
- spacing
- passing
- session
More coaching notes
- Basketball practice drills for beginners: six drills, in the order that worksBeginner drill lists are sorted by skill, which is useless at 6:02pm with twelve kids on the court. Six drills sorted by what each one assumes they can already do, with the failure mode and the move-on test for each.
- U12 basketball practice plan: your team has split in twoAt U12 some of your kids have grown and some have not, and no template accounts for it. A 75-minute session built to run at two speeds, with the way each block goes wrong.
- Basketball rules for kids, explained for the coach who has to teach themEight rules a nine-year-old actually needs, the drill that teaches each one and how it goes wrong, four rules to let go this season, and how to teach rules with a whistle instead of a whiteboard.
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