Inline-skatingexercises
Last update: january 2026
Execution
- Members lie on their stomachs in a circle while the taggers, identifiable by their red fluorescent vests, stand upright in the circle.
- When the trainer, dressed in blue, rolls balls towards the taggers, all members may stand up and spread out across the hall.
- The game "hunter ball" now begins. Anyone who is tagged can place their arms at their sides, spread their legs, or place an arm against the wall.
- After a few minutes, the taggers pass their fluorescent vest to another member.
Objective
- Practising the STOP technique.
- There are eight teams with a minimum of two skaters each.
- At the start signal, one group member skates straight ahead.
- When two skaters meet, they stop at the corresponding coloured cone.
- This prevents collisions and teaches skaters to stop in time.
- The winner skates further until they meet a new skater.
- The loser skates along the sideline back to their starting cone.
- The group earns a point when a team member passes the last cone.
- After three minutes, the players in each team move one position to the right at the blue cones.
- Each team regularly plays against other groups.
- In case of a draw, the team gets one point, and for a win, two points.
- Teams add up their total points at the end of the game.
Introduction
- Throughout the entire hall, different stations are spread out.
- The stations consist of various levels.
- The members assign themselves to the level they think they belong to.
- The trainers skate around and provide tips.
Examples of Stations
- Station 1: There is a low obstacle, for example, a hockey stick. You skate and stop just before the obstacle. Then, you step over it, possibly with someone holding your hand. You skate but do not stop before the obstacle and step over it while still moving. You skate and jump over the obstacle by bending your knees and pushing off with both feet simultaneously.
- Station 2: There is a slightly higher obstacle than at station 1, for example, flat cones or small cones. You jump over the obstacle. If this is not yet possible, follow the steps as in station 1. Subsequent stations have increasingly higher obstacles.
Execution
- The members are divided into two circles.
- On the trainer's signal, one of the members in the circle starts inline skating.
- He or she skates a full round and taps the next person who was standing to their left in the circle.
- The member who just skated now goes to collect a cone from the opposing team.
- The tapped member does the same: skate a round and tap the next person.
- The goal is to take all the cones from the other group as quickly as possible and place them with your team.
- Note: After some time, the members will have no 'circle' left due to skaters who have left. Indicate that they should make the circle smaller in that case!
Teams and Cones
- There are two teams.
- Each team has a cone positioned 25 metres in front of them.
- After the whistle signal, each person from the team skates diagonally to the cone that is opposite the other team and lays it down.
- Then they continue to their own cone, set it upright, and skate back to their own team.
- The next person departs and does the same.
- After a while, one team will have a lead.
- From the moment you reach your own cone and it is still upright, you earn a point.
- The team with the most points wins.
- The game area is bounded at both ends by a line A and B.
- One player is ticker. The others try to run over.
- Whoever is tapped must stay where he was and becomes a mannequin. The others can redeem a "mannequin" by carrying him over the line.
- Players must always walk over together, in the same direction.
- The mannequins may only be put across the line to which they themselves were walking, e.g. A.
- The players may, however, even if they are walking toward line B, put the mannequins some distance toward line A.
- The tickers may be alternated.
- There are two teams.
- Each team has a cone at 25 meters in front of them.
- After the whistle, each person on that team walks diagonally to the cone facing the other team and puts it down.
- Then that person walks on to their own cone and straightens it and then skates back to their own team.
- The next one leaves and does the same.
- After a while one team is going to have a lead and from the moment you get to your own cone and it is still straight, then you have a point.
- Whoever has the most points has won.
Several posts are scattered throughout the hall. The posts consist of different levels.
The members first divide themselves into the level they think they belong to.
The trainers skate around and give tips.
Examples of stations:
Station 1: There is a low obstacle,
e.g. field hockey stickWhat
do you do?
The members first divide themselves into the level they think they belong to.
The trainers skate around and give tips.
Examples of stations:
Station 1: There is a low obstacle,
e.g. field hockey stickWhat
do you do?
- You skate and stop just before the obstacle. Then you step over it. Possibly with someone holding your hand.
- You skate but don't stop in front of the obstacle. You step over it while riding.
- You skate and jump over the obstacle. You go through your knees and push off your feet at the same time.
Item 2: There is a low obstacle, slightly higher than potty 1
.E.g. Flat pots/ small conesWhat
do you do?
.E.g. Flat pots/ small conesWhat
do you do?
- You jump over the obstacle. If this is still not possible, you do the steps just like in item 2.
Next posts are higher and higher obstacles.
- The members are divided into 2 circles.
- At the signal of the trainer, 1 of the members in the circle starts skating. He/she skates a full lap and taps the next one (who was to his/her left in the circle).
- The member who just skated now goes to get a jar from the opponent. The member who was tapped does just the same. He skates a round and taps the next one again.
- The goal is to take all pots from the other group as quickly as possible and place them with your team.
Attention! Members will not have a "circle" left after a while due to skaters being gone. Indicate that in that case they should make the circle smaller!
- Based on the cat and mouse game.
- Everyone stands in pairs of 2 behind each other, placed in a circle.
- There is further a ticker and a runner.
- The runner must get behind a group of 2 as quickly as possible to be safe.
- In this case, the first person of this new group of 3 becomes the ticker and runs after the other player. The roles are switched.
Gradation:
- 2 pairs of tickers and runners
- It is also allowed to sit in front of a group of 2. In this case, it is not the front person, but the back person who becomes a ticker. This keeps everyone thinking actively.
Variation:
- Not standing behind each other, but lying on top of each other.
- During this game, skaters practice their STOP technique.
- There are 8 teams of min. 2 players. On the starting signal, 1 group member skates straight ahead.
- When 2 skaters meet, they stop at the corresponding colored container.
- This prevents collisions and teaches them to stop in time.
- Whoever wins, skates on until he/she meets a new skater.
- Whoever loses skates along the sideline back to his/her starting cone.
- The group can earn a point when one of the players of the team passes the last cone.
- After 3 minutes, the players per team at the blue cones shift 1x to the right. In this way each team plays regularly against other groups.
- Who plays equal gets 1 point in total. Whoever wins gets 2 points. The teams add up their total points by the end of the game.
Members lie in prone position in a circle while the tickers (red - fluorescent jacket) stand up in the circle.
The moment the trainer (blue) - as many balls as tickers - rolls balls to the tickers all members may stand up and spread around the room.
Now hunter ball starts!
Whoever is tapped can:
The moment the trainer (blue) - as many balls as tickers - rolls balls to the tickers all members may stand up and spread around the room.
Now hunter ball starts!
Whoever is tapped can:
- put his arms to his side - socket
- spread his legs
- arm against the wall
- etc.
After a few minutes, the tappers pass on their fluorescent shirts.