Korfball drills
Inshort: catching and throwing in groups of four, with the focus on processing balls played from the side.
Organisation: see figure. The numbers 1 have a ball. After 1 or 2 minutes swap functions.
For beginning attackers: the ball must be placed in front of the runners.
a ) Number 1 plays to number 4 and runs in a straight line to number 3. Note that beginners tend to sneak towards number 4. Number 4 puts the ball back when number 1 is at the same height as he is, so that number 1 gets the ball from the side. Number 1 catches the ball and passes to number 3 who takes over (ball to number 4, run in the direction of number 2, receive ball back, pass ball to number 2 etc.).
b ) The declarators roll the ball, the runners must pick it up as quickly as possible (as it were) and pass it on.
c ) Handlers must pass the ball on high: the ball must be caught in the jump, and played on as soon as possible after coming down.
d ) Like c., but who can catch the ball in the jump and play it?
In short: simple catching and throwing exercise with a lot of running for foursomes.
Organisation: The four players form a square (distance about 10 metres, depending on the level), one of the four has a ball. If there are people left over, one or more foursomes can be formed and stand in a pentagon. Almost all parts of the exercise described above can be practised in this form of organisation.
The procedure is as follows:
Player A throws the ball to B, runs after him, gets the ball back and throws to C. He gets the ball back, plays to D, gets the ball back and throws to B over quite a distance, and finally takes his original place again. In the meantime B has already started his round. When everyone in every foursome has had 3 turns the next exercise comes.
Variations:
1 ) The players walk the other way.
2 ) The declarators move slightly to and fro.
3 ) Which foursome finishes fastest? (Everyone has to walk three times). Pay attention at this game that the distances don't get suddenly smaller!
4 ) Make the distances larger or smaller.
5 ) The following variation is more difficult: A plays first long to C (the player on the diagonal), receives the ball back and then plays a short ball to D with a quarter turn to the left. A gets the ball back again and finally (with almost a half turn to the left) throws the ball to B, who takes over. A returns to his own spot.
6 ) As 5, but now walk the other way, and throw everything with the left hand.
Inshort: simple forms of catching and throwing in a roundabout way.
Organisation: (in a group of about 12 people) five players each stand with a ball in a rectangle or large circle. The rest of the group stands in a row at about 10 metres from giver number 1.
The exercise is outlined here for walking in a counter-clockwise direction, it is recommended to change the walking direction regularly. On the one hand, to prevent the muscles from being loaded one-sidedly, on the other hand, because otherwise only the right-handed throwing and catching is practised, which cannot be the intention.
a ) The first player in line runs to server number 1, receives the ball and plays it back immediately. It is caught and thrown with two hands. The worker passes to the second communicator, receives the ball, plays it back immediately and so on. When he is completely round, he joins the row of workers. The second of the row starts his run when skater number 2 passes the ball to the first runner, etc. After about a minute and a half the runners change.
b ) As a., but the runners give the ball very early, so that the ball must be thrown over large distances.
c ) As a., the ball is played with a bounce by the declarers.
d ) Like a., the ball is rolled by the declarers.
e ) As a., but the runners play the ball back with one hand. The ball is always thrown with the outermost hand, i.e. if running counterclockwise, with the right hand; should the running direction be the other way round, the left hand must be used.
f ) As e., but the runners catch and throw the ball with one hand.
g ) The balls are played high and must then be caught in the jump and returned.
h ) The runners signal alternately in different ways: sometimes very early, then with a bounce, then very high etc., the runners just have to get used to it!
i ) The declarers only pass after the worker has already passed them. The worker therefore must pass the ball back to the declarer with a half turn.
j ) The runners get the ball when they are close to the declarants and play the ball back behind their backs (when running counterclockwise, throw with the left hand).
k ) The runners form pairs, one of them becomes the worker, the other defends by keeping close to the worker. The worker must always play free in order to be played to. After passing the ball back to the passer, the worker may wait until the defender is in a good position before running to the next passer, etc.
Variations:
1 ) The distances can of course be made larger or smaller.
2 ) The attackers move slightly to and fro to make it more difficult to return.
3 ) Again: let the players walk the other way so that the left hand also gets something to do!
4 ) Not the declarators have a ball, but the first three or four workers. When a worker is completely round, he gives the ball to the first one in line who doesn't have it yet. If there are enough balls, every worker can also get a ball.
In short: various running and jumping exercises in circuit form,
mainly aimed at improving 'the condition'.
Organisation: depending on the chosen circuit. Below an example
(see the figure) of a circuit with six pairs. In this case you need
6 pillars, two benches and a skipping rope.
You work with pairs.
As soon as the first one of each pair has finished, the second one does the exercise.
As soon as the first of each pair has finished his part, the second will perform the exercise.
When this one is also finished, they both move on to the next exercise.
The trainer always gives the time that you have to work, in this case
30 seconds. To make it more competitive,
each person can count the number of repetitions. Who in each pair runs
and jumps the fastest?
Description of the different parts:
1. Run for the cones: the players run around the cones. At the end they quickly walk back and start all over again.
2. Bench jump: the players jump back and forth over the bench, using their two legs to take off. After six jumps, they reach the end of the bench and then they walk back to the beginning of the bench to start all over again.
3. Walking around the bench and back.
4. Jumping rope, even the boys yes! (For encouragement, tell them that jumping rope is a favorite fitness exercise for boxers!)
5. Line walk: sprint to the first line, tap it, then walk backwards to the starting line, then forward again to the second line and finally backwards again to the starting line. After that start all over again.
6. Jumping: always jump over the 'free man' and back.
In short: practising fast starting and high jumping in duels for the ball.
Organisation: Each team of three (about the same size) a ball and a piece of the hall or the field.
Jump ball or referee throw. The numbers 2 and 3 stand close together at a few metres from number 1. The numbers 2 and 3 must try to get it first. Who wins the duel the most? After two substitutions.
Numbers 2 and 3 stand right next to each other at about 7 metres in front of number 1. Numbers 2 and 3 sprint towards it and try to catch the ball before it falls to the ground. After, for example, 8 changes, the second change is made after another 8 changes.
Number 1 stands between numbers 2 and 3. He rolls the ball a bit away. As soon as the ball has left the hands, numbers 2 and 3 may start. Who will get the ball first? Number 1 may also make feint throws. Physical contact will occur during these exercises. This is officially forbidden, but everyone knows that it happens and that a lot of it is allowed or not noticed by the referees. It is therefore sensible to practise starting and jumping with an opponent around who will touch you lightly or give you a push now and then (whether intentionally or not). Experience has also taught me that some players who actually lose all duels during matches (or even avoid them), can play much 'harder' after doing this exercise one or more times if they have to. And sometimes even like to do so... Enough about this, it seems to me that this is not the place to point out how opponents can be trumped by physical violence.
As above, but now the trio are standing at about 10 metres from a line. Who is first to catch the ball rolled away by number 1 before it rolls over the line, number 2 or number 3? Note: it is not allowed to 'slip' over the line. If for instance number 2 manages to keep the ball in by holding it back for a moment, but does not come to a stop before the line, then there is still a nice possibility for number 3, who fell behind, to grab the ball first!
The numbers 2 and 3 stand close together at a few metres distance from number 1. Who will get the ball first?
In short: running exercise with sprinting and turning in which the players have to go to the bottom.
Organisation: Five lines are laid out with a distance of about 5 metres between them. In the hall will be told which lines on the floor are involved.
Everyone positions themselves behind the starting line. Everyone starts at the same time. You sprint to the first line at 5 metres. Stop, turn and sprint back to the starting line.
Then to the third line (at 15 metres) and back again and then once more to the last line. If necessary touch the ground at every line.
You have to go 'to the bottom' (you will succeed). This exercise can be repeated several times, but then there must be a clear rest in between. In this rest period one can take e.g. one free ball from each section. Then line up behind the line again and sprint etc. until everyone in the section has taken one free ball.
Variations:
The same exercise but now with three teams in relay. Which group finishes first?
Picking up cubes. Like a., but now cubes are placed at the place of the lines, which the children have to collect one by one. Who finishes first?
The 'course' is the same, but now the children alternate between walking forward and backward, or they walk with cross passes, with running jumps,
In short: exercise to determine 'the condition'. Organisation: Set out a course of a known length, for example 400 metres with a pylon every 50 metres.
In a period of 12 minutes the players have to try to cover the greatest possible
distance on foot. The distance covered is a measure
for 'the condition', better said: the endurance
for running. Kenneth Cooper used
the following table (for players over 30 years of age
shorter distances):
The Cooper test is very controversial. On the one hand because many korfball players
hate it (fear of getting tired?), on the other hand because the
test is not a good indicator of korfball fitness.
The power of jumping, the ability to recover after a long attack, the purity ofthe
shot from a long distance at the end of a game
are all things that are of great importance in a game and
are not measured by the test.
However,as an indication of someone's basic fitness at the beginning of the season,
the Coopertest can be used. However, the numbers
from the table aboveshould
beused with some flexibility
. Personally I think 2700 meters for ladies
is quite a long way, but 2800 meters for men is not very far at all
.
distances condition
very bad
less than 1500 less than 1600
Bad
1500 - 1800 1600 - 2000
Fair
1800 - 2200 2000 - 2400
good
2200 - 2700 2400 - 2800
very good
more than 2700 more than 2800
Inbrief: practising various running and jumping forms in a circle formation. Organisation: All the players hold each other by the hands and form a large circle. Then they let go of each other and take a number of steps backwards. The players are numbered in order: 1, 2, 1, 2, etc.
The number 1 runs in a fast pace around the number 2, going around the circle, so the first is passed on the left, the second on the right, the first on the left again, etc. After three laps, the number 2 follows. After three rounds the numbers 2 follow.
Same as in a., but now limping on the right leg. After one round change and go round on the left leg. Then the numbers 2 follow. Repeat one more time.
Jumping: the numbers 2 stand up, the numbers 1 jumps over them. After 2 rounds change.
Same as c., but the billy goats stand a bit higher. The pace needs to slow down a bit now, the important thing is to make a high jump with a powerful push off.
Exercise a. again, but now walk the other way.
The numbers 2 stand in a lying position, the numbers 1 jump over them with a long and high jump (a kind of running jump); the push-off takes place with one leg. After three rounds change. Then the same exercise again, but now take off with the other leg.
The numbers 2 lie down on their stomachs (or possibly squat). The number 1 jumps over them, while they take off with 2 legs. Between the numbers 2 they also jump (hopping). After two rounds change.
Inshort: practise various forms of walking, stopping, turning and jumping while running.
Organisation:lay out a 'course'onthe field (with pawns or baskets in a large circle). In the hall we just walk around. A whistle is very handy, especially on the field.
Walk around in a quiet pace, spreading the group out over the entire course. The space thus created must be maintained as much as possible during the entire exercise. At the sign of the trainer turn quickly and walk in the other direction.
The same, but now turn the other way. The first steps after the turn are done with a small sprint (short steps).
Walk backwards. At the sign of the trainer turn around again and walk backwards in the other direction. Alternately turn both ways.
Walk around with cross passes. Also the other way around.
Run around. At sign of the coach quickly sit (or lie down), stand up again, make a short sprint and continue running.
Tempo slightly higher than run. When the whistle is blown once, then a sprint is made. If the whistle is blown twice in quick succession, run backwards a few metres. Be careful, collisions can happen!
Run around. When the whistle blows, try to touch the person in front of you. After a maximum of 20 metres, continue sprinting at the same pace.
The players walk closer to each other, the distance between them is about 1,5 meter. At the sign of the trainer the last one in the row sprints to the front, zigzagging around the others. The trainer whistles every 2 or 3 seconds. Can you catch up with the person in front of you?
At the sign of the trainer the players make a high jump. Left and right turn in turn.
As i., but now the arms must also be raised when jumping up, like when catching a ball under the basket. Make sure you keep jumping high!
The players go round on their right leg, limping. After about half a minute, limping on the left leg.
Like k., but now the jumps must be made as big as possible. Try to get around in as little jumps as possible!
The players may alternate between limping on the left and on the right leg a few times. The players are numbered, alternately 1 and 2. The numbers 1 stand up. The numbers 2 jump over the numbers 1 until they are back on their own place. Then the other way around.
At the sign of the trainer, the players bend their knees and jump up high (push off with two legs, swinging their arms up as support).
Organisation: The players all line up on one side of the pitch.
Before starting these exercises, first perform a good warming-up (see above) with stretching exercises. The sequence was demonstrated by Margriet Poiesz (who is both an athletics and korfball coach) during one of the in-service training sessions of the North district of the NKTV
Steigerungen: running to the other side, whereby the pace is gradually increased to near-sprint speed
Skipping: a form of knee lifting at a very high tempo. The torso is in running position and is certainly not hanging back. The feet are reaching for the ground. This exercise focuses on the front swing phase.
Heels / buttocks or heel strike in high tempo (exercise for the back swing phase). The knees hang down, the trunk is in the walking position
Walk to the other side with long jumps (exercise for the back swing phase). Pay attention to a powerful, long push off. In this exercise, the feet also touch the ground, as it were.
simple running exercises for warming up, in which concentration and reaction also play an important role. Organisation: Pairs in an empty, marked out space.
Walk behind each other in a steady pace, criss-crossing the whole room. Number 2 follows every movement of number 1 as fast as possible, keeping about 1 metre distance. After a while change.
As a., but now the front runner tries to lose the back runner by sudden feints and/or tempo changes.
As a., but now other movements are also allowed: cross passes, jumping, lying down quickly and getting up again, etc.
Variations:
- Perform the same exercises with music
- Do the same exercises in groups of three or four. In this form, 'comical' situations will certainly occur now and then. It doesn't have much to do with korfball then.
- No more pairs: everyone walks freely through each other. The players walk towards each other, feint and then pass to the left.
- Like d., but now passing on the right
- Like d., but now they turn around each other and walk back.
- Special exercise for getting used to the hall: walk criss-cross through the whole hall, but not touching any line. Especially in halls with a lot of lines on the floor this is a good and fun exercise to get the 'contact with the hall' back in the legs.
- Like g., but now keep walking on the lines.
With 3 players at the basket, 1 attacker with the ball under the basket and 2 players who shoot the ball in motion (minimum distance 5 meters
). The attacker who is first to score 3 goals may remain in front of the basket and the attacker who has lost the game must take the place of the attacker.