PARENTEDGEAll golf plans →
Golf · Short Game · Ages 11-12

Golf Short Game Practice Plan for 11 and 12 Year Olds

At 11 and 12, the PITCH arrives: the bigger short-game engine (wrists hinging, body turning, the club swinging to hip-height and beyond) for the jobs the chip cannot do: longer carries, softer landings, flights over trouble. With two tools in the bag, CHOICE becomes the skill: chip when the ground can be trusted, pitch when the air must be, and the choosing gets drilled as deliberately as the swings.

This session runs about an hour with a wedge, balls, towels, and enough backyard (or short-game area) for twenty-to-forty-foot shots. The pitch gets built on the chip's religion (brush the grass, loft does the lifting) with the engine simply enlarged, and every block ends in the same professional question, asked aloud: what does this shot NEED: more roll or more air?

Practice Plan

Short-Game Session: Two Tools, One Question

The pitch joins the chip, and choosing between them becomes the skill: more roll or more air? The engine grows; the religion (brush, loft lifts) stays.


Warmup · 10 minutes

Chip Certification

Duration10 minEquipmentwedge, balls, towels

Three-size chip ladder with called spots, six balls. The little tool certifies before its big sibling moves in.

Coaching Cue

Cue: "The chip still pays the bills. Honor it first."


Block 1: The Pitch Engine · 20 minutes

Hinge-and-Turn Swings

Duration10 minEquipmentwedge

The bigger motion built without a ball: the setup opens slightly, the wrists HINGE as the club swings back to hip-height (thumbs up, an L forming), the body turns through, and the club brushes the same grass spot with a fuller swish, finishing chest-at-target. Eight swings, the L and the brush graded. The pitch is a small golf swing, not a big chip, and the hinge is the difference.

Coaching Cue

Cue: "Hinge to an L, turn on through. Bigger engine, same brush."

First Pitches

Duration10 minEquipmentwedge, balls, a towel at 25-35 feet

The engine meets the ball: pitches flown to the far towel, landing softer and stopping quicker than any chip could. Ten pitches, towel-zone landings counted, the flight's height enjoyed out loud. Chunks and thins get the eternal diagnosis (the brush spot wandered) and the eternal cure (rehearse the brush, then repeat).

Coaching Cue

Cue: "Fly it high, land it soft. The L does the lifting now."


Block 2: The Choice · 20 minutes

Roll or Air

Duration10 minEquipmentwedge, balls, towels, an obstacle (a bag or bench)

Paired scenarios, chosen aloud before each shot: open ground to a far target ("roll: chip it"), the obstacle between ball and target ("air: pitch it"), a close pin ("air, soft"), a distant one ("roll, running"). Eight scenarios, the CHOICE graded before the execution. Two tools without a chooser is a junk drawer; the scenarios build the chooser.

Coaching Cue

Cue: "Ask the shot what it needs. Then hand it the right tool."

Carry-Plus-Roll Pairs

Duration10 minEquipmentwedge, balls, towels

The math of the short game made visible: the same target reached two ways: a chip landing early and rolling long, then a pitch landing late and stopping. Six pairs. Watching both routes reach one destination is the short game's whole intelligence, delivered as a demonstration they perform themselves.

Coaching Cue

Cue: "Two roads, one address. Know both and traffic never scares you."


Block 3: Scramble Golf · 10 minutes

Up-and-Down Course, Expanded

Duration10 minEquipmentwedge, putter, balls, cup

Six holes from varied spots (open, behind the obstacle, short-sided close), each played with the chooser (chip or pitch, called), then holed out with the putter. Par-two scoring, card logged. The scramble card across weeks is the short game's honest report.

Coaching Cue

Cue: "Choose, land, hole out. The card remembers."


Finish · 5 minutes

Trophy Scramble

Duration5 minEquipmentwedge, putter, balls

One championship up-and-down from the day's hardest spot, choice called, converted, roared, logged. End on the make, as the law requires.

Coaching Cue

Cue: "Hardest spot, right tool, trophy finish."


What to watch today: the chip staying quiet after the pitch arrives. The new engine wants to run everything, and suddenly ten-foot chips get hip-height swings and fly the green. Guard the little tool's territory: the choosing question protects it, and the best short games alive still chip everything the ground allows.

This plan was written for every 11 and 12 year old. ParentEdge writes one for yours.

Built around their game, their goals, and what they’re working on.

See what a personalized one looks like →Try it →
Common questions

What exactly is the difference between a chip and a pitch?

Engine size and job: the chip is the putting-like brush that flies low and rolls (for trustable ground), the pitch adds wrist hinge and body turn to fly higher and stop sooner (for carries and soft landings). Ratio of flight to roll is the practical tell, and choosing between them is the real skill.

How does a kid stop chunking and thinning pitches?

The brush spot: both misses are the club bottoming out in the wrong place, usually from trying to help the ball up or from the ball drifting in the stance. The cure is always the same: rehearse the brush on the grass, keep the ball centered-ish, weight slightly forward, and let the L's loft do the lifting.

Should young golfers learn flop shots?

Not yet: the flop is a specialty tool with a big swing and small margin, best learned at 13-plus after the standard pitch is reliable. The two-tool menu (running chip, standard pitch) covers essentially every junior situation, and choosing well between them beats owning exotic shots badly.

Short Game plans for other ages
Ages 7-8Ages 9-10Ages 13-15
More golf plans for ages 11-12
PuttingFull Swing
All golf practice plansParentEdge for golf