Korfball drills
- Make two rows at 10 metres opposite each other and about 3 metres apart.
- The players face each other one by one.
- Face each other with both hands and do not drop the ball.
- Make a series as high as possible in 1 minute.
- Play with the outer hand on the outer hand of your opponent, with one hand throw and catch (right), make a series as high as possible without dropping the ball.
- Play with the outside hand on the outside hand of your opponent, with one hand throw and catch (left), make a series as high as possible without dropping the ball.
- Run into each other, jump and catch and throw the ball with two hands in the jump.
- There are a number of hats all over the field, in different colours.
- The coach calls out 'white', then all children must run as fast as possible to a white hat.
- There is one hat too little for each colour, so the child who is not standing at a hat has to do an assignment of his own.
- Examples assignment:
- Run a circle.
- Push-ups.
- Jump 5x as high as possible.
- Pull a sprint.
- Score 2x at the basket.
- Make up 2/3 teams and do the following assignments:
- Pass balls
- Dropping balls (short distance)
- Penalty throw
- Distance shots (minimum 6 meters)
- Do all this for 2 minutes per person per task and write down the number of points you have scored.
This is an isolated drill to practice dynamic rebounding.
- Players have to estimate from the movement where the ball will end up and grab it as fast as possible.
- The ball starts under the basket and is thrown to the player in front of the post.
- He shoots.
- The player in front of the post runs to the cap and back and tries to catch the ball within 1 bounce.
- When the rebounder has succeeded in catching the ball after at most one bounce, he can shoot again.
- Move the cap further away.
- Challenge players to catch the ball without a bounce.
- You will do this task in pairs.
- Use a basket for each pair.
- Put 4 hats around the basket in a square about 1.5 meters from the basket. (the basket is in the middle)
- Stand in between the 2 hats in front of the basket.
- Shoot to score.
- The person under the basket names a colour and you tap on that colour.
- Go back between the 2 hats in front of the basket.
- If you have scored, you don't have to run to a colour.
- Do this until someone has scored 5.
- Players learn not to throw a ball to the passer and then wait for the ball to be caught, but to run after it immediately.
- The ball is thrown to the basket.
- Immediately after throwing the ball, run after it to the basket.
- Goal is to be past the line before the ball is caught.
- Then get the ball back and shoot.
- The line makes the assignment concrete.
- Depending on the team, this may or may not be necessary.
- Variation 1:
- The ball starts under the basket, is outplayed and immediately thrown back.
- Variation 2:
- Working with an opponent.
- This opponent does not run with the ball to the basket (because that would not work in an exercise where the breakthrough is the only option), but does ensure that the attacker has to run around something.
Rules explain:
- The person taking it stands with 1 foot exactly behind the dot and the other foot stands behind the perpendicular line on the center line, from the dot.
- Everyone stands outside the imaginary line.
- Attackers stand 2.5 metres from each other.
- Defenders stand 2.5 metres from the dot, but do not have to.
- When person with ball moves, defenders may enter circle, attackers only when ball has been touched by person or is outside circle.
- Persons under the post have their feet on the same side of the post.
- An attacker or defender may not place his foot between those of the opponent.
- Defender always stands between attacker and post, except under the post when attacker is against the post.
Everyone stands in base position.
Learn variations:
- Play ball back to the person who took it out.
- The person who takes the ball decides by looking at the defenders if he passes to the side or under the basket.
- Ball is played to player moving away under the basket.
- 2 pawns/covers for the pole at about 8 meters.
- The pawns are next to each other with about 2/3 meters between them.
- The goal is to run back and forth between the pawns and to tap the pawns.
- After x number of times the person who was between the pawns has to make a pass.
Basic rules:
- The attackers' first shot is 'free'.
- It may not be defended.
- Take the first shot, each attacker tries to stay in possession of the ball.
- If the defender takes the ball after the first shot, the attempt is over.
- If the defender does not take the ball after the first shot, the defender must try to prevent the second shot as soon as possible.
- If the attackers get the ball after the first shot, they may play freely.
- The attacker has, after the first shot, two choices: shoot himself or get the assist
- The exercise lasts a maximum of 10 seconds.
- Forces to act fast.
Task:
- Try to stay in possession of the ball after the first free shot by one of the attackers.
- If you don't, and the defender grabs the ball, your attempt is over.
- If you do, you can play freely (3-1 or 2-2).
- If a goal is scored or the ball is intercepted, the attempt is over.
- After each attempt, the attackers start at a pawn and another attacker takes the first shot.
- After 3 attempts, it is changeover time.
Forms of play:
- 2-2, then two of the attackers are always defenders and everyone starts at their own pawn.
- 4-2 or 4-3, next to the attacker who makes the shot, no one is a defender.
- After the shot, anyone can be defended.
- 4-4: There is one defender and one attacker on each teammate.
- Try to bounce through 'the forest' without the 'trees' knocking the ball away with their 'branches', then score in the baskets behind the forest.
- Who has scored the most goals?
- Step 1:
- You may occasionally grip the ball with two hands.
- Step 2:
- You may occasionally bounce the ball with 2 hands.
- Step 3:
- You must do everything with one hand.
Rules:
- A runner may not hold the ball in 2 hands, but must bounce with 1 hand.
- A runner must stay within the lines or the forest.
- If the ball is tapped away from the runner, the runner will start over again.
- Make sure the children don't have to wait.
- Several runners start at the same time!
- If the runner manages to get out of the forest, the runner can:
- Step 1:
- Shoot at the cor until a score is scored.
- Step 2:
- Max. 1 shot.
- The 'tree' stays completely in the hoop or with one leg.
- Choice of the trainer.
- The 'tree' can tap the ball away with 2 hands or with one hand on the back.
- Choice of the trainer.
Assignment:
- As the attacking team, try to score in the basket for 2 points or by standing in the hoop with the al for 1 point.
- You are allowed to walk with the ball without being tapped with the ball in your hands.
- Passing and walking with the ball is important!
- It's kind of like rugby, but without physical contact.
Rules:
- You may run with the ball in your hands inside the field
- Defending goals is allowed (tapping the attacking side is smarter)
- Only if you have the ball, you may be tapped.
- Step 1:
- If you are tapped with the ball, you have 2 seconds to throw the ball over.
- If you don't, put the ball on the ground and the defending team attacks.
- Step 2:
- If you are tapped with the ball, you immediately put the ball on the ground and the defending side attacks.
- The 1st pass may not be defended or tapped.
- Scoring in the hoop is 1 point.
- You score in the hoop by standing in it with the ball.
- Scoring in the basket is 2 points.
- Further normal korfball rules.
Step 1:
- As a hunter duo, try to move yourself around the field, playing over and throwing off as many runners as possible within 1 minute.
Step 2:
- Try to take the ball away from the hunters as quickly as possible, play over and score in the basket, but be careful not to get tapped by the hunters.
- This is allowed when you have the ball in your hands.
Rules:
- Lay the hats down in a square with approx 5m between the hats.
- Two players are the tappers, the rest move inside the square.
- The two scapegoats are allowed to scapegoat the other players with the ball. The catchers are not allowed to walk with the ball.
- By throwing over the ball the taggers can tap the other players.
- If you are tagged or left outside the box, you are out and you can join again if you have scored a goal.
- At step 1 the runners are not allowed to touch the ball of the hunters.
Variation:
- When players are out, they belong to the tag team instead of being out of the box.
- This is only allowed after they have scored.
- More or less players and therefore more or less balls.