Korfballexercises for u10

Setup
  • Place the cones approximately 6 metres apart.
  • Divide the group into two teams. If there is an odd number, create one group of three and one group of two.
Execution
  • The goal is to always keep the ball in the middle between the cones.
  • When a player receives the ball, the player must be on the opposite side at the height of the middle.
  • After passing the ball, join the back of the line on the opposite side.
  • Note: No one stands still and estimate well when you should arrive. Not too early and not too late.
  • Throw the ball while in motion.
  • After five minutes, change direction and throw with the other hand (left hand).

Objective

  • Improve shooting accuracy and build fitness.
  • Which pair will be the first to complete 5 runs back and forth?

Rules

  • Start with 10 sprints back and forth.
  • Then shoot 10 times and count how many goals you score.
  • If you score 5 or more times (half of your number of sprints back and forth), you may sprint one less time, so 9 times.
  • Then shoot again and count how many goals you score.
  • If this is half or more than the number of times you have run back and forth, you may reduce the sprints by one more.
Organisation
  • Pairs stand on either side of a line in the middle of the hall.
  • The number 1s, slightly to the left of the line, are the rats.
  • The number 2s, half a metre to the right of the line, are the ravens.
  • There is a metre of space between the rats and the ravens.
Execution
  • The trainer calls out 'rats' or 'ravens' in random order.
  • When 'rats' is called, the rats run as fast as possible to their side of the hall.
  • The ravens try to tag the rats.
  • Who tags their personal opponent the most?
Tip
  • To keep it exciting, let the 'r' roll for a long time or make a short story out of it.
Moving Freely and Maintaining Ball Possession
  • Set up four cones in a square of 7x7 meters. Have three players work together within this square. One player is the interceptor who tries to intercept the ball. Play a game lasting 30 seconds; intercepting earns a point.
Execution
  • Players must move freely by moving towards the ball or away from it, depending on their position relative to the interceptor, the distance to the ball, and the available space. Pause the game to demonstrate where they should move.
  • The ball holder must learn not to make risky passes; it is better to make no pass than a wrong pass.
  • Sometimes use a lob pass or a direct pass; a feint pass can also be useful.
  • Slowing down, speeding up, and changing directions are important to move freely.

Objective

  • Practicing the running-in shot from challenging situations.

Organisation

  • Groups of three or four per korf.
  • One or two players under the korf, two in front.

Execution

  • After passing, run forward and take a running-in shot, then rotate positions.

Variants

  • Bounce running-in shot: Running-in shots are passed with a bounce.
  • Delayed overhand running-in shot: The pass is delayed, take overhand running-in shots.
  • Delayed sideways running-in shot: The pass is delayed, run left or right past the korf and bring the ball sideways or diagonally backwards upwards. When pushing off with the right leg, the movement is smoother and the shot more accurate if you run past the post on the left.
  • Durk Bergsma shot: The pass is delayed, run past the post and sling the ball with one hand over the head into the korf.
  • Delayed jump running-in shot: The pass is delayed, take the running-in shot in a jump.
  • Early long pull shot: The ball is passed too early, take a 'long pull shot' with a long floating moment.
  • Rolled ball: The ball is not thrown but rolled.
  • Show movement: The ball is passed slightly too early, bring the ball once around the body before shooting.

Variations

  • Space passing: The pass is no longer made from under the korf, but from the space approximately 5 meters diagonally in front of the korf.
  • Long distance: The passer stands more than 20 meters from the korf.
  • With defender: All exercises with a defender at the taker of the running-in shot.
Execution
  • 10 shots from the width line
  • 15 running-in balls
  • 15 away-withdrawal balls
Organisation
  • Three players stand in an imaginary square approximately eight metres apart from each other. One corner remains unoccupied.
  • The middle player (number 2) has the ball.
Execution
  • The players must pass the ball to each other within the square.
  • Due to the absence of a fourth player, they need to move well and anticipate.
Setup
  • There is a pair at each korfball post. The number of posts depends on the size of the group.
Execution
  • Everyone starts by scoring twice on the korfball post.
  • After scoring twice, they move to the next post.
  • It may happen that there are two pairs at one post, as not everyone needs to rotate.
  • The pairs only rotate when they have scored twice themselves.
  • Place a marker in front of the post at a suitable distance for your team.

Objective

  • Shooting exercise where shots are taken from different sides of the korf.

Organisation

  • Per korf, one pair with a ball, or if there are not enough korfs, two pairs each with a ball.
  • At each korf, place four cones or other markers: one in front, one behind, one to the left, and one to the right of the korf, each approximately 6 meters away.
  • From each pair, one player starts under the korf. The other player scores a goal from each marker. Then they switch roles.
  • Which pair completes the 'journey around the world' the fastest?

Variations

  • The distances can be adjusted as desired, or two goals can be made from each marker.
  • Instead of shooting from a standstill, shots can be taken on the move, or dodge shots can be used.
  • Two pairs work per korf. The two shooters must score twice together at each marker, regardless of who scores the goals.
  • Roles are switched after four times two goals.

Execution

  • The exercise encourages shooting from different positions around the korf.
  • It is important to shoot accurately, especially since shooting from the side or back is different due to the angle of the korf.
  • Players may be noisy at first but quickly become focused and significantly improve their shooting skills.

In Brief: Practicing various shooting techniques from a supporting position.

  • Organisation: Two players per korf: one fixed person under the korf and one in front. Switch after approximately 1 minute.
  • Execution:
  • a) The passer stands about 6 meters in front of the korf, the shooter begins under the korf. The shooter starts diagonally backwards, receives the ball and shoots immediately. The passer catches the ball.
  • b) As in a, but the shooter feints a shot, causing the defender to jump in, and follows with an 'underhand pull shot' from about 5 meters diagonally behind the korf. The passer catches the ball.
  • c) The shooter has a defender. The defender determines the opportunity: reacts too late (shot follows) or follows aggressively (opportunity for the pull shot).
  • d) As in b, but the shooter moves sideways and makes a turn of almost 180 degrees towards the korf to take the pull shot. Can also start from a standstill.
  • e) As in d, with a defender on the shooter. The defender rushes in aggressively.
  • f) The shooter stands half a meter in front of the korf, defender between shooter and post. The shooter throws the ball with two hands backwards into the korf.
  • g) The shooter stands half a meter behind the korf, with the defender in front. The shooter makes a feint throw, then shoots as soon as the defender turns around.
  • h) The passer deliberately shoots over the korf. The shooter under the korf catches the ball and shoots immediately in one smooth motion.
  • i) As in h, but now the person under the korf shoots directly from a jump.
  • j) The passer shoots over the korf. The catcher lets the ball go over them, runs after it, and shoots with a half turn.
Setup
  • Create a square where an attacker is constantly moving.
  • A defender follows the attacker.
  • Other players stand around the square.
Execution
  • The attacker starts with the ball and throws it to a player on the side.
  • The player on the side throws the ball back to the attacker.
  • The attacker then throws to another player on the side.
  • The defender tries to intercept the ball.
  • If the defender intercepts the ball, they throw it back, and the exercise starts again.
  • The attacker continuously tries to find space, while the defender tries to intercept the ball.
Game Rules
  • Form groups of 2 people per korf. Each group receives three playing cards. The playing cards are shuffled in advance, and the numbers 2 through 5 are removed from the deck.
  • With the three received playing cards, the groups must try to get as close as possible to 31. The value of the cards is as follows: Six = six, Seven = seven, Eight = eight, Nine = nine, Ten = ten, Jack = ten, Queen = ten, King = ten, Ace = eleven.
  • Examples: nine + jack + queen = 29 points or ace + jack + queen = 31, jack + jack + jack = 30.5.
  • If the players have completed a series, they may exchange one of their cards for a new one to get closer to 31.
  • The trainer sets a timer and says "stop" when it goes off. The team that is then closest to 31 wins.
Series
  • Running-in shots: three goals in a row.
  • Short chance: four goals in total.
  • Distance shot behind the korf: two goals in a row (4/5 meters).
  • Penalty shots: three goals in a row.
  • Round the korf: four goals on each side of the korf (3 meters).