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Korfball drills for technique general

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

Organisation: One ball per pair or trio.

  1. 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 quickly as possible. Change after 5 games. Make sure that the players 'get' the ball as quickly as possible by putting one hand on it as soon as possible.
  2. Like 1., but now number 1 throws the ball away with a small curve, in such a way that it bounces about 4 metres away (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.
  3. As 2, but now number 1 drops the ball from 1.5 metres just in front of number 2. Number 2 must again try to get the ball as soon as possible after the bounce. It will appear that almost everyone lets the ball rise a little before catching 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 Get that ball!
  4. Three teams, the person who gives the information stands 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? After 3 substitutions.


Practice with 4 players the free ball. Use 3 persons for the attack. Person 1 takes the free ball, person 2 and 3 pass. Person 4 defends the free ball on person 1.

  1. pass under the basket
  2. pass next to basket
  3. Attacker moves away from the basket and shoots directly.
  • 1 attacker throws the ball to the person in front of the basket then he shoots the ball when he catches the ball under the basket he then goes inside and takes a walkthrough ball finally he takes a short chance.
  • Point count:
    • Shot counts 2x
    • Walkthrough counts 1x
    • Short chance counts 1x
  • You can play this like this, for example, who is first to the 20 or
  • 1min long and then look per basket who has the most points

! Form groups of 2 people per basket

Each group receives three cards. The cards are shuffled beforehand and the numbers 2 to 5 are taken from the packet. With the three cards they receive, the groups must get as close as possible to 31. The values of the numbers and pictures are shown below:

  • Six = six
  • Seven = seven
  • Eight = eight
  • Nine = nine
  • Ten is ten
  • Farmer = ten
  • Wife = ten
  • King = ten
  • Ace = eleven

So nine + jack + queen = 29 points or ace + jack + queen = 31, but you can also get jack + jack = 30.5

When the players have completed a series, they may exchange one of their received cards for a new one, to get closer to 31. The trainer sets a timer and says stop when it rings. The team that is closest to 31 wins.

Series:

  1. Pass balls: three goals in a row.
  2. Short chance: four goals in total.
  3. Distance shot behind the basket: two goals in a row (4/5 meters).
  4. Penalty throw: three goals in a row.
  5. Around the basket: four goals, one on each side of the basket (3 metres).

- 2 groups of max 4. Distance between 2 groups is +/- 5 mtr

- 2 baskets/rings next to each other at 6 mtr from both groups. In the basket +/- 3 hats/buds etc.

- 1 pylon in a straight line opposite each group at 12 mtr

Each group takes one hat from its own basket, runs around the pylon at 12 mtr and puts the hat in the basket of the opponent. In this way they try to empty their own basket or they try to have less than the other team after e.g. 4 minutes.

VARIATION

- distance between pawns and/or basket

- time

1) Ladder

2) Jumping in and out of the hoop

3) Sprint between 2 cones

4) Force ball over head and back down

5) Penalty throw

6) Jump between 2 cones with jump ball

7) Shots

8) Rotate ball around body

9) 4 cones, pull-up pass, sprint, pull-up pass and run backwards

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:

  • Bringing the ball up from the defensive box to the attacking box.
  • Set up a quick attack.
  • Good passing.
  • Standard passes.
  • Shots from certain distances.

We are going to explain again what exactly the rules and progression of 8x8 is!
- 2x 12,5 minutes and then switch from offense to defense or from defense to offense.
- Stay in your section and do not run to the attack or defence.

Make two sections and let the leader Kyra do her job. Just like a match. And then explain some extra things about being a captain.
- Go to the referee after the match to thank him for blowing the whistle.
- After the whistle, walk to the halfway line and shake hands with the other captain, the coach of the other team and the referee and wish them a good game.
- Choose the side to attack.
- How to warm up and shoot.
- Steering the team to set everything up.



And finally we will play a game!

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?

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.

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.