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Korfball drills

Inshort: practise various forms of the shot in a fun competition format.

Organisation: each group a basket and a ball, the baskets are preferably (but not absolutely necessary) arranged in a circle or rectangle. The number of people per group is less important (all groups should be about the same size).

The first assignment for the groups is: make 10 walkthrough ball goals. When you are done, the creator of the last goal goes to the trainer to get the next assignment. Which group will have completed all assignments first?

The trainer walks around the room, encouraging or correcting the players. He has a piece of paper with a list of assignments. When someone comes to get the next assignment, first ask him which assignment he just completed (after a while this can vary considerably) and then give the next one. A list of examples: 10 walk-through balls, 15 penalty shots, 5 shots from 8 meters, 10 walk-through balls from behind the basket, 5 dodges next to the post on the right, 10 penalty shots, 10 shots from 3 meters behind the basket, 5 dodges next to the pair on the left, 10 shots from 6 meters. Everything is possible of course, a lot of momentum comes when the number of goals to be scored is kept small.

The organisation in the following exercises is that two players face each other. One ball per pair. The distance can be varied, but players should not practice at maximum distance. Do not let the players stand too 'stiff', they must be able to move freely and relaxed.

Exercise 1

Players throw the ball to each other with two hands and catch with two hands. Position at chest height. Pay attention to either throwing or catching, not both at the same time.

Variations: which pair can throw back and forth 25 times the fastest, who can pass the ball over the most without dropping it.

Exercise 2

As exercise 1, but pass the ball a little higher, not so high that you have to jump, so just above your head. Pay special attention to the catch and the position of the thumbs, a little closer together than in exercise 1.

Exercise 3

Like exercise 1, but the ball is played at knee height. Pay special attention to the pins, slightly closer together and pointing to the ground.

Exercise 4

Have the players stand a little closer to each other and bounce the ball over.

Exercise 5

Players alternately throw the ball high, low, with a bounce or at chest height.

Variations

The same exercises can be performed at a greater distance. A nice variation is to have the players start close to each other and after 3 good tosses take a small step further apart. After a while the players

they will get far apart and the maximum distance will be reached. Let players throw at most 3 times at maximum distance, certainly not more or further.

In short: nice shooting exercise with a lot of running.

Organisation: the baskets are placed in a circle. At each basket stands a server with a ball. The rest of the players stand in the middle of the circle (the middle must be clearly recognisable).

In the hall there is often a circle, on the field a pylon must be placed). The number of baskets is very precise: aim for 2 baskets per 5 players.

a ) The players in the centre circle are instructed to shoot through balls to one of the baskets, it doesn't matter which one. Since there are slightly more players in the circle than there are free baskets, it is important to find a free basket quickly. When you are not quick enough, you have to wait a bit. And when Johnny is already on his way to a basket, but is passed at the last moment by Marietje, who is running faster, Johnny has to go back to the centre circle and try again from there. Everyone catches his own ball. After the signal everyone runs through the centre circle or around the pylon to find a free basket again as soon as possible.

b ) As a., but now with the assignment: Who will score 10 goals first? Even the players who first thought: 'Never mind, he runs faster than me' will now try to be the first to get to the free basket. Make sure that the players do not 'cut off' by not going through the centre circle or around the pylon.

c ) Like b., but with the assignment: 'Who will be first to score a goal at each basket?

d ) Same as b., but with overhead walkthroughs.

e ) As b., but a 'takeover situation' follows: the runner from the centre circle, after having received the ball, plays the ball back to the declarer who started away from the post. The original declarer must try to score from this start. Who scores 5 goals first?

f ) As b., but the runner takes balls out of the way (left or right, distances not too great). The declarer also catches the shot. The runner runs to the basket and gets the ball from the receiver, who will hurry to try again from the centre, because: who has scored 5 times first?

g ) As f., but after the dodge no shot follows: the ball goes back to the receiver who started at the basket. He shoots with a quarter/half turn. The shooter runs back to the middle, the other person (of course) catches the ball. Variation: The exercise can also be done with defenders present. The defenders have a thankless task: the attacker has a choice of a large number of baskets. Which attacker will be first to score 10 walk-throughs or 5 goals from ducks?

Most korfball players find the above a nice relaxed exercise, which is very suitable to start a training session with, they can use as much energy as they need. When the time has come to really put everyone to work, the next step is to score a goal:

In short: nice shooting exercise with a lot of running.

Organisation: the baskets are placed in a circle. At each basket stands a server with a ball. The rest of the players stand in the middle of the circle (the middle must be clearly recognisable).

In the hall there is often a circle, on the field a pylon must be placed.
The number of baskets is very precise: aim for 2 baskets per 5 players.

a )

  • The players in the centre circle are instructed to hit one of the baskets with a walkthrough, it doesn't matter which one.
  • Since there are slightly more players in the circle than there are free baskets, it is important to find a free basket quickly.
  • When you are not quick enough, you have to wait a bit.
  • And when Johnny is already on his way to a basket, but is passed at the last moment by Marietje, who is running faster, Johnny has to go back to the centre circle and try again from there.
  • Everyone catches his own ball.
  • After the signal everyone runs through the centre circle or around the pylon to find a free basket again as soon as possible.


b ) As a., but now with the assignment: Who will score 10 goals first?
Even the players who first thought: 'Never mind, he runs faster than me' will now try to be the first to get to the free basket. Make sure that the players do not 'cut off' by not going through the centre circle or around the pylon.

c ) Like b., but with the assignment: 'Who will be first to score a goal at each basket?

d ) Same as b., but with overhead walkthroughs.

e ) As b., but a 'take-over' situation follows: the runner from the centre circle, after having received the ball, plays the ball back to the declarer who started away from the post. The original declarer must try to score from this start. Who scores 5 goals first?

f ) As b., but the runner takes balls out of the way (left or right, distances not too great). The declarer also catches the shot. The runner runs to the basket and gets the ball from the catcher, who will rush to the centre to try again, because: who scores 5 goals first?

A nice variation of the ordinary game of tag.

You have a cat (the ticker) and you have mice. The mice have ribbons in their back trousers. This is like the tail of the mouse.
Make sure that the tail is hanging out quite a bit, otherwise the cat can't catch them.
The mice run away and the cat will try to grab all the tails. When the tail is taken away from the mouse the game is over and she can sit on the side of the road.

Variant: If the mouse's tail is picked up, the mouse can help the cat and becomes a cat.
If you have a large team you can start with 2 cats.

ball-in-the-middle-tag

Divide into 2 teams.
In each team the children get numbers (silently give them to each team). Once everyone has a number, the ball is placed in the middle between the teams.

Then we call out a number (can also be several numbers) and they try to be the first to take the ball back to their "camp".

Once a child has taken the ball in the middle, the other child may try to tap him.

passing-running


4 children stand next to each other, about 5 meters apart.

1 child goes to work:
Receives the ball at the first cone, returns it to the player across, and runs on to the second cone and so on.

At the back cone he returns 100% sprint.


Variation:
First all passes with left, then right, then 2 hands, then throw high in the air and throw back in the air.

The same as with the through ball, but with a dodge.

First all shots on the left and then on the right.

In short: various games of tag.

Overlap. The players stand on one long side of a rectangular area (about the size of a gymnasium). The rat runs somewhere in the middle of the area. When the trainer tells them to, all players must run over to the other long side. The scapegoat tries to catch as many players as possible. When they get through the area, they have to wait for the next signal to go back. Who is not tagged in 6 times? This game of tag can also serve as a playful exercise in defending.

You stand on 1 meter and shoot. When you have scored, you may stand at 2 meters. If you score there, you stand on 3 meter and so on and so on.

You can choose the distance yourself and also how much.

You can also choose to go for example to the 5 meter and then back to the 1 meter. You can do this individually or in teams:

Scoring is rewarded, so if you score, you can shoot again from one meter away. If you don't score then the next player can stand on your spot and you continue as a team.

  • the chaos game is fun for younger children, but can also be played with older children.


  • At the Chaos game the goal is that each child has a ball, and that there are 3 or 4 poles (also depending on the number of players)
  • in a row.
  • Each player starts at the same pole,
  • There is a countdown and then they all start shooting,
  • If they score, they may move one pole,
  • If they don't score, they remain at the post until they have scored.
  • You can decide beforehand whether they should pass each pole 1, 2 or 3 times, depending on the level.
  • Variation: you can use cones to mark a circle outside which the players have to shoot,
  • They are only allowed to enter the circle to catch the ball.
  • The materials below are for 4 people (hat = pawn)
  • 2 teams of 3 players.
  • One team throws to each other by running free.
  • Defenders try to intercept.