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Hockey drills for technique dribbling

  • Party game with two goals and a square in the middle of the field.
  • The ball may not be played through the square. In that case the ball is in touch.
  • So the idea is to play field hockey outside and not through the axis of the field.
drawing Party Form
Relay
  • Make two equal teams; team red and team blue.
  • Start with ball at orange pawn.
  • Float a lap around the green pawns and place ball with hand on pawn red.
  • Then run a lap around the green pawns without ball and tap the blue pawn with your hand.
  • Then walk another circle around the green pawns and take the ball off the red pawn.
  • Then drive a circle around the green pawns with ball and pass the ball to the next one.

Note:
  • Depending on the number of players, you can have everyone take 1, 2 or 3 turns.
  • Once a player has had her/his last turn, she/he sits on the floor.
  • If a team has all its players sitting on the ground, they win the relay.
drawing Exercise without purpose
  • With a walk-in ball
  • Playing a right front
drawing Attack over right flanks. depth run
Relay 4
  • Players blue and red start at the same time with the ball
  • Slalom around the 5 pawns --> cross --> around the green pawn and finish on goal.
  • If you score, you may immediately choose the shortest path to tap your next teammate.
  • If you miss; wide, post or the ball does not reach the goal, you make a detour via the red or blue pawn/triangle.
    • Players blue run back via the blue pawn and players red via the red.
  • When you have been, you sit on the ground.
  • The team that has all players on the ground first wins the relay.
  • Depending on the number of players, you may choose to have all players take their turn twice.
  • Switch sides halfway through the exercise.
drawing Exercise on target
Rats versus Ravens
  • Players red; the rats and players blue; the ravens all have a ball and stand with their backs to each other.
  • Trainer says r(rrrr)atten: all red players drift with ball toward the pawn line; players blue leave their ball and try to tap players red for the line.
  • The trainer says r(rrrr)aven: all blue players drive ball toward the pawn line; players red leave their ball and try to tap players blue for the line.
  • Reach the line without being tapped, you get a point.
  • Tap the player red/ blue before the line you get a point.
  • Change opponents frequently.
drawing Exercise without purpose
  • All players start with a ball in the square and dribble/drive around in it.
  • The trainer determines the moment to call stop!
  • At that moment, all players make sure the ball is stopped as quickly as possible.
  • Does the ball roll on. So does the player not have control of the ball he is off.
  • When you are off, you wait by the side.
  • The trainer may point to a waiting player to call stop!
  • As a trainer, at some point you may indicate that the players should dribble faster.
  • This makes it more difficult to stop the ball.
Note: the ball must be really still, so it should not roll a little bit.
drawing Stop!
  • Except for one player -red-, all players -blue- have one ball.
  • The red defender tries to work all balls out of the box.
  • If a blue player loses his/her ball and it has been played out of the box, she/he stands with her/his legs apart.
  • The player can be redeemed by another blue player; This one plays the ball through the legs -panna- and blue has a player back in the box.
  • Continue until all players are off.
Points of attention:
  • If it takes too long or you notice in advance that one defender is too little, appoint an extra defender.
drawing Game format: redeem by a panna.
Three-color game

  • Players all have a ball and dribble through the box of pawns.
  • Scattered through the box are pawns of three different colors; at least 4 of each color.
  • Trainer has in hand of all three colors -i.e. in the example red, blue and white.
  • Trainer puts e.g. a blue pawn in the air --> All players try to drive around all blue pawns as quickly as possible.
  • The first two players who have driven around all blue pawns get a point.
  • Then a new round begins and the trainer chooses another color pawn -or the same color.
  • Etc.
drawing Exercise without purpose
Relay
  • As trainers, create two equal teams.
  • Start the relay at the trainer's signal.
  • The players slalom around the pawns. Both ball and body around the pawns. And rounds on goal; push or flatten.
  • If the player scores, he may immediately sprint back and tap the next player.
  • If the player misses, he must take a detour via the blue pawn at the side of the field and then sprint back and tap the next player.
  • When it's your turn, you sit on the floor.
    • Depending on the number of players, you can also choose to have all players take 2 or 3 turns.
  • The next player may not start until he is tapped by the player in front of him.
  • The team that has all players on the ground first wins the relay.
  • There are different types of slalom to apply in this exercise:
    • Normal slalom
    • Slalom in which the player's body and ball are to the left or right of the pawn line
    • Slalom where the ball is to the left of the row of pawns and the body is to the right
drawing Exercise on target
  • The trainer makes two equal teams and divides them into two rows.
  • The first player on each team starts with a slalom around the green pawns.
  • Then he drives a lap around the blue pawns -right around.
  • He puts the ball on the orange pawn and sprints back to the row of players.
  • There he taps the next player.
  • This one does exactly the same thing only without ball and stick.
  • He picks up the ball from the cone and sprints back to the row.
  • There he puts the ball ready for the next player, who travels the route again with ball and stick, and so on.
  • The team that first, has all its players finish twice, is the winner of the game.
drawing Relay
1 vs. 1
  • The trainer sets out a square and gathers all the balls and players in it.
  • The trainer gives all players a number. In this example, 1 through 6.
  • The trainer calls out two numbers each time. In this example 3 and 5.
  • The player with number 3 plays a 1 vs. 1 against the player with number 5.
  • The player who scores a goal gets a point.
  • Then the coach calls two other numbers, after which a new 1 vs. 1 is played.
  • The players keep track of how many points they have made.
drawing Exercise on target
Overrun
  • All but one player start with ball on the line.
  • They try to reach the other side of the field without losing the ball.
  • The defender -player red- tries to take the ball from the players -blue- and work it out of the box.
  • If a player loses his ball and the ball is played out of the box then he is finished.
  • He then helps the defender to take the balls off and work them out of the box.
  • The game continues until all players are finished.
  • The player last left wins the game.
Points of Attention:
  • Is the game finished, start over with another defender.
  • If the player commits a foul, he is also finished.
drawing Exercise without purpose