Win a contested header in the box and score. Time the jump, attack the ball at its highest point, hold the marker off with the body, and head it down and toward goal.
A crosser delivers into the box where an attacker and defender contest the header. The attacker times the jump, attacks the ball, and heads it down and toward goal. Emphasise attacking the ball, the timing of the jump, and using the body to win the position. Vary the delivery. Rotate the attacker, defender, and crosser. Heading loads: no deliberate heading at U11 and under, and at U12-U13 keep it to roughly 15-20 headers in a session and under 30 minutes of heading a week, using a correctly sized and properly inflated ball (US Soccer and FA guidance).
Contested headers are won on the floor, before anybody leaves it. A player who has taken the position, with his body between the opponent and the flight of the ball, is jumping unopposed. A player who arrives at the same moment as his marker is in a genuine contest and will lose roughly half of them regardless of how well he jumps.
That reframes what to coach. Vertical leap is barely trainable in a session and is the thing players assume matters. Getting there first, feeling where the opponent is, and occupying the space he wants is entirely coachable and decides far more duels.
Using the body within the laws means arm out for feel and balance rather than for pushing, backing into the space rather than shoving, and getting side on so the opponent has to go around or through. Referees allow contact; they do not allow a hand in the back or an arm swung as a lever, and the distinction is worth demonstrating rather than describing.
The jump itself should come off one foot, with the leading knee driving up. A one-footed take-off gets a player noticeably higher than two feet and the raised knee both adds height and creates a legal barrier that keeps opponents from climbing.
Timing the contact at the highest point matters because the ball is furthest from everybody else there. Heading it on the way up or after the peak means contesting it in the range where a shorter opponent can still reach.
Save it to your private drills, then change the animation, adjust positions, swap equipment, or drop it into a session block. Or start from a blank pitch and build your own.