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Korfball drills for technique general

In short: three players have to pass the ball to each other in a square. That's tricky, because one player is missing all the time...

Organisation: Three players stand in an imaginary square about eight metres from each other. One corner remains unoccupied. The middle player (number 2) of the three has the ball.

The aim is to play the ball along the lines of the imaginary square. Number 2 plays the ball either to number 1 or to number 3, for the sake of explanation: to number 3. Now the players have to make sure that number 3 also has two 'easy' passing points (along the lines of the square). In this case, number 1 must take care of that, she must sprint to the empty corner of the square as soon as she sees that number 3 receives the ball. Now it is number 3's turn to play (the situation is now as in the second figure). Suppose that she chooses number 1. Number 2 has to sprint to the place where number 1 just came from, so that number 1 has two points of play again. At the moment that number 1 has received the ball, the situation is (if number 2 has indeed run hard) as in Fig. 3. Suppose number 1 plays the ball back to number 3. Then it is number 2's turn to run again, etc.

In short: exercise with the emphasis on turning away from the opponent.

Organisation: One ball per foursome. There are two regular referees who stand about 12 metres apart. One of the handlers has the ball.

a ) Attacker A stands somewhere between the two declarers. Defender V is playing against her. A plays continuously with the two declarators who stand still. A is allowed to play several times in a row to the same declarer. V tries to intercept the ball. After about 45 seconds the players change functions.

b ) As a., but now the attacker is not allowed to play to the same declarer twice in a row. The defender tries to intercept again, but when A has received the ball, she lets A play the ball easily to the next declarer. The essence of this exercise is that A must try to get free in a relatively small space from the defender who is constantly following her. Explain that the attacker must not run at the same pace, and that she must suddenly change her direction of play in order to become free (cut and run).

c ) The exercise is the same as in a., but the line-up is changed (see figure). The attacker must stay behind the line, which is 5 metres from the attackers. To free herself she may run in any direction.

Variation: Exercise c. is actually quite difficult for many. To make it easier for the attacker, you can give both declarers a ball. Or: let both declarators play together, the defender then does not know how she can position herself best, because she does not know who has the ball.

d ) Lay out another line, parallel to the other one with three metres in between. Continue as c., but now the attacker has only a three-metre-wide space which she is not allowed to leave. It is now very important to make good sharp moves, to change the pace etc. A deep ball is now impossible! A deep ball is now impossible! The defender lets the attacker play the ball to the attacker (because this exercise is about free running).

e ) As d., but now the defender also makes it difficult for the attacker to pass the ball to the declarer. The attacker can -in order to play the ball well- choose between an overhand sling throw, a pivoting throw, etc.

In short: a very well-known game in which playing together and running free is central.

Organisation: Two teams of three to five players in a space delimited by pylons of about 20 by 20 metres (on the field somewhat larger). Ten-ball is a game of which I have the idea, that it is more popular with Party 1 has the ball and has to try to play 10 times together than with players: sitting in front without the other party intercepting the ball. If it fails, then most korfball players are not enough, it is party 2's turn. If they do succeed in playing 10 times together, then they get the challenge. Make the challenge therefore play together, then party 1 gets a point and party 2 may try to play 10 times together, etc. Which side gets the most points? make it more difficult with for example the following variations:

1 ) If the ball is touched by the defending side, then the attacking side is also 'off'.

2 ) Make the playing field small: combining in an area of 10 by 10 is significantly more difficult than playing together in an area of 30 by 30 meters.

3 ) Increase the number of times to combine: for seniors, 50 times should not be a problem either (it usually is, by the way!).

4 ) Just ten ball, with the understanding that the ball may not be played back to the person from whom it was received.

Inshort: simple exercises in playing together, where it is all about handling the ball in the run and running well.

Organisation: Groups of approximately 4 persons have a ball and are allocated a part of the hall or the field.

a ) The players are instructed to throw the ball to each other in random order. Everyone is constantly in motion: the ball must be caught in the run and passed back as quickly as possible. The ball may not fall on the ground once!

b ) One of the players is the 'worker' for 30 seconds: she has to run at high speed, and all balls are passed back to her continuously. After 30 seconds it's the next player's turn. In which group the ball won't be dropped once?

c ) Like exercise a., but now the ball may only be played to players who come running to the ball with a small sprint. Make it clear to the players that when they run like this, defenders have little chance of intercepting the ball. Unless there is forwards defending, but for that there is part d:

d ) The players play together again, but now they may only throw to players who are moving away from the ball and therefore into free space. Also an individual skill: taking a penalty throw.

e ) Alternating part c. and d.: it is only allowed to throw to players who are either clearly moving towards the ball or who want to play, otherwise many balls will not arrive in free space. It is even so, that the exercise is probably better.

f ) As d., but now there must be a sweep: the players will move towards the one with the ball first if there is a slight threat from a defender! run, but after a few passes they stop, and run the other way, into free space.

Variations:

1 ) All parts can of course also be performed with opponents. You can then choose between 'play along' and 'try to intercept as many balls as possible'.

2 ) The parts a. up to e. but now without each group having its own area: all players are mixed up, so you have to be careful!

Free running: condition for playing together

Inshort: a game of catch with a ball, in which throwing is important.

Organisation: All players are spread out in a space of about 20 by 15 metres. Two players are the hunters.

The hunters play together with a (soft) ball and try to throw the other players off. The one who is hit, keeps on playing. How many times do the hunters succeed in hitting someone? After 45 seconds two new hunters.

In short: practising all sorts of tricks with the ball, mainly with the aim of developing a feeling for the ball.

Organisation: every player has a ball, everyone is free to move around the room. If there are not enough korfballs, it is not a problem to use volleyballs, basketballs or even tennis balls.

(a ) The players bounce the ball around the room.

b ) The bouncing must be done alternately with the left and the right.

c ) The ball is thrown up (high) and caught in the jump. First, jump up high and catch the ball at the highest point, later also from the run.

d ) As c., but catch with one hand (alternately with left and right). Let this part be practised in the run as well.

e ) The players hold the ball in front of their body, throw the ball over their head in a small arc and try to catch the ball behind their body (without turning around!).

f ) As e., but now with the players walking or dribbling through the hall.

g ) The ball is thrown up, the players make a quick turn, and catch the ball again.

h ) The ball is thrown up, the players sit down, immediately get up again and catch the ball before it falls to the ground.

i ) Players stand still. They throw the ball with their right arm extended over their head and catch the ball with their left hand and vice versa. Let them do the same in the run.

j ) Turn the ball around the belly by passing it from one hand to the other. (The ball may not touch the body).

k ) The ball makes a corkscrew movement around the body: as j, but starting with turning the ball around the head, then chest height, belly height, hip height etc. till the toes.

l ) Making a circular movement of the ball with stretched arms: 'swing' the ball above the head with the right arm, take it over on the left arm, let it drop with a big curve until in front of the knees, take it over on the right hand again, etc. m. Playing the ball with the right hand under the raised right leg (like with knee lifts) over the left hand. Then put the right leg down, lift the left knee and pass the ball with the left hand under the left upper leg to the right hand, etc. The exercise is performed with a straight back!

n ) Stand in a forward bent stance. Move the ball around both legs in a figure of eight motion.

Inshort: exercises in catching balls that bounce or roll at the right moment.

Organisation: one ball per pair or trio.

(a) The numbers 1 and 2 of each pair stand next to each other. Number 1 rolls the ball a few metres away. Number 2 has to get the ball, pick it up and throw it back as fast as possible. Change after 5 games. Make sure the players 'get' the ball as soon as possible by putting one hand on it as soon as possible.

b ) As a., but now number 1 throws the ball away with a small curve, in such a way that it bounces on the ball at a distance of about 4 metres (and then makes a bounce of about half a metre high). Number 2 must try to get the ball as soon as possible after the bounce.

c ) As b., but now number 1 drops the ball from a height of 1.5 metres just in front of number 2. He/she has to try again to get the ball as soon as possible after the bounce. It will appear that almost everyone lets the ball rise a little and then catches it. Wrong (in the meantime an opponent can quickly put his/her hand on the ball). At the very moment that the ball is about to come up, the hand should be placed on the ball Take that ball!

e ) Three teams, the ball stays in the middle. He rolls the ball a few meters away. As soon as the ball is loose, the other two may run. Who has the ball first? Change after 3 times.

d ) As d., but now the ball is thrown by the declarer with a small curve, in such a way that the ball bounces on a distance of about 4 meters (and would make a bounce of about half a meter high). Which of the two 'workers' is first to get the ball by putting his hand on it?

f ) As e., but now from under a basket. The one who gets the ball first may make a turnover ball.

g ) Like b., but now with threes. Who reacts the fastest?

Inshort:playful running forms with groups, some forms involve working with a ball.

Organisation: groups of three or four runners line up behind a start/finish line. There is another line parallel to this line at about 15 metres distance. See also the description of the different types of relays.

Number 1 of each group sprints to the line at 15 meter, taps it, sprints back and taps the next group. After that it is this one's turn and so on.

Which group finishes first?

Variation:

Relays are often smuggled out. To make the change fairer, you can give each group a ball, which has to be given to the next runner. Or even stronger: let the players walk around the group, which is standing wide-legged, and roll the ball between the legs of the players to the front. Number 2 will thus certainly not be able to start too early!

As example 1, but now run backwards.

As example 1, but two players run at the same time, holding each other by the hand. First number 1 and 2, then number 2 and 3 and so on.

The players limp to the other side and sprint back.

The players have to dribble with a ball to the other side and return.

At the other side there is a basket. The players have to run to the basket with the ball in their hands, score a goal and sprint back with the ball in their hands. If no goals have been scored after three times, they may also run back.

The players walk on their hands and feet to the other side and sprint back.

In short: various games of tag.

Organisation: Mark out an area that is not too big (20 by 10 to 20 metres) with the help of baskets or pawns. If there are more than one ticker, give each of them a ribbon.

Ordinary tag: one tagger must tag as many people as possible in a certain time (for example 30 seconds). Whoever is tagged, stands aside. Who manages to tap the most people? Or: who succeeds in not being tagged at all?

Like example 1, but with two taggers (if the group is a bit bigger).

Twin tag. As example 2, but both taggers hold each other by the hand.

As example 2, the one who is tagged, stands in the field buck. The others can free you by jumping over the goat.

Away with the ball. One of the players has a ball. The ball is played at random. The catcher must try to catch the player who has the ball in his hands. If the group is large, then split it in two (and thus work with two tickers). Saint George and the dragon. Forming groups of four or five. Three or four players stand behind each other and hold each other by the waist. In front of each row stands one player (a ticker). This player must try to catch the last one in the row. The group tries to prevent this by moving around. The players have to hold on to each other! If the row is broken or if the last one is caught, change the ticker.

Overlap. The players stand on one long side of a rectangular area (about the size of a gymnasium). The scapegoat walks 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.

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: 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 of
the

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 above
should

be
used 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