Basketball practice plan
Balanced Practice: 90 Minutes, Ages 11-12
Ninety minutes is enough to touch every phase of basketball once, if nothing idles. This plan chains handles into moves into spacing into finishing, and grades it all in a game.
Running this plan
Ninety minutes tempts a coach to cover everything and teach nothing, so this plan’s discipline is one theme per block, said at the start of the block and graded at its end. Stations run on the whistle with captains appointed to move groups. Skill blocks front-load the session while legs and attention are fresh; the competitive blocks close it because pressure is the day’s final exam. Guard the scrimmage minutes like currency, and referee them with the day’s themes, awarding the game’s points to what the practice taught.
- Ages
- 11–12
- Skill level
- intermediate
- Duration
- 90 min
- Players
- 8–15 (ideal 12)
- Setting
- indoor
- Focus
- Complete-game development across all phases
Practice objectives
- Skills chain together: move into finish, pass into cut, closeout into help.
- Shooting form holds at the end of a long, tiring session.
- Game play shows deliberate spacing and communication.
Equipment
- 1 ball per player
- 16 cones or spots
- Pinnies
- Water
Before practice
- Chart the block sequence and cone migrations; 90 minutes dies on slow setups.
- Assign player captains for equipment and warmup leadership.
- Decide fatigue placement: shooting late on purpose, to train tired mechanics.
Visual timeline
Minute-by-minute plan (90 minutes)
-
Dribble-Control Boxes
Min 0–10Purpose: Warmup with the ball
Players dribble inside shrinking boxes while following coach commands for hand switches, height changes, and eyes-up challenges.
Setup: Box live at arrival; two-ball round for those ready.
Coach this: Game-speed control; captains lead the commands.
Transition: Box cones scatter into gates.
-
Change-of-Direction Gates
Min 10–22Purpose: Moves at speed
Dribblers attack cone gates and execute a named move at each one: crossover, between the legs, or spin, then burst to the next gate.
Setup: Six gates, full move menu, opposite-hand burst rule.
Coach this: Moves connect to speed changes or they are decoration.
Transition: Balls down to one per trio; spots marked around the arc.
-
Pass, Cut, Replace
Min 22–36Purpose: Spacing engine
Three perimeter players learn the oldest rule in basketball: pass, cut hard to the basket, and fill the open spot.
Setup: Three-spot pattern with the layup reward, then a defender added.
Coach this: Cut with intent; fill fast; hit the cutter when it is on.
Transition: Water; elbow cones set; coach to the lane.
-
Two-Foot Finishing
Min 36–50Purpose: Finishing through pressure
Players attack the paint, jump-stop on two feet, and finish strong through contact-free bumps, adding pump fakes and pivots.
Setup: Full progression to pad bumps for this age.
Coach this: Stop strong, ball high, finish through contact.
Transition: Ladder spots placed while finishing lines clear.
-
Form-Shooting Ladder
Min 50–62Purpose: Shooting under fatigue
Shooters climb from one foot in front of the rim outward, earning each step back by making clean-form shots, never by heaving.
Setup: Pairs on ladder spots; drop-a-rung rule active.
Coach this: Tired legs are the test; the follow-through is the tell.
Transition: Defensive spots marked for the shell.
-
Help and Recover Intro
Min 62–72Purpose: Team defense tune-up
Two defenders guard two attackers in a shell: one pressures the ball, one sinks to help, and both learn the jump-to-the-ball habit.
Setup: 2v2 shell going live quickly at this age.
Coach this: Jump to the ball in the air; helpers stop drives.
Transition: Pinnies on; three teams posted for the game.
-
3v3 Advantage Game
Min 72–82Purpose: Competitive finish
Half-court 3v3 that starts each possession with a built-in advantage: the defense sends its closest defender to touch the baseline before playing.
Setup: Recovery rule plus an eight-second attack count.
Coach this: Everything from tonight shows up here or it does not exist.
Transition: Captains run equipment collection; huddle forms.
-
Recap and Cool-Down
Min 82–90Purpose: Cool-down and review
Setup: Center circle, easy pace.
Coach this: Honest self-assessment is the habit; fatigue tells the truth.
Transition: Release players.
Transitions and water breaks
Cone migrations are charted: box, gates, spots, elbows, ladder, shell. Captains move equipment during water breaks so coaching time is never setup time.
Breaks at minutes 34, 48, and 60; a 90-minute session schedules hydration like a drill.
Adapt this practice
Small roster: Eight players: spacing in two trios plus rotating defenders, shell as one 2v2 with alternates, and a 4v4 finale; trim gates and ladder by 2 minutes each.
Large roster: Fifteen players: split baskets for finishing and ladder, run spacing in three trios, and rotate three game teams on a two-minute clock.
Mixed skill levels: Every block scales internally: move menus, spacing pace, bump intensity, ladder rungs. Captains pair with newer players in the shell to steer positioning by voice.
Limited space: One court half sequences all blocks as written; the game drops to 2v2-plus-recovery in a narrow gym.
Limited equipment: Six balls minimum: full-team box runs in waves, and shooting pairs share; everything else needs cones and one game ball.
Closing recap
Bring the team in, keep it short, and ask:
- "Which skill survived your tiredness tonight, and which one broke?"
- "Where does the helper stand when the ball is one pass away?"
Safety
Ninety minutes at this age needs managed intensity: contact blocks (finishing bumps, shell drives, rebounds in the game) come after full warmup and with stated contact rules. Landing zones clear, vertical defense taught, water scheduled, and any impact to the head ends the player's night per concussion protocols. See the safety page for general guidance.