Korfballexercises for u7

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.
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.
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.
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.

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.