🔧 How to set up the activity: One goal with a mannequin in the centre Place one marker 4–5 yards from goal for jumping point and one 10 yards from goal for starting point. ⚽ Activity: Coach throws ball above jumping marker. Player sprints to from cone to cone, jumps to head ball towards target. Alternate high throws (for power) and low throws (for reaction). Add “late call” (e.g., “near” or “far”) to test timing. Track how many accurate headers player scores. ✅ Coaching points: Time the jump so peak height meets ball. Swing arms for extra lift and power. Head down into bottom corners