Korfballexercises for u11

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
  • 1 attacker and 1 defender stand in one quarter of the field.
  • The other 3 attackers and defenders also stand in their own quarters.
Rules
  • Attackers may only stand in one box, together with their defender.
  • There may never be two attackers in one box at the same time.
Execution
  • Play 4-0 and switch boxes after each pass by the player who threw the ball.
  • Optionally expand to 3-1 if it is too challenging, by setting up a rebound or a feed, for example.
drawing Box game 4-0
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.
Execution
  • Player A cuts inside to take a running-in ball.
  • Player B passes the ball to player A.
  • Player A catches their own ball and takes over player B's position.
  • Repeat the process.
Variation
  • Make the exercise more challenging by having the player who passes the ball also catch the ball themselves.
drawing Running-in ball from space
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.
Setup
  • Work in pairs or groups of three. In pairs, alternate turns; in groups of three, rotate positions.
Execution
  • Place 6 cones around the korf, all at a distance of 6 meters.
  • Which pair or group of three scores first 5 times with a running-in shot from each cone?
  • Next, which pair or group of three scores first 2 or 3 times from each distance?
  • Then, move the cones to a distance of 2 meters and let each player score 2 goals from each side.
drawing Scoring from various distances