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Korfballexercises for u11

Last update: january 2026

In short: various games where playing together in a certain direction is very important.

Organisation: Form two teams (number of players can vary from 3 to 8). There is a playing field of at least 20 by 12, preferably 40 by 20 meters (a micro court). At the place where the baskets are in indoor korfball, there is now a 'fortress', formed for example by a pylon. Around the castle a circle is drawn with a diameter of about 4 meters.

The players play with a korfball. If this is the first time this exercise is done in a group, it is advisable to set out a number of squares with pawns or something similar.

The numbers 1 and 3 can of course play the ball to each other for a while, and number 2 can run to and fro, but that is of course not the intention. If necessary, limit the number of times that two players can throw the ball to and fro. The exercise is suitable to hammer home the point that korfball players must always have two points of contact. But I think the above exercise is seen by most trainers (and players, not to forget) as a suitable condition exercise. Of course, small variations can be made, such as with the command to play everything with one hand.

Where to? Where to? The idea is that the players hit the 'fortress' of the other team. They have to play together, because walking with the ball in their hands is prohibited. None of the players, including the defenders, is allowed to enter the circle. In fact, castle ball is just mono-basketball, where the basket has been replaced by a pylon on the ground. It is an ideal game to practice playing together and running free.

Variations:

1 ) The pylon can be replaced by all kinds of objects. It is very obvious to place a loose basket on the ground, where the goal is to aim the ball into the basket.

2 ) To make scoring more difficult, a goalkeeper can be appointed, who is allowed to enter the circle.

3 ) Pole ball. The castle is now replaced by a korfball pole. A defender stands in the circle just like in variation 2. The ball must be thrown against the post. Make sure you don't throw the ball too hard, because the poles might fall over.

4 ) When the group is rather large, make 2 squares. The game should be played just like indoor korfball, with a change after two points.

5 ) Handball, where dribbling with the ball is forbidden. At both ends of the field two goals are made, with a goalkeeper in them. There is a semi-circle about 8 meters from the goal, in which the other players are not allowed to enter.

6 ) Burchtball with rugby rules. A variant suitable for a nice weekend, a sports afternoon, or when the weather is terrible and 'serious training' is out of the question. Even when it was raining and snowing, this game - where you can kick the ball, grab your opponents and you can walk with the ball - could keep us warm at my old club. This game is less suitable for children.


In short: three players have to pass the ball to each other in a square. That's tricky, because one player is missing all the time...

Organisation: Three players stand in an imaginary square about eight metres from each other. One corner remains unoccupied. The middle player (number 2) of the three has the ball.

The aim is to play the ball along the lines of the imaginary square. Number 2 plays the ball either to number 1 or to number 3, for the sake of explanation: to number 3. Now the players have to make sure that number 3 also has two 'easy' passing points (along the lines of the square). In this case, number 1 must take care of that, she must sprint to the empty corner of the square as soon as she sees that number 3 receives the ball. Now it is number 3's turn to play (the situation is now as in the second figure). Suppose that she chooses number 1. Number 2 has to sprint to the place where number 1 just came from, so that number 1 has two points of play again. At the moment that number 1 has received the ball, the situation is (if number 2 has indeed run hard) as in Fig. 3. Suppose number 1 plays the ball back to number 3. Then it is number 2's turn to run again, etc.

In short: exercise with the emphasis on turning away from the opponent.

Organisation: One ball per foursome. There are two regular referees who stand about 12 metres apart. One of the handlers has the ball.

a ) Attacker A stands somewhere between the two declarers. Defender V is playing against her. A plays continuously with the two declarators who stand still. A is allowed to play several times in a row to the same declarer. V tries to intercept the ball. After about 45 seconds the players change functions.

b ) As a., but now the attacker is not allowed to play to the same declarer twice in a row. The defender tries to intercept again, but when A has received the ball, she lets A play the ball easily to the next declarer. The essence of this exercise is that A must try to get free in a relatively small space from the defender who is constantly following her. Explain that the attacker must not run at the same pace, and that she must suddenly change her direction of play in order to become free (cut and run).

c ) The exercise is the same as in a., but the line-up is changed (see figure). The attacker must stay behind the line, which is 5 metres from the attackers. To free herself she may run in any direction.

Variation: Exercise c. is actually quite difficult for many. To make it easier for the attacker, you can give both declarers a ball. Or: let both declarators play together, the defender then does not know how she can position herself best, because she does not know who has the ball.

d ) Lay out another line, parallel to the other one with three metres in between. Continue as c., but now the attacker has only a three-metre-wide space which she is not allowed to leave. It is now very important to make good sharp moves, to change the pace etc. A deep ball is now impossible! A deep ball is now impossible! The defender lets the attacker play the ball to the attacker (because this exercise is about free running).

e ) As d., but now the defender also makes it difficult for the attacker to pass the ball to the declarer. The attacker can -in order to play the ball well- choose between an overhand sling throw, a pivoting throw, etc.

In short: a very well-known game in which playing together and running free is central.

Organisation: Two teams of three to five players in a space delimited by pylons of about 20 by 20 metres (on the field somewhat larger). Ten-ball is a game of which I have the idea, that it is more popular with Party 1 has the ball and has to try to play 10 times together than with players: sitting in front without the other party intercepting the ball. If it fails, then most korfball players are not enough, it is party 2's turn. If they do succeed in playing 10 times together, then they get the challenge. Make the challenge therefore play together, then party 1 gets a point and party 2 may try to play 10 times together, etc. Which side gets the most points? make it more difficult with for example the following variations:

1 ) If the ball is touched by the defending side, then the attacking side is also 'off'.

2 ) Make the playing field small: combining in an area of 10 by 10 is significantly more difficult than playing together in an area of 30 by 30 meters.

3 ) Increase the number of times to combine: for seniors, 50 times should not be a problem either (it usually is, by the way!).

4 ) Just ten ball, with the understanding that the ball may not be played back to the person from whom it was received.

In short: exercise with the emphasis on turning away from the opponent.

Organisation: Each team has a ball and an area of about 20 by 20 metres. The players are numbered.

a ) Number 1 is attacking, number 2 is defending and numbers 3, 4 and 5 are playing together with the attacker. Everybody can move freely through the area. The attacker always gets the ball back from numbers 3, 4 and 5. The defender's task is to intercept the ball. Can the attacker manage not to lose the ball a single time? The ball may not fall on the ground either! After about 30 seconds the players change tasks: number 3 attacks, number 4 defends, etc. until everyone has been attacker and defender once.

b ) As a., but give the instruction that the attacker should always turn away from her defender: that way she can both pass and receive the ball back easily. I call this: 'cutting and turning', others call it 'keeping your opponent on your back'.

c ) As a., but now the team-mates 3, 4 and 5 stand still in a triangle with a distance of about 15 metres. This makes it more difficult for the attacker.

d ) It becomes even more difficult if the attacker is instructed to pass the ball to the other players in a fixed order. She now has to run in circles, so that the defender knows exactly where the ball will go, or where the attacker wants to run to. Many balls will now be intercepted, or at least touched.

e ) Again part c. Show that the attacker has an easier time of it now because of the freedom of choice By turning away from her opponent, she creates a sea of space for herself!

Inshort: simple exercises in playing together, where it is all about handling the ball in the run and running well.

Organisation: Groups of approximately 4 persons have a ball and are allocated a part of the hall or the field.

a ) The players are instructed to throw the ball to each other in random order. Everyone is constantly in motion: the ball must be caught in the run and passed back as quickly as possible. The ball may not fall on the ground once!

b ) One of the players is the 'worker' for 30 seconds: she has to run at high speed, and all balls are passed back to her continuously. After 30 seconds it's the next player's turn. In which group the ball won't be dropped once?

c ) Like exercise a., but now the ball may only be played to players who come running to the ball with a small sprint. Make it clear to the players that when they run like this, defenders have little chance of intercepting the ball. Unless there is forwards defending, but for that there is part d:

d ) The players play together again, but now they may only throw to players who are moving away from the ball and therefore into free space. Also an individual skill: taking a penalty throw.

e ) Alternating part c. and d.: it is only allowed to throw to players who are either clearly moving towards the ball or who want to play, otherwise many balls will not arrive in free space. It is even so, that the exercise is probably better.

f ) As d., but now there must be a sweep: the players will move towards the one with the ball first if there is a slight threat from a defender! run, but after a few passes they stop, and run the other way, into free space.

Variations:

1 ) All parts can of course also be performed with opponents. You can then choose between 'play along' and 'try to intercept as many balls as possible'.

2 ) The parts a. up to e. but now without each group having its own area: all players are mixed up, so you have to be careful!

Free running: condition for playing together

Inshort: a ball game, in which pure throwing is very important.

Organisation: In a rectangle of approx. 20 metres length and 10 metres width, two teams of about 6 players are lined up. A centre line divides the field in two. At both back sides is a strip of 1 to 2 metres wide. The players of side A stand in section A, while one player from A stands in lane A. The players of side B stand, except for one player, in section B. The players must try to hit the players of the other side with the ball. They are not allowed to leave their section. Furthermore the players are not allowed to run with the ball in their hands. Fending with the hands is allowed. If a player is hit, he goes to the back of the court and plays with the ball. Will one of the players succeed in clearing the other team's box? Make sure the hunters do not start throwing hard. If this is likely to cause problems, decide that the throw can only be made via a bounce. Make sure they do not start throwing very hard. If this threatens to cause problems, determine that only a bumping throw may be made.

Variations:

1 ) If a player can catch a ball from the opposing team, the player who threw is off.

2 ) Exchange referee: if a player from the back lane hits the ball, he may return to his own section.

3 ) The strips at the back are extended with side strips, so that the compartments are completely enclosed.

In short: practising all sorts of tricks with the ball, mainly with the aim of developing a feeling for the ball.

Organisation: every player has a ball, everyone is free to move around the room. If there are not enough korfballs, it is not a problem to use volleyballs, basketballs or even tennis balls.

(a ) The players bounce the ball around the room.

b ) The bouncing must be done alternately with the left and the right.

c ) The ball is thrown up (high) and caught in the jump. First, jump up high and catch the ball at the highest point, later also from the run.

d ) As c., but catch with one hand (alternately with left and right). Let this part be practised in the run as well.

e ) The players hold the ball in front of their body, throw the ball over their head in a small arc and try to catch the ball behind their body (without turning around!).

f ) As e., but now with the players walking or dribbling through the hall.

g ) The ball is thrown up, the players make a quick turn, and catch the ball again.

h ) The ball is thrown up, the players sit down, immediately get up again and catch the ball before it falls to the ground.

i ) Players stand still. They throw the ball with their right arm extended over their head and catch the ball with their left hand and vice versa. Let them do the same in the run.

j ) Turn the ball around the belly by passing it from one hand to the other. (The ball may not touch the body).

k ) The ball makes a corkscrew movement around the body: as j, but starting with turning the ball around the head, then chest height, belly height, hip height etc. till the toes.

l ) Making a circular movement of the ball with stretched arms: 'swing' the ball above the head with the right arm, take it over on the left arm, let it drop with a big curve until in front of the knees, take it over on the right hand again, etc. m. Playing the ball with the right hand under the raised right leg (like with knee lifts) over the left hand. Then put the right leg down, lift the left knee and pass the ball with the left hand under the left upper leg to the right hand, etc. The exercise is performed with a straight back!

n ) Stand in a forward bent stance. Move the ball around both legs in a figure of eight motion.

In short: exercises in catching and throwing close to the lines of the box.

Organisation: every foursome has a ball. Each foursome works near a line. Explain a piece of line of about 15 metres per foursome.

Why these exercises? The catching and throwing of the ball has to take place within the lines of the box or outside the box, provided that the player and the ball do not touch the ground outside the lines. Balls that threaten to go outside the box, for example, must be kept in, which does not require a special technique, but rather a sense of timing. And that can and must be trained.

a ) An exercise for keeping the ball in when it threatens to go 'out'. The ball is thrown in by the regular ballplayer A a little outside the 'box'. The players come from the front along the line and have to play the ball back to the declarer in a small jump (take off on the right side of the line!). Then they have to join the line again. The server throws the ball further and further outside the box. Very soon it will appear that some players, who used to be hardly able to handle a ball thrown 10 centimetres outside the box, are now quite capable of keeping a ball that is a metre 'out' in the box. A matter of timing and a bit of daring.

b ) Same exercise, but now the ball, thrown by declarer A, has to be placed by the players to a second declarer at B (so a quarter-turn has to be made outside the box in the jump).

c ) In exercise a. and b. the players walked along the line, now they come walking straight to the line. Again, handler A throws the ball a little outside the 'box'. The players must try to:

1) keep the ball inside (it doesn't matter how or where it lands), In all exercises below the ball is kept inside with the right side. In all the exercises below, the ball is kept in with the right hand. Therefore, after a while, have the players stand on the other side of the line and continue the exercise as usual to practice keeping the ball in with the left hand.

2 ) Play the ball back to ball handler A,

3 ) pass the ball to a second initiator at B,

4 ) play the ball straight into the field to the row of players at C.

d ) An exercise in jumping. Attacker A1 plays the ball to fellow attacker A2, who stands still just behind the line. Defender V2 has to try, by jumping in front of A2 and without touching the line or the ground on the other side of the line, to throw the ball to fellow-player V1. Or better said: tap, because that's what it actually is. Remember not to hit the ball with your fist! Change function regularly.

Inshort: exercises in catching balls that bounce or roll at the right moment.

Organisation: one ball per pair or trio.

(a) The numbers 1 and 2 of each pair stand next to each other. Number 1 rolls the ball a few metres away. Number 2 has to get the ball, pick it up and throw it back as fast as possible. Change after 5 games. Make sure the players 'get' the ball as soon as possible by putting one hand on it as soon as possible.

b ) As a., but now number 1 throws the ball away with a small curve, in such a way that it bounces on the ball at a distance of about 4 metres (and then makes a bounce of about half a metre high). Number 2 must try to get the ball as soon as possible after the bounce.

c ) As b., but now number 1 drops the ball from a height of 1.5 metres just in front of number 2. He/she has to try again to get the ball as soon as possible after the bounce. It will appear that almost everyone lets the ball rise a little and then catches it. Wrong (in the meantime an opponent can quickly put his/her hand on the ball). At the very moment that the ball is about to come up, the hand should be placed on the ball Take that ball!

e ) Three teams, the ball stays in the middle. He rolls the ball a few meters away. As soon as the ball is loose, the other two may run. Who has the ball first? Change after 3 times.

d ) As d., but now the ball is thrown by the declarer with a small curve, in such a way that the ball bounces on a distance of about 4 meters (and would make a bounce of about half a meter high). Which of the two 'workers' is first to get the ball by putting his hand on it?

f ) As e., but now from under a basket. The one who gets the ball first may make a turnover ball.

g ) Like b., but now with threes. Who reacts the fastest?

Inshort: throwing and catching with an obstructing defender.

Organisation: number three teams, each team has a ball and a piece of the hall or field of about 10 by 10 metres, marked out by pawns or lines.

a ) Loosening up: number 1 and 2 play back and forth in the limited space while number 3 tries to touch the ball. If they succeed, the person who threw the touched ball has to move to the middle (unless the other person could have caught the ball, in which case that person is the loser).

Variation: for more advanced players to keep up the speed of the game: if number 3 taps a player who still has the ball in his hands, then that player also has a turn to be 'lumped'. Of course, loafing with larger numbers of players is also possible.

b ) Number 1 and number 2 stand still at about 10 metres from each other. Number 3 defends number 1, who has the ball. Number 1 must pass the ball cleanly to number 2, over or past the obstructing defender. Then number 3 passes to number 2, who must then throw to number 1 cleanly.

1) With a sling throw (overhand over the defender),

2) with an underhand pendulum throw, under the arms of the defender (favorite of some small underdog korfball players).

3 ) with a bounce, where the ball has to be placed with one hand because of the rather large distance (which is not easy),

4 ) rolling would also be possible, but is not very 'in' with korfball players for quite understandable reasons,

5 ) by pivoting, which is the emphatic moving of one leg to and fro, thus putting the defender out of position. For example, the player with the ball in his hands makes a substantial step backwards with his left leg. If the defender does not follow this move, there is quite a distance between them, allowing the thrower to pass the ball over the defender with relative ease. Most defenders will therefore move closer to the attacker. At that moment, however, the attacker has waited: the ball is (already) taken on the right hand side and the left leg is immediately placed forward again in such a way that the body of the attacker has come between the defender and the ball (the defender is 'held on the back') and there is room to place the ball towards the team-mate. And it doesn't work immediately? No problem, just move the same foot back and forth a few times and the defender will be tricked. Many children find this pivoting beautiful to do; so they do it very often (but then also far too often).

c ) Number 1 and 2 play together, while number 3 defends number 1. The difference with the previous part is that now they can move in space. After about 45 seconds, the players change tasks. For good throwing, see the possibilities mentioned under b.

d ) As a condition exercise a variation on c.: number 3 defends first number 1 for 30 seconds and then number 2 for 30 seconds. After that it is number 1's turn to defend and finally number 2.

e ) Like c., but to make it more difficult for number 1: number 2 stands still on a fixed spot, so the defender knows exactly where to put the ball.

Inshort: simple catching and throwing in a circle.

Organisation: Form circles of about 6 players, standing 5-15 metres apart depending on level. One ball per circle. The players are numbered in the order in which they stand in the circle.

a ) The ball is played around in the circle, without the ball touching the ground. After a while a game: which circle can play the fastest 5 times around?

b ) Number 1 has the ball, passes it to number 2 and runs after it. Number 2 plays the ball back to number 1, who passes to number 3 etc. In this way number 1 runs around the whole circle until he/she is back on his/her own place. Then it is the turn of number 2 and so on. After a while there is another game: in which circle did everybody have a turn first?

c ) Everyone in the circle stands still. They throw the ball at random to each other. The ball must not fall on the ground.

d ) Like c., but with 1 or 2 persons in the middle of the circle who must try to intercept the ball: the well-known loafing.

e ) As c., but now everyone runs after his own ball. So if number 1 plays at number 4, then 1 runs to the place of number 4. He takes his place there, because number 4 will play the ball and run after it, etc.

f ) Different variations on e.: all balls must be thrown with the 'wrong' hand, caught with one hand, or thrown with two hands over a long distance etc. All variations are possible. All variations are possible.

g ) Two persons, starting with number 1 and 2, stand in the middle of the circle. Number 1 is worker, number 2 defender. Number 1 plays the ball in random order to the players in the circle and immediately gets the ball back. Can he or she keep it up for 30 seconds, without the ball falling to the ground and without the defender intercepting it? Or: can the defender intercept the ball? Then the numbers 3 and 4, etc.

h ) Like g., but now the worker has to pass to the players in the circle in order (which is more difficult, because the defender knows who is going to get the ball).

i ) Number 1 stands in the middle of the circle, number 2 has the ball. The circle formation gives something familiar and is especially suitable for young children. During the exercises, the emphasis automatically comes to lie on free running, freeing the throwing hand, etc., in short: on korfball. An indication for exercise g. can be: try to keep the defender 'on your back', turn away from him! It is important to be able to throw with your left as well as your right. Number 2 plays the ball to number 1, runs after him and takes the place of number 1. Number 1 plays the ball to number 3, runs after him and takes his place, because: number 3 plays the ball to number 2 who is now in the middle of the circle, and runs after the ball etc. In this way, everyone in a row will be in the centre of the circle for a short time, while the ball goes around the circle playing back and forth. A nice exercise for beginners. It is also possible to make it a competition between several circles: which circle is the fastest to go around three times?

j ) Catch-up ball, a variation on i.: make a very large circle, in which everyone (e.g. all 12 players) takes a seat. Then put the numbers 1 and 7 in the middle, and give the numbers 2 and 8 the ball. Further the same exercise as with i. Can one ball overtake the other?

Variation:

Catch-up ball occurs in many variations. A well-known variation is: everyone in the circle is numbered, for example 1 to 8. The numbers 1 and 4 have the ball. Now the odd numbers play the ball to each other and the even numbers do the same. Can one ball catch up with the other?

In short: exercise in which catching and throwing are practised in a quarter or half turn.

Organisation: Each team has a ball, two fixed leaders A and B, possibly working with foursomes. After 1 or 2 minutes swap tasks. See further the figure.

a ) Handler A has the ball. Worker number 1 comes running towards A, who passes the ball to A when number 1 is at the same height as ball handler number 1 catches the ball, and plays it back to B with a quarter turn. Number 1 joins the row of workers at the back, B plays back to A. Then number 2 comes on and so on.

b ) Like a., but now a bit more 'beautiful': play the ball after the catch in the jump with one hand back to attacker B. As the exercise is explained above, the ball will be thrown with the left, while before the jump the ball will be thrown with the right leg.

c ) As b., but the declarer B has moved to the other side, so now the throw is made with the right hand.

d ) Declarant B moves a few metres closer to the workers. Number 1 walks up to declarer A, who doesn't give the ball until number 1 is close. Number 1 then plays the ball with almost a half turn to ball handler B. Continue as part a. The opinions of korfball scholars differ about the correct technique for exercise b. and c. Personally I prefer the technique where a small hop precedes the necessary movement, but it is not necessary (at least there are many korfball players who do not make a hop and still do it well). It is very striking, however, that there is hardly any korfball player in the world who can do both exercise b. and exercise c. well, no matter how simple they are! The one who masters b. well, will be very clumsy with c. and vice versa... It is also striking, that in the exercise where you have to throw with the wrong hand, your balance is often better!

e ) Like d., but now 'nicer': who can play the ball after catching it in the jump with a half turn to B?

f ) Like d., but now handler B is on the other side, so the ball has to be thrown with the other hand.

g ) Now with defenders to make it more difficult. There are three helpers (numbers 3, 4 and 5) who stand in a triangle with a distance of about 15 meter between them. In the middle stands the worker (number 1) with a defender (number 2). The worker has the ball, plays it to number 3, gets it back and plays the ball with a turn (possibly in the jump) to number 4. Then the same to ball 5, then again to number 3 etc. The defender hinders, but does not make the exercise impossible. After 45 seconds, the players change functions (number 2 starts working, number 3 becomes defender and the previous worker becomes declarer), etc., until each of the five players has had an attack and a distribution turn.

h ) As g., but now there is more fanatical defending. In compensation, the worker gets the opportunity to choose to which attacker the ball will be played. He may not play back to the declarer from whom he received the ball.

i ) As h., but without the attacker being allowed to choose to whom to play: the ball must be played consecutively to number 3, then to 4 and finally to number 5.

j ) As i., but now the other way round: so play with the other hand. Got it!


Inshort: catching and throwing in groups of four, with the focus on processing balls played from the side.

Organisation: see figure. The numbers 1 have a ball. After 1 or 2 minutes swap functions.

For beginning attackers: the ball must be placed in front of the runners.

a ) Number 1 plays to number 4 and runs in a straight line to number 3. Note that beginners tend to sneak towards number 4. Number 4 puts the ball back when number 1 is at the same height as he is, so that number 1 gets the ball from the side. Number 1 catches the ball and passes to number 3 who takes over (ball to number 4, run in the direction of number 2, receive ball back, pass ball to number 2 etc.).

b ) The declarators roll the ball, the runners must pick it up as quickly as possible (as it were) and pass it on.

c ) Handlers must pass the ball on high: the ball must be caught in the jump, and played on as soon as possible after coming down.

d ) Like c., but who can catch the ball in the jump and play it?

In short: simple catching and throwing exercise with a lot of running for foursomes.

Organisation: The four players form a square (distance about 10 metres, depending on the level), one of the four has a ball. If there are people left over, one or more foursomes can be formed and stand in a pentagon. Almost all parts of the exercise described above can be practised in this form of organisation.

The procedure is as follows:

Player A throws the ball to B, runs after him, gets the ball back and throws to C. He gets the ball back, plays to D, gets the ball back and throws to B over quite a distance, and finally takes his original place again. In the meantime B has already started his round. When everyone in every foursome has had 3 turns the next exercise comes.

Variations:

1 ) The players walk the other way.

2 ) The declarators move slightly to and fro.

3 ) Which foursome finishes fastest? (Everyone has to walk three times). Pay attention at this game that the distances don't get suddenly smaller!

4 ) Make the distances larger or smaller.

5 ) The following variation is more difficult: A plays first long to C (the player on the diagonal), receives the ball back and then plays a short ball to D with a quarter turn to the left. A gets the ball back again and finally (with almost a half turn to the left) throws the ball to B, who takes over. A returns to his own spot.

6 ) As 5, but now walk the other way, and throw everything with the left hand.

Inshort: simple forms of catching and throwing in a roundabout way.

Organisation: (in a group of about 12 people) five players each stand with a ball in a rectangle or large circle. The rest of the group stands in a row at about 10 metres from giver number 1.

The exercise is outlined here for walking in a counter-clockwise direction, it is recommended to change the walking direction regularly. On the one hand, to prevent the muscles from being loaded one-sidedly, on the other hand, because otherwise only the right-handed throwing and catching is practised, which cannot be the intention.

a ) The first player in line runs to server number 1, receives the ball and plays it back immediately. It is caught and thrown with two hands. The worker passes to the second communicator, receives the ball, plays it back immediately and so on. When he is completely round, he joins the row of workers. The second of the row starts his run when skater number 2 passes the ball to the first runner, etc. After about a minute and a half the runners change.

b ) As a., but the runners give the ball very early, so that the ball must be thrown over large distances.

c ) As a., the ball is played with a bounce by the declarers.

d ) Like a., the ball is rolled by the declarers.

e ) As a., but the runners play the ball back with one hand. The ball is always thrown with the outermost hand, i.e. if running counterclockwise, with the right hand; should the running direction be the other way round, the left hand must be used.

f ) As e., but the runners catch and throw the ball with one hand.

g ) The balls are played high and must then be caught in the jump and returned.

h ) The runners signal alternately in different ways: sometimes very early, then with a bounce, then very high etc., the runners just have to get used to it!

i ) The declarers only pass after the worker has already passed them. The worker therefore must pass the ball back to the declarer with a half turn.

j ) The runners get the ball when they are close to the declarants and play the ball back behind their backs (when running counterclockwise, throw with the left hand).

k ) The runners form pairs, one of them becomes the worker, the other defends by keeping close to the worker. The worker must always play free in order to be played to. After passing the ball back to the passer, the worker may wait until the defender is in a good position before running to the next passer, etc.

Variations:

1 ) The distances can of course be made larger or smaller.

2 ) The attackers move slightly to and fro to make it more difficult to return.

3 ) Again: let the players walk the other way so that the left hand also gets something to do!

4 ) Not the declarators have a ball, but the first three or four workers. When a worker is completely round, he gives the ball to the first one in line who doesn't have it yet. If there are enough balls, every worker can also get a ball.

In short: basic exercise catching and throwing with foursomes.

Organisation: each foursome has a ball and two pawns, positioned about 10 metres from each other (two lines with a distance of about 10 metres between them are also possible). The numbers 1 and 2 of the foursome stand near one of the pawns and the numbers 3 and 4 stand near the pawns opposite them. The exercise can also be done in threes. Make sure that at the beginning of the exercise the ball is where two of the players are standing.

a. Number 1 plays the ball with two hands to number 3 at the opposite pylon, and then walks to that pylon to join number 4 behind it. Number 3 plays to number 2 and runs over too, etc. A very simple basic exercise which everybody will know.

b. Like a., but now: which foursome has passed first 25 times? Always walk around the pylon! With higher teams: which foursome has passed the ball 50 or 100 times first? And: when the ball falls on the ground: start counting from 0 again (a mistake in this exercise may simply never occur).

c. As a., but throwing with one hand.

d. As c., but throwing with the other hand.

e. As a., but catching with one hand (the players indicate by holding up one of their hands with which hand they want to catch). Of course all exercises can be worked with: 'which group has the first...'. However, it is better not to count when the group has not (yet) mastered the technique.

f. Like e., but catch with the other hand.

g. As a., but throwing and catching with one hand.

h. As g., but throwing and catching with the other hand.

Variations:

1. Before the players throw, the players who are going to receive the ball make a movement to the left or right. The ball is now played to a moving player, which is significantly more difficult). With this variation, the match form does not fit.

2. Performing the exercises with medicin balls, or very light balls such as volleyballs, or even foam balls. The effect of this 'overload' or 'underload' is that by working with heavier or lighter material, (fast) strength and/or technique can be improved. For groups with little training time, however, I would argue against this variant. For specific cases, however, it can be a great solution.

In short: practising various forms of catching and throwing with pairs. The emphasis can be on learning the technique, maintaining the technique and also on fitness.

Organisation: each pair has a ball and one or two pawns if necessary. There is always a regular server who stands still, and a regular worker. After ½ to 1 minute change function.

1) The 'worker' and the declarant stand about 10 meters apart (if necessary, place a pylon near the worker). The worker approaches the ball handler and receives the ball. The worker has to catch the ball with one hand and throw it back to the player, and then walk back to the starting position. Then again, but now with the other hand, etc. (possibly a pylon near the worker). (possibly a pylon near the worker). The worker comes up to the declarer, who passes the ball at head height. The worker must
return
the ball
in the jump with two hands.

2) The worker and the declarer stand again about 10 meters apart (possibly a pylon near the worker). The worker comes up to the declarer, who passes the ball at head height. The worker has to play the ball back in the jump with two hands.

3) As example 2, but the worker gets the assignment to jump very high.

4) As example 2, but the handler is instructed to throw the ball about ½ meters above the head. The worker will have to process the ball in the jump above the head.

5) At 6 meters in front of the declarant stands a pylon. The worker walks up to the pylon, and makes an evasive move backwards. The defender plays the ball on the outside, so that the worker has to catch the ball with one hand. The ball is played back to the declarer in one fluent movement. The worker immediately runs to the pylon again and sidesteps the ball again, but now to the other side, so that the ball must be caught and thrown with the other hand as well.

6) As example 5, but now the ball is returned with an overhand pendulum throw.

7) As example 5, but now the ball is returned with an underhand sling throw.

8) As example 5, but now the ball is returned in one of the following 'creative' ways: with a bounce, behind the head or behind the back.

Variations:
Exercises 5. to 8., but now at significantly greater distances. The exercises now require quite a lot of power.

Exercises 5. to 8., but now play the ball near the pylon one more time (catch and throw with two hands).

Exercises 5. till 8., but instead of walking in a V-shape with evasive movements, the worker walks in a straight line at about 6 meter in front of the declarator (if necessary place pawns). The worker's trajectory is now more or less perpendicular to the ball path, which makes placing the ball more difficult.

The worker moves back and forth at about 4 metres in front of the declarant in a defensive position, i.e. slightly below the knees. The worker catches and throws the ball with one hand, then he 'slides' in the other direction. About 5 metres further, he catches and throws the ball with the other hand and goes back again: all in defensive position. The exercise is mainly meant to train the upper leg muscles (and to catch and throw properly while "hurting")

Ball carrier and worker stand about 4 meters apart. The handler plays the ball very fast in succession at neck height to the helper. The handler has to return the ball in the jump as fast as possible.

As j., but the declarator plays the ball above the head. The worker must return the ball in the jump with two hands.

The 'worker' lies stretched out on the ground with the arms above the head. The handler is crouching a few meters away from him. The worker has to throw the ball back to the declarer from his lying position. The exercise is designed to strengthen the back, abdomen and upper arm muscles.

The worker sits (or lies) on the ground. The ball is thrown to the ball by the person who is standing 8 meters away. The worker must stand up as soon as possible and throw the ball back.

The worker starts at near the B-pillar and walks to the C-pillar. There, he receives the ball from skater A. After catching the ball in the jump, he has to make a quarter turn and pass the ball back to the skater. After that the worker walks back to B, etc.

As n., but now from pylon D (now catch and throw with the other hand).

The worker starts at pilon B and walks to pilon D. There he receives the ball, which is then thrown back to the declarer in the jump (with almost a half turn) with the left hand. Then he walks back to B, and does the same with the other hand.

The declarer plays the balls with an arc in the space. The worker catches the balls at the highest point and puts them back immediately.

The declarer plays the balls with a curve in space over the worker. The worker runs after him and catches the ball as fast as possible with one hand (alternating left and right).

The worker runs in circles around the pawns B and D. He always gets the ball at C. From there he throws it back behind his back to the declarer (don't make the distances too large). The thrower throws alternating left and right!

As s., but the worker plays the ball back with a sling throw over the head.

Variations:

All exercises in which the worker walks back and forth in front of the declarer (in circles around the pawns) can also be performed with the worker always walking in circles around the declarer.

In connection with the dizziness that may arise, do change the walking direction regularly!

All exercises become slightly more difficult if the declarer, who has been standing still until now, is instructed to move slightly. Do not use this variation if the exercise is intended as a fitness exercise!

In short: various (more difficult) forms of catching and throwing with pairs facing each other in a stand.

Organisation: Two people stand opposite each other with 5 to 10 metres in between (depending on the level of the group), one of them has a ball. Both players stand still. To mark the distance, it is possible to place two cones or place the players behind two lines.

Both players pass the ball to each other with a pendulum throw (when thrown with the left foot: right foot in front, the position of the body is such that the right shoulder points forward, the ball is released above the head).

Like example 1, now try to keep the exercise 'rotating', that is: number 1 hurls the ball to number 2. Number 2 catches the ball (underhand, with his fingers down) and swings the ball back to number 1 in a fluent movement. So catching is the beginning of the pendulum movement, there is no stop in the movement. Are we going to keep the ball in the net?

As example 2, but now with an underhand pendulum throw: the ball is caught quite high and is thrown underhand with a curve.

The players pass the ball to each other behind their backs. Just like with the pendulum throw, the body is turned a little (when thrown with the right hand, the left shoulder should be closest to the fellow player). Keep the distances relatively small.

The players play the ball to each other in the jump: just before receiving the ball they jump up, catch the ball, play it back quickly and only then land on the ground. A rather tricky exercise, where timing is of the essence, most will jump too early and therefore have no time to play the ball back. It is possible to let only one of the two jump and change tasks halfway. This simple exercise is not suitable for young children with little jumping power.

As example 5, but now catching and throwing with one hand (the ball must be clearly placed to the left or right of the body!)

As example 5, but the ball is caught above the head and tapped back.

The players stand with their backs to each other. Number 1, holding the ball with two hands, turns his hands so that his left hand is under the ball and his right hand is to the left of the ball (the arms are now more or less crossed). Then the ball is thrown with the right hand to number 2, whereby the body rotates clockwise behind the ball in the direction of number 2: a way of throwing which is quite common in handball.

Inshort: basic exercise with pairs to learn or improve throwing and catching with one hand.

Organisation: Two people stand opposite each other, 5-10 metres apart (depending on the level of the group), one of them has a ball. Both players stand still. To mark the distance, it is possible to place two pawns or place the players behind two lines. (In case of an uneven number of players: it is better to form a trio than to join in or leave one player standing on the side).

The players throw the ball to each other with one hand, they catch it with two hands.

The same, but now: 'which pair can play back and forth 25 times the fastest? Or: 'which pair can pass the ball the longest without dropping it?

As example 1, but throw the ball with two hands and catch it with one hand (the receiver indicates on which hand he wants the ball).

As example 3, catch with the other hand.

Now throw with one hand and catch with one hand.

As example 1, but now with the 'wrong hand'.

As example 1, but now with the 'wrong hand' throw and catch.

Eight throws: number 1 throws with his right hand to number 2, who catches the ball with his right hand, grabs the ball with his left hand and throws the ball back to number 1 with his left hand. Number 1 catches with his left hand, passes to his right hand and throws to number 2 again. The ball makes an 8-course. Learned young, done old.

The players give each other difficult balls: they throw in such a way that you have to make an effort to catch the ball (with one hand).

Variations:

The same exercises, but now at a greater distance.

A nice variation is to have both players start close to each other and after e.g. three passes each take a small step backwards. After a while they will stand further apart and the maximum distance will be reached. (Have everyone throw at maximum distance a few times at most!)

The same exercises, but now both players move slightly back and forth: players in motion must be placed.

Inshort: basic exercise with pairs to learn or improve throwing and catching with two hands.

Organisation: Two people stand opposite each other, 5 to 10 metres apart (depending on the level of the group), one of them has a ball. Both players stand still. To mark the distance, it is possible to place two pawns or place the players behind two lines.

(In case of an uneven number of players: it is better to form a trio than to join in or let one player stand aside). Don't let the players stand too 'stiff' in these rather static exercises, they should move loosely and relaxed.

The players throw the ball to each other with two hands at chest height. The catch is made with both hands. Pay attention to the technique of catching (or throwing, not both at the same time).

The same, but now: 'which pair can play back and forth 25 times the fastest? Or: 'which pair can pass the ball the longest without dropping it?

Same, but now the ball is played high (higher than chest height, but not so high that the players have to jump to catch the ball).

The same, but now the ball is played low.

The players stand closer together and bounce the ball off each other.

The players play the ball alternately high, low or with a bounce to each other.

Variations:

The same exercises, but now at a greater distance.

A nice variation is to have both players start close to each other and after e.g. three passes each take a small step backwards. After a while they will stand further apart and the maximum distance will be reached. (Let everyone throw a few times at maximum distance!)

One of the two players is now the regular thrower, the other (the 'worker') stands opposite him at about 10 metres. The 'worker' comes running, the declarer plays with two hands at chest height. The worker stops, catches the ball with his two hands and passes it back to the declarer. After some time, the players swap tasks.

One of the two players is the regular declarator, the other one (the 'worker') runs back and forth at about 5 meter distance in front of the declarator. The defender plays the ball with two hands. The worker catches the ball with two hands and puts it back as fast as possible.

After a while change. Make sure the ball is placed 'in front of the man'.

Inshort:playful running forms with groups, some forms involve working with a ball.

Organisation: groups of three or four runners line up behind a start/finish line. There is another line parallel to this line at about 15 metres distance. See also the description of the different types of relays.

Number 1 of each group sprints to the line at 15 meter, taps it, sprints back and taps the next group. After that it is this one's turn and so on.

Which group finishes first?

Variation:

Relays are often smuggled out. To make the change fairer, you can give each group a ball, which has to be given to the next runner. Or even stronger: let the players walk around the group, which is standing wide-legged, and roll the ball between the legs of the players to the front. Number 2 will thus certainly not be able to start too early!

As example 1, but now run backwards.

As example 1, but two players run at the same time, holding each other by the hand. First number 1 and 2, then number 2 and 3 and so on.

The players limp to the other side and sprint back.

The players have to dribble with a ball to the other side and return.

At the other side there is a basket. The players have to run to the basket with the ball in their hands, score a goal and sprint back with the ball in their hands. If no goals have been scored after three times, they may also run back.

The players walk on their hands and feet to the other side and sprint back.

In short: various games of tag.

Organisation: Mark out an area that is not too big (20 by 10 to 20 metres) with the help of baskets or pawns. If there are more than one ticker, give each of them a ribbon.

Ordinary tag: one tagger must tag as many people as possible in a certain time (for example 30 seconds). Whoever is tagged, stands aside. Who manages to tap the most people? Or: who succeeds in not being tagged at all?

Like example 1, but with two taggers (if the group is a bit bigger).

Twin tag. As example 2, but both taggers hold each other by the hand.

As example 2, the one who is tagged, stands in the field buck. The others can free you by jumping over the goat.

Away with the ball. One of the players has a ball. The ball is played at random. The catcher must try to catch the player who has the ball in his hands. If the group is large, then split it in two (and thus work with two tickers). Saint George and the dragon. Forming groups of four or five. Three or four players stand behind each other and hold each other by the waist. In front of each row stands one player (a ticker). This player must try to catch the last one in the row. The group tries to prevent this by moving around. The players have to hold on to each other! If the row is broken or if the last one is caught, change the ticker.

Overlap. The players stand on one long side of a rectangular area (about the size of a gymnasium). The scapegoat walks somewhere in the middle of the area. When the trainer tells them to, all players must run over to the other long side. The scapegoat tries to catch as many players as possible. When they get through the area, they have to wait for the next signal to go back. Who is not tagged in 6 times? This game of tag can also serve as a playful exercise in defending.

In short: various running and jumping exercises in circuit form,

mainly aimed at improving 'the condition'.

Organisation: depending on the chosen circuit. Below an example

(see the figure) of a circuit with six pairs. In this case you need

6 pillars, two benches and a skipping rope.

You work with pairs.

As soon as the first one of each pair has finished, the second one does the exercise.

As soon as the first of each pair has finished his part, the second will perform the exercise.

When this one is also finished, they both move on to the next exercise.
The trainer always gives the time that you have to work, in this case
30 seconds. To make it more competitive,
each person can count the number of repetitions. Who in each pair runs
and jumps the fastest?



Description of the different parts:
1. Run for the cones: the players run around the cones. At the end they quickly walk back and start all over again.

2. Bench jump: the players jump back and forth over the bench, using their two legs to take off. After six jumps, they reach the end of the bench and then they walk back to the beginning of the bench to start all over again.

3. Walking around the bench and back.

4. Jumping rope, even the boys yes! (For encouragement, tell them that jumping rope is a favorite fitness exercise for boxers!)

5. Line walk: sprint to the first line, tap it, then walk backwards to the starting line, then forward again to the second line and finally backwards again to the starting line. After that start all over again.

6. Jumping: always jump over the 'free man' and back.

In short: practising fast starting and high jumping in duels for the ball.

Organisation: Each team of three (about the same size) a ball and a piece of the hall or the field.

Jump ball or referee throw. The numbers 2 and 3 stand close together at a few metres from number 1. The numbers 2 and 3 must try to get it first. Who wins the duel the most? After two substitutions.

Numbers 2 and 3 stand right next to each other at about 7 metres in front of number 1. Numbers 2 and 3 sprint towards it and try to catch the ball before it falls to the ground. After, for example, 8 changes, the second change is made after another 8 changes.

Number 1 stands between numbers 2 and 3. He rolls the ball a bit away. As soon as the ball has left the hands, numbers 2 and 3 may start. Who will get the ball first? Number 1 may also make feint throws. Physical contact will occur during these exercises. This is officially forbidden, but everyone knows that it happens and that a lot of it is allowed or not noticed by the referees. It is therefore sensible to practise starting and jumping with an opponent around who will touch you lightly or give you a push now and then (whether intentionally or not). Experience has also taught me that some players who actually lose all duels during matches (or even avoid them), can play much 'harder' after doing this exercise one or more times if they have to. And sometimes even like to do so... Enough about this, it seems to me that this is not the place to point out how opponents can be trumped by physical violence.

As above, but now the trio are standing at about 10 metres from a line. Who is first to catch the ball rolled away by number 1 before it rolls over the line, number 2 or number 3? Note: it is not allowed to 'slip' over the line. If for instance number 2 manages to keep the ball in by holding it back for a moment, but does not come to a stop before the line, then there is still a nice possibility for number 3, who fell behind, to grab the ball first!

The numbers 2 and 3 stand close together at a few metres distance from number 1. Who will get the ball first?

In short: running exercise with sprinting and turning in which the players have to go to the bottom.

Organisation: Five lines are laid out with a distance of about 5 metres between them. In the hall will be told which lines on the floor are involved.

Everyone positions themselves behind the starting line. Everyone starts at the same time. You sprint to the first line at 5 metres. Stop, turn and sprint back to the starting line.

Then to the third line (at 15 metres) and back again and then once more to the last line. If necessary touch the ground at every line.

You have to go 'to the bottom' (you will succeed). This exercise can be repeated several times, but then there must be a clear rest in between. In this rest period one can take e.g. one free ball from each section. Then line up behind the line again and sprint etc. until everyone in the section has taken one free ball.

Variations:
The same exercise but now with three teams in relay. Which group finishes first?

Picking up cubes. Like a., but now cubes are placed at the place of the lines, which the children have to collect one by one. Who finishes first?

The 'course' is the same, but now the children alternate between walking forward and backward, or they walk with cross passes, with running jumps,


In short: exercise to determine 'the condition'. Organisation: Set out a course of a known length, for example 400 metres with a pylon every 50 metres.

In a period of 12 minutes the players have to try to cover the greatest possible
distance on foot. The distance covered is a measure
for 'the condition', better said: the endurance
for running. Kenneth Cooper used
the following table (for players over 30 years of age
shorter distances):




The Cooper test is very controversial. On the one hand because many korfball players
hate it (fear of getting tired?), on the other hand because the
test is not a good indicator of korfball fitness.
The power of jumping, the ability to recover after a long attack, the purity of
the

shot from a long distance at the end of a game
are all things that are of great importance in a game and
are not measured by the test.






However,
as an indication of someone's basic fitness at the beginning of the season,
the Coopertest can be used. However, the numbers
from the table above
should

be
used with some flexibility
. Personally I think 2700 meters for ladies
is quite a long way, but 2800 meters for men is not very far at all
.




distances condition
very bad
less than 1500 less than 1600
Bad
1500 - 1800 1600 - 2000
Fair
1800 - 2200 2000 - 2400
good
2200 - 2700 2400 - 2800
very good
more than 2700 more than 2800

Inbrief: practising various running and jumping forms in a circle formation. Organisation: All the players hold each other by the hands and form a large circle. Then they let go of each other and take a number of steps backwards. The players are numbered in order: 1, 2, 1, 2, etc.

The number 1 runs in a fast pace around the number 2, going around the circle, so the first is passed on the left, the second on the right, the first on the left again, etc. After three laps, the number 2 follows. After three rounds the numbers 2 follow.

Same as in a., but now limping on the right leg. After one round change and go round on the left leg. Then the numbers 2 follow. Repeat one more time.

Jumping: the numbers 2 stand up, the numbers 1 jumps over them. After 2 rounds change.

Same as c., but the billy goats stand a bit higher. The pace needs to slow down a bit now, the important thing is to make a high jump with a powerful push off.

Exercise a. again, but now walk the other way.

The numbers 2 stand in a lying position, the numbers 1 jump over them with a long and high jump (a kind of running jump); the push-off takes place with one leg. After three rounds change. Then the same exercise again, but now take off with the other leg.

The numbers 2 lie down on their stomachs (or possibly squat). The number 1 jumps over them, while they take off with 2 legs. Between the numbers 2 they also jump (hopping). After two rounds change.

28 of 1706 korfball exercises

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