Korfballexercises for u7
Moving Freely and Maintaining Ball Possession
- Set up four cones in a square of 7x7 meters. Have three players work together within this square. One player is the interceptor who tries to intercept the ball. Play a game lasting 30 seconds; intercepting earns a point.
- Players must move freely by moving towards the ball or away from it, depending on their position relative to the interceptor, the distance to the ball, and the available space. Pause the game to demonstrate where they should move.
- The ball holder must learn not to make risky passes; it is better to make no pass than a wrong pass.
- Sometimes use a lob pass or a direct pass; a feint pass can also be useful.
- Slowing down, speeding up, and changing directions are important to move freely.
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.
Execution
- 10 shots from the width line
- 15 running-in balls
- 15 away-withdrawal balls
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.
Setup
- Create a square where an attacker is constantly moving.
- A defender follows the attacker.
- Other players stand around the square.
- 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.
- 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.
- 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.
- 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.
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
- Form two groups. The attacker receives a bib.
- 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.
- Get free
- Throwing
- Avoid contact
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.