Korfballexercises for u6

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
  • 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.
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.
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.
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.
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.

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.

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.
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.