Korfballexercises for u10

Execution
  • The players run around the circle.
  • Inside the circle, there are several balls, one fewer than the number of players.
  • When the trainer shouts "YES", the players grab a ball as quickly as possible.
  • The player who scores two goals first wins.
  • The player without a ball continues running until someone finishes shooting.
Setup
  • Form two teams with an equal number of players. Each team has its own playing area.
  • On the back line of each area, place tall cones upside down.
Execution
  • The objective is to knock over the cones of the other team.
  • Defend your own cones by blocking and guarding.
  • The team that knocks over the most cones of the opponent wins.
Setup
  • X number of korfs.
Variant 1
  • Let the players use a die to determine how many shots or opportunities they must score at each korf.
  • They may dribble with the ball to the other korf.
Variant 2
  • Different types of opportunities: with one hand, penalty shot, running-in shot while they are moving with the ball.
Setup with 4 Players
  • Each player stands 5 meters from the korf at their respective marker.
  • Players in a team are positioned diagonally opposite each other.
Execution
  • One player has the ball and shoots at the korf.
  • The remaining players engage in the rebound duel, including the shooter.
  • The team that wins the ball is allowed to attack.
  • A maximum of 2 opportunities per attack.
  • Whoever reaches the agreed number of goals first wins.
Variant with 3 Players
  • The player who catches the ball forms a team with the shooter.
  • 2 versus 1 situation to attack.
  • Rotate after each attack.
drawing Rebound duel with teams
Setup
  • The attacker and defender are ready in front of the korf.
  • The passer is positioned under the korf with the ball.
Execution
  • The defender shifts towards the korf.
  • Play one-on-one until an attacker scores.
  • The defender always tries to be near the ball.
  • The korf of the defender who concedes a goal receives a penalty point.
  • The defender returns to their own korf.
  • Move to the next position.
drawing Individual duel with defender
Execution
  • Children stand in a line and run in a circle.
  • When the coach calls the name of the player at the back, this player sprints to the front.
  • Example: Player Red goes to the front.
Extra
  • Jump: All children jump in place.
  • Ground: All children touch the ground.
Task
  • Who is the first to complete a circle around the ball or the player?
Rules
  • Everyone stands in a circle with enough space to quickly throw a ball.
  • The ball starts to the right of the child who is going to run.
  • The child who is going to run starts running simultaneously with the first throw of the ball on the outside of the circle.
Setup
  • Player 1 starts 6 metres from the post.
  • Player 2 stands between Player 1 and the post, 2 metres from Player 1.
Execution
  • Player 1 runs for a running-in shot.
  • Player 2 must prevent the running-in shot by bending their knees well and moving immediately when Player 1 starts running.
  • If Player 2 does not react immediately, Player 1 will no longer be able to be caught up.
Objective
  • The objective is to prevent the running-in shot.
Organisation
  • Pairs per korf. One fixed feeder and one fixed shooter, for example, four metres in front of the korf.
Execution
  • The shooters are tasked with scoring 10 points as quickly as possible.
  • A goal counts for two points.
  • If a shot is missed, one point is deducted from the total (the total remains at 0 points if you are at 0 and miss).
  • As soon as someone reaches 10 points, the players switch roles.
Variation
  • For less advanced players, you can reward a goal with, for example, 3 points.
  • For advanced players, you can make it more challenging by awarding only 1 point per goal.
  • The distances can be increased or decreased as needed.
Preparation
  • Set up a 3x3 grid with cones, leaving some space between them.
  • Give each team 4 cones.
Explanation
  • Create two evenly matched teams and place them at a korfball post with a ball.
  • Come up with a task they must perform at the post, such as shooting from a distance of 5 meters.
  • For each successful shot, a team may place a cone.
  • The team that first gets three in a row wins the game.
Game Progression
  • Divide the players into two teams.
  • Silently assign each child a number within their team.
  • Once everyone has a number, place the ball in the middle between the teams.
  • Call out a number (or multiple numbers), and the children with that number try to be the first to bring the ball to their "camp".
  • Once a child has picked up the ball in the middle, the other child may attempt to tag them.
Organisation
  • 3-5 players per korf with two balls.
  • Marker cone approximately 6 metres in front of the korf.
  • Players are numbered and stand in order behind each other at the marker cone.
  • Numbers 1 and 2 have a ball.
Execution
  • Number 1 starts shooting and retrieves their own ball.
  • If they score, they pass the ball to the next player.
  • If they miss, they shoot again from the spot where they retrieved the ball until they score.
  • The shooter joins the back of the line and waits for their next turn.
  • Number 2 starts shooting as soon as number 1 has taken a shot.
  • Number 2 continues shooting until they score, then passes the ball to the next player and joins the back of the line.
  • If someone scores before the person who started before them, that person is out.
  • Who remains the longest?
Example
  • There are 4 participants.
  • Number 1 scores immediately, passes the ball to number 3, and joins behind number 4.
  • Number 2 misses, and the ball rolls away.
  • Number 3 scores, number 2 is out and no longer participates.
  • Numbers 2 and 3 pass the ball to numbers 4 and 1.
  • Number 1 waits to shoot until number 4 has taken their shot.