Korfballexercises for u11

  • 1 player stands under the basket.
  • The other player stands approximately 3/ 4 meters in front of the basket.
  • The player moves to the right and receives the ball on the outside hand.
  • Quickly stands up properly for the shot and shoots from a balance, this must be quick.
  • In the beginning this exercise still on two legs.
  • After the ball is caught, the player moves to the left and everything repeats itself.
  • Maximum of 5 shots per person and then switch.
drawing Warm up ball control and shooting
  • You are going to throw up from 2 meters distance
  • If you get it right 10 times, step back to a certain point
  • Then you go back and throw on 1 leg
drawing Transfer
Player A cuts inside to take a through ball and Player B throws it to him/her. Player A catches his/her own ball and moves to Player B's position, etc.

To make it tougher, you can have the person indicating the ball catch it himself/herself.
drawing Walk-through ball from space
As a quieter exercise in between:
  • 2-tal shoot under the post until the 11
  • then the 11 again and back to 0.
To make it more difficult you can subtract 1 per miss or per time the ball falls to the ground.
  • Per person, everyone must score 10 through balls, this goes in groups of 3 or 4.
  • In case of a miss, the whole group goes to the other side of the field on pace run and back.
  • The one who missed takes the chance again.
  • Until 10 are scored per player.
drawing Walk-through ball with condition
Objective:
The base is a standard running form exercise, where you have players move back and forth in different ways to train general motor skills.
The tap game element adds responsiveness by having players react as quickly as possible and determine what they are going to do.

Description:
  • The players stand on a line and are given a way by the trainer to run across each time, see also running forms.

  • All players have a ribbon on, 1-3 players with the same color.
    Occasionally, while walking back and forth, the trainer calls out the color of 1 of the ribbons. These then become the tickers. The tickers get 10 seconds to tap as many of the remaining players as possible.

  • Then all return to the same line and start a running form again.

  • The idea is to start the tagging round immediately when the trainer calls a color and to quickly start the next running form when the tagging round is over. Keep up the pace.

Variations:
Instead of running forms where players walk back and forth, you can do movement exercises standing in the same spot. Examples include Jumping Jacks, sitting/lying and getting up again, jumping forward and backward, etc.
The trainer occasionally gives the next movement assignment and calls a color to start a tap round.

Running Forms:
Standard
- Running / Running backwards
- Hopping / Hopping backwards
- Sideways with front right / Sideways with front left
- Small steps
- Hopping on right / Hopping on left
- Cross pass

Jumps
- Jumps as large as possible.
- Medium-sized jumps and always balancing on 1 foot for a while before taking the next jump.
- With two feet side by side.
- With two feet side by side a big jump forward and another small jump back.
- With two feet zigzagging.

Arm movements to be combined with the above forms.
- Swing 1 arm forward or backward.
- Swing both arms forward, or both backward.
- 1 arm forward and 1 arm backward.
- Holding another body part with 1 or both arms.

As animals
- Frog; jumping on hands and feet.
- Crab; on hands and feet, with belly up.
- Kangaroo; jumping on two legs.
- Flamingo; hopping.
- Duck; crouching walk.
  • Indicate from space.
  • Player walks to pilon and makes sideways move to left or right.
  • Clearly makes 3 passes sideways facing the basket.
  • Then follows a through ball.
  • Defender follows and tries to give as much pressure as possible.

  • 2 pawns face each other, ball is passed over, player runs towards the basket.
  • Ball is indicated in space and finish through ball.
  • Offender runs along and catches the ball.
  • Switch positions.
drawing Walk-through ball from space
Same as pawn looting, but now you may loot people when you run out of pawns in the middle.

Game rules:
  • Teams play against each other.
  • Each team has its own basket.
  • Instruct which shot is to be made, if this shot is in place then you may take a pawn from the middle
  • Are the pawns gone then you may take a person from another team.
Goal
  • Which team has robbed the most pawns/ players at the final signal.
    or
  • Which team has robbed all the players at its basket.
Rules/Agreements:
  • Divide team into groups of 2-3 people.
  • Each group stands behind a row of pawns: last in line stands under the basket with ball.
  • Number 1 runs to pawn 1 and back, to pawn 2 and back, to pawn 3 and takes a passed ball, catches ball and stands in throw.
  • Number 2 runs to pion 1 and back, to pion 2 and back, to pion 3 and takes a passed ball, catches the ball and stands in the throw.
  • They do this until they have both scored x number of times.
Variations:
  • At pion 2, use a through ball in the first round.
  • At pawn 3, distance shot in the second round.
  • At pawn 4, penalty throw in the third round.
Objective:
Learn to feel each other without communication and keep face on the game.

Setup:
Two baskets facing each other. At each basket a ball and two players.

Game:
  • Player 1 under each basket walks to the center.
  • In the middle, players 1 rotate around each other, face remains towards the basket.
  • Run-through is initiated and self-captured.
  • Player 2 throws on and sets up a run to the center; grope with player 2 across.
drawing Spindle with turn
Objective:
2 runners on support create a distraction, so that they can pull away from under the basket and shoot.

Game:
  • 2 attackers high in front of the basket.
  • 1 support high in front of the basket.
  • 1 attacker under the basket.
  • Attacker 1 plays over with support a maximum of 2 times, while moving.
  • Attacker2 runs in in such a way that he can also go in for a run after those two throws.
  • Attacker 1 runs through at high speed; if no run through can be made, player 2 comes through.
  • At the same time, player 1 moves away from the basket to the side where the run through is coming from.
  • If player 1 is free, he may score; if he is well defended, he may pass to the player under the basket who is pulling away.
  • If the ball cannot be passed to the support, check if player 2 is playable.
Agreements:
  • Attackers 1 and 2 do not stand still.
  • No more than 2 throws back to the support by the same person.
drawing 2-1-1 pulling away under the basket