Korfballexercises for u12

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).
Execution
  • Each player has their own ball.
  • There are 3 to 4 korfball posts in a row, depending on the number of players.
  • All players start at the same post.
  • After the countdown, they all begin shooting.
  • If a player scores a goal, they may move to the next post.
  • If a player misses, they remain at the current post until they score.
  • Depending on the skill level, it can be agreed that players must have been at each post 1, 2, or 3 times.
Variation
  • Use cones to create a circle outside of which the players must shoot.
  • Players may only enter the circle to catch the ball.
Setup
  • Create two zones with four players each.
Execution
  • The attack starts with the ball at the trainers.
  • When the defence intercepts the ball, they must first return the ball to the trainers.
  • If a team scores, they receive a bonus and are allowed to take the ball out again.
Execution
  • Form pairs and position them opposite each other at approximately 5 metres distance.
  • Throw 20 times with the preferred hand.
  • Throw 10 times with the 'non-preferred' hand.
  • Throw 20 times with both hands.

Summary:

  • Exercises focused on catching balls at the right moment when they bounce or roll.

Organisation:

  • One ball per pair or trio.

Execution:

  • Pairs:
    • a) Number 1 rolls the ball a few meters away. Number 2 must acquire the ball as quickly as possible, pick it up, and throw it back. Switch after 5 times.
    • b) Number 1 throws the ball with a small arc so that it bounces approximately 4 meters away. Number 2 tries to catch the ball as quickly as possible after the bounce.
    • c) Number 1 drops the ball from a height of 1.5 meters directly in front of number 2. Number 2 tries to catch the ball as quickly as possible after the bounce. Note: place your hand on the ball as soon as it rises.
  • Trios:
    • d) The passer stands in the middle and rolls the ball a few meters away. The others may run as soon as the ball is released. Who catches the ball first? Switch after 3 times.
    • e) As in d, but now the passer throws the ball with a small arc so that it bounces approximately 4 meters away. Who catches the ball first?
    • f) As in e, but now from under a korf. The one who catches the ball first may make a turnaround shot.
    • g) As in b, but now with trios. Who reacts the fastest?
Formation
  • Four cones in a square.
  • Four players, one at each cone.
  • One player has the ball.
Execution
  • The player with the ball passes it counterclockwise to the next player.
  • After passing, the player runs clockwise to the next cone.
  • There is always one cone without a player, but the ball keeps moving.
Formation
  • Form two groups. The attacker receives a bib.
Execution
  • The attacker starts with one defender.
  • Within a playing area, the attacker must try to get free.
  • At the front of the playing area stands the feeder, who must ensure the ball reaches the attacker well.
  • The remaining players stand along the side.
  • If the attacker receives the ball successfully without the defender intercepting it, an additional defender joins.
Objective
  • Get free
  • Throwing
  • Avoid contact
Formation
  • Three children per korfball post.
  • One attacker, one defender, and one feeder/collector.
Execution
  • The attacker tries to score.
  • The defender tries to prevent this.
  • Switch roles when the attacker has scored.
Execution
  • All players stand in a circle.
  • Player A throws the ball to player B and runs to player B's position.
  • Player B throws the ball to player C and moves to player C's position.
Setup
  • Each group has one korf and one ball.
  • Preferably set up the korfs in a circle or rectangle.
  • All groups should be approximately the same size.
Execution
  • Make 10 running-in shot goals.
  • The player who scores the last goal retrieves the next assignment from the trainer.
  • The trainer asks which assignment was just completed and gives the next one.
  • Which group completes all assignments first?
Assignment List
  • 10 running-in shots.
  • 15 penalty shots.
  • 5 shots from 4 meters.
  • 10 running-in shots from behind the korf.
  • 10 shots from 3 meters behind the korf.