Volleyballexercises for technique condition

Execution
  • Jump on your left foot for 10 seconds on the spot and then sprint to the red line.
  • Repeat this on your right foot and sprint again to the red line.
  • Perform knee lifts on the spot for 10 seconds, remain on your toes and sprint to the red line.
  • Do 5 lunges on your right leg and 5 on your left leg, followed by a sprint to the red line.
  • Jump sideways 3 times back and forth over the line and sprint to the red line.
  • Repeat the sideways jumps, but now with your back to the field.
Execution
  • Place a container with balls on the backline.
  • Players start with a ball in hand.
  • They run to the two cones closest to the net.
  • Stand still between the cones and try to throw the ball into the bucket.
  • If successful, run back to the ball container for a new ball.
  • Run to the two cones in the middle and try to aim again.
  • If unsuccessful, return to the ball container and try again at the same level.
  • The player who completes all three levels first wins.
Description
  • Shooting game where players pick a card after scoring. Each card has a suit: clubs, spades, hearts, or diamonds. Each suit corresponds to a fitness exercise.
Exercises
  • Hearts: Push-ups
  • Spades: Squat
  • Clubs: Burpee
  • Diamonds: Lunges
Execution
  • After picking a card, perform the corresponding exercise. The number of repetitions is equal to the value of the card. For example, Hearts 4 = 4 push-ups.
  • After the exercise, one may continue shooting. The group with the most cards wins.
Execution
  • Form pairs: one player with a ball, the other without a ball lying on the ground.
  • Series of 30 seconds with 30 seconds rest.
  • At the start signal, the player lying down stands up and receives the ball thrown to them.
  • The player returns the ball overhead and goes back to the ground.
  • Repeat: rise explosively, be ready, play, and return to the ground.
  • After 30 seconds rest, the next series of 30 seconds with underhand passing.
  • Switch roles and start again.
Organisation:
  • Divide the group across both courts.
Execution:
  • Play the ball underhand over the net in a maximum of two actions.
  • After each net crossing, the team rotates one position.
  • If the ball falls on the floor or the opponent plays the ball differently, the team that played the ball over the net scores.
  • The game does not need to stop in principle.
  • If the game does stop, the ball is put back into play with an underhand serve from the backcourt.
  • Whoever reaches 15 points first wins.
  • Optional: Depending on the level, the second ball may be attacked from a standing position from the backcourt.
drawing Underhand play
Execution
  • The trainer stands at the net and throws difficult balls.
  • One player stands on the court and must touch the balls three times in a row.
  • If this is not successful, the exercise continues until it is achieved.
  • The remaining players stand around the court to catch the balls and return them to the cart.
Objective
  • Focus
  • Communicate
  • Master the task
  • Persevere
Explanation
  • Start as a warm-up and end as a true battle.
  • Players are placed randomly on the court.
  • The ball is caught and immediately thrown over the net (one-time play).
  • After throwing the ball, the player runs to a wall (at the back or on the side) to touch it and returns to the court.
  • The other players rotate one position.
  • It is difficult to score.
  • In case of a faulty throw (into the net or out), the player must sprint around the opponent's court.
Execution
  • Duration: 5-10 minutes
  • At level "A" and higher, fewer players on the court for more intensity.
drawing Chaos: from easy to complex
Setup
  • Divide the group into two. One player stands with a few balls at the pole.
  • One setter stands at the net to distribute the ball.
  • Each defender has a ball, except one. So if there are four defenders on the court, three have a ball.
Execution
  • The player at the pole sets the ball to the setter.
  • The setter plays the ball (initially easy) to a random defender with a ball.
  • This defender first throws their ball to another defender without a ball and then passes to the setter.
  • The setter immediately plays another ball to a different defender with a ball.
  • Regularly switch players and positions.
drawing Ball circulation with passing and reaction ability
Execution
  • Two teams stand behind the three-metre line.
  • Defend the ball, perform a set-up, and attack from the three-metre line.
  • After playing the ball, sprint to the net.
Variation
  • Instead of a sprint: block at the net, dive to the back line, and perform an attack jump.
Objective
  • Improve fitness and strength
  • Warm-up
Organisation
  • Crack a code by completing different tasks
Execution
  • Divide the group into two teams.
  • The trainer creates a code consisting of ten digits, for example, (24 32 14 21 33).
  • The players perform the devised exercises in a specific order. For instance, if they think the first digit is 3, they do exercise 3.
  • After completing the exercise, they go to the trainer, who indicates whether the digit is correct or incorrect.
  • If the digit is correct, they attempt to guess the next digit. If the digit is incorrect, they must perform another exercise, for example, exercise 4, to guess the correct digit.
Example Exercises
  • Exercise 1: 5 push-ups
  • Exercise 2: Run the distance between the backline and the centreline three times
  • Exercise 3: Block in different places/positions 5 times
  • Exercise 4: 1 sliding dive towards the centreline, another sliding dive towards the backline
Winning
  • The team that cracks the code first wins.
Execution
  • Divide the team into two groups. Have the players form two lines facing each other at the 3-meter line.
  • Players pass the ball over the net and then run around the net post to join the other group.
  • On one side, parallel to the sideline, there is an agility ladder. Players perform an exercise through the ladder before joining the line.
Variations
  • Expand with block jumps, attack approach, or strength exercises.
  • Alternate between underhand and overhand passing.
Important
  • The ball must not fall to the ground.
  • Communication is crucial.
  • Optionally, add a penalty if the ball falls to the ground.
drawing Warming up with ball and ladder
Execution
  • The trainer places a ball on the centre line.
  • On each side of the net, a row of players stands at the baseline.
  • At the trainer's signal, the players run to the ball.
  • The player who grabs the ball may keep it.
  • The team that collects the most balls wins.