Exercises (199)
Basketball/Streetball: Throw from the box
Forms of play / exercises
2 Teams
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Each player on both teams is given a number. The player with the number 1 stands on the box, only he can score a valid basket. The box and its territory are off-limits to the defence. After a successful basket shot, the number 2 climbs onto the box, number 1 becomes a field player.
Objective: Time for undisturbed basket shot, take position for rebound.
1 basketball
1 Swedish box
x game wristbands / cover ► team identification
Movement tasks
Forms of play / exercises
Group work
The participants move freely with the ball (forwards, backwards, sideways, with speed variation) in the hall/area, with the sports instructor specifying various movement tasks. The exercises should be performed with both the stronger and the weaker side. Here is a possible selection of exercises:
- Balancing the ball on the racket
- Juggling the ball with the racket (forehand and backhand side as well as racket edge)
- Bouncing the ball on the ground
- Catching/stopping the ball every few steps with the racket in the air as well as on the ground
- Rolling/guiding the ball on the ground
Participant:
1 bat (Smolball)
1 ball (Smolball)
Blitzball - Touchrugby
Games / Tournament
Game idea:
Two teams face each other on a playing field and endeavour to place a rugby ball in the opponent's target area by using their running speed and feinting hooks. The respective ball carrier can be forced by the opposing team to pass the ball backwards to a teammate, who then tries to penetrate the target area.
Scoring points:
A point is scored when an untouched player can place the ball behind the opposite target line in one of the three target areas. The centre target area scores three points, the side fields score 2 points each (indicated by marker cones).
Variant: a large soft mat is placed in the target area (centre); a point is scored by jumping onto the mat.
Playing field:
Field size 50mx34m for 6 players (3 against 3), 70mx48m (12 players), 100mx55m (18 players)
Number of participants:
3 against 3 to 9 against 9, depending on the field size
Rules of the game:
- The game is opened by means of a pass from the centre forward between the straddled legs to the back to a teammate.
- The ball may be carried forwards by any player, but may only be played/passed backwards.
- The player carrying the ball may be forced to pass it by hitting him on the back with his hand. The player in possession of the ball must then pass the ball on the third step or after two seconds at the latest.
- Jostling, clutching and pushing are not permitted, nor is hitting the ball.
- A free throw is awarded for all infringements of the rules, especially if the attacking team passes forwards. The free throw is always taken from the spot where the offence was committed.
- Except for the handshake on the back, Blitzball is played without any form of physical contact.
Blitzball: All against all
Forms of play / exercises
Group work
Two teams play against each other in a given field. The aim is to play as many passes as possible in the team before an opponent can intercept the ball or the ball falls to the ground. Whoever gets a pat on the shoulder from the opponent must pass. If the pass is intercepted or the ball falls to the ground, the ball changes hands and the other team can play the passes. Whoever has played the most passes after a predetermined time wins.
Variant:
10 passes result in one point. If a point is scored, the ball changes hands.
1 rugby ball
x game wristbands / covers ► team identification
Blitzball: Passing in a circle
Forms of play / exercises
Group work
5-8 participants per group (ideally groups of 6)
Each six participants form an outer front circle and pass a rugby ball around the outside of the circle. Round to the right / round to the left / ditto with two balls (aim: catch up with the other ball).
Per group:
2 rugby balls
Fistball
Games / Tournament
Game idea:
Two teams face each other on a court and try to hit a ball over the net into the opponent's court in such a way that the opponent cannot reach it.
Scoring a point:
A point is scored when the ball falls to the ground twice in succession in the opponent's court or the opponent is unable to return it in accordance with the rules.
Playing field:
- Outdoor: 50 x 20 metres.
- Indoor: 40 x 20 metres.
The playing field is divided into two halves by a net 1.90m (women) or 2.00m (men) high. A line of attack is drawn 3m away from the centre line in each half.
Number of participants:
5:5
Rules of the game:
Each rally begins with a serve and ends with the first subsequent fault. After each fault, the ball is re-set by the team that made the fault. Each player is allowed to hit the ball. To do so, the ball must be put into play in front of and behind the service line. If the ball is in play, it may be touched three times by the respective team after each net crossing. On the third touch at the latest, the ball must be passed over the net to the opponent. Before each touch by a player, the ball may bounce once on the ground, but only within the playing area. The ball is played with the inside of the outstretched forearm during defence and passing, and hit with the fist during attack or serving.
A point is scored by forcing the opponent to make a mistake. The following events are counted as errors and therefore result in a point for the opposing team:
- The ball or a player touches the line/net or the posts.
- The ball touches the ground outside the court.
- The ball touches the ground twice in succession without a player touching it in between.
- The ball is played sideways past the posts or underneath the line/net into the opponent's court.
- More than three players of one team touch the ball during a turn.
- A player touches the ball for the second time within a turn. If there are several touches of the ball, they must be different players.
- The serving player touches or crosses the 3-metre line (service line)
The ball touches a part of the body other than the upper or lower arm or the fist. The ball may also not be touched with the palm of the hand.
Play is based on points and sets. Each mistake results in a point for the opposing team. A set ends as soon as one of the teams has scored eleven points and is leading by at least two points (if the score is 10:10, the set is automatically extended), but at the latest when one team scores 15 points. The number of winning sets can vary. In Switzerland, the game is usually played in 3 winning sets.
Fistball: Ball over the string
Forms of play / exercises
2 teams of 3-5 players each
Game over the net with 2 teams of 3-5 players each. The ball may be caught and is then thrown from the bottom to the top over the net into the opposing team's half of the field (no passing allowed within the own team). After each throw, the thrower runs around one of the cones, which are placed 1-2 metres outside the playing area. Each side has one cone next to the sideline and one behind the baseline. The opposing team catches the ball before it falls to the ground and then throws it back. Points for: Ball touches the ground, ball leaves the court, ball lands in the net.
Variant:
After a catch ball, 3 passes are allowed within the own team.
Pitch:
1 fistball
1 fistball net
6 cones
Fistball: Bänkle
Forms of play / exercises
2 teams of 3-5 players each
Normal fistball game with 2 teams of 3-5 players each, but not over a line/net, but over a long bench. The kick-off is approx. 1 metre behind the long bench. Shots from above are not allowed.
Pitch:
1 fistball
1 long bench
Fistball: Stay on top
Forms of play / exercises
2 teams of 4-5 players each
Normal fistball game with 2 teams of 4-5 players each. Each team receives a balloon, which must also be kept in the air. If the balloon falls to the ground, a penalty point is awarded. The game continues without interruption.
Pitch:
1 fistball
1 fistball net
2 balloons
Fistball: Chaos game
Forms of play / exercises
2 teams of 4-5 players each
The playing field is divided in the centre by a long bench or two Swedish boxes. There are 4-5 players on each half of the pitch. Normal fistball is played with the addition that the players must change halves of the field after touching the ball.
Variant:
If the above task works, the players must change halves of the field after touching the ball.
Pitch:
1 fistball
1 long bench
2 vaulting boxes
Fistball: Kegel-Ball
Forms of play / exercises
2 teams of 4-5 players each
Normal fistball game with 2 teams of 2-5 players each. Each team places 2-5 cones in the field. If a player or the ball touches a cone, this results in an extra point for the opponent.
Pitch:
1 fistball
1 fistball net
4-10 cones
Fistball: King's Ball
Forms of play / exercises
2 teams of 4-5 players each
Normal fistball game with 2 teams of 4-5 players each. Each team has a king (labelled with a ribbon). The king always has to defend the first ball (after the opponent's kick-off and return). Play then continues as normal.
Pitch:
1 fistball
1 fistball net
2 game ribbons
Fistball: Take your time
Forms of play / exercises
2 teams of 4-5 players each
Normal fistball game with 2 teams of 4-5 players each. However, the teams are allowed to touch the ball as many times as they need to make a return. However, the ball may not be played twice in succession by the same player.
Pitch:
1 fistball
1 fistball net
Fistball: Hit the goal
Forms of play / exercises
2 teams of 4-5 players each
Normal fistball game with 2 teams of 4-5 players each. A sector is marked on the net with flags or similar. If a team hits the "goal" during the kick-off or return, an extra point is scored. The game continues without interruption.
Pitch:
1 fistball
1 fistball net
2 flags
Fistball: Forwards - Backwards
Forms of play / exercises
2 teams of 4-5 players each
Normal fistball game with 2 teams of 4-5 players each. The first set is played to 11 points. The second set is played backwards. The points scored in the first set must be reduced again. The losing team in the first set must therefore score fewer points in the second set. Who wins the second set?
Pitch:
1 fistball
1 fistball net
Fistball: Pass
Forms of play / exercises
Partner work
Two participants stand opposite each other and pass the fistball to each other. They vary between the distances independently. The indirect pass is performed in the forward position. The high-low movement forwards alone guides the ball while the arm remains still.
Variant:
Also try passing with the weaker hand.
Per group of 2:
1 fistball
FooBaSKILL
Games / Tournament
Game idea:
Two teams play against each other. On one side of the pitch there are two Swedish boxes, each with a Molankegel or the FooBaSKILL goal on top, which serve as football goals. Football is played on this half. There is a basketball hoop on the other half, where normal basketball is played. In the centre of the hall, the players switch from one sport to the other. In the second half, the roles are swapped. The aim is to score the most points.
Scoring:
Football:
- 1 point: The ball touches the bottom of the Swedish box (wooden structure). The players can aim at 360° of the box.
- 2 pts: The ball touches the bottom of the Swedish box and is stopped (intercepted) by the player of the same team or the kicker himself with the sole of his shoe before it crosses the centre line (second offensive intention in football). Only one point is awarded if a defender intercepts the ball.
- 3 points: The ball brings down the juggernaut or goes through the FooBaSKILL goal.
- 0 points: No point is awarded if the ball touches the top of the box. The game continues without interruption.
Basketball:
- 1 point: The ball bounces off the basketball board without touching the ring and falls to the ground.
- 2 points: The ball bounces off the basketball board without touching the ring and is caught by another team member with both hands before falling to the floor (offensive rebound in basketball).
- 3 points: The ball is kicked into the basket.
- 0 points: No point is awarded if the ball touches the hoop (play continues without interruption) or if the ball touches the back of the basketball board, the edge of the board or the supporting structure (counts as a fault) or if the ball bounces against the basketball board without touching the hoop and is caught by the opposing team with two hands before it touches the floor (play continues without interruption).
Pitch:
22 x 42 metres (with indoor walls)
Number of participants:
4:4 (or 5:5)
Rules of the game:
The kick-off at the start of the game and at the start of the second half takes place in the middle of the pitch with a bounce ball, as in basketball. The ball must be tapped by one of the two players in the centre circle to a teammate. The other players spread out freely across the entire pitch, but outside the circle.
After a point has been scored in football or basketball, the ball is played as quickly as possible. This happens at the point where the ball is seized by the defender. The kick-off takes place immediately with a pass.
The basic rules of classic indoor football and basketball apply.
In the event of an infringement of the rules, play continues with a throw-in at the place where the mistake was made. In the event of a shot at the football goal with the intention of overturning the goal cone or hitting the FooBaSKILL goal, the ball must not exceed the height of these elements. If this happens anyway, it is a fault and the ball goes to the defending team.
Tackling in the FooBaSKILL is prohibited.
It is a fault if:
- The ball touches the hall ceiling or other suspended equipment.
- The ball touches the edge of the basketball board.
- The ball touches the back of the basketball board or the supporting structure.
The walls of the sports hall are part of the playing court. It is permitted to play with the walls in both football and basketball. It is allowed to give yourself a pass against the wall; to give your partner a pass against the wall; to score a goal using the walls.
The duration of the match is twice five minutes. During the first half, one team attacks in football and defends in basketball. In the second half, the roles are reversed.
FooBaSKILL: Dribbling, passing with a basket shot as a finish
Forms of play / exercises
Group work
The participants spread out in the corners of the pitch at the start of the exercise. The sequence of the exercise is as follows:
Two players (A1+B1 or A2+B2) perform the exercise together on one side along the entire length of the hall.
Player A1:
- Dribbling around the marker sticks (incl. change of hands)
- Pass to player B1
- Running around the marker change of hands)
- Pass to player B1
- Run around the marker, demand and receive the pass
- Finish with a lay-up
- Settle into the line of players opposite the starting point (new player B1)
Player B1:
- Sprint to the mark (note timing to player A1)
- Claim and receive the ball
- Pass into the run of player A1
- Chase after player A1 to secure the ball after he has finished (rebound)
- Join the column on the opposite side (new player A2)
Player A2: Analogue to player A1, but becomes player B2 after the exercise
Player B2: Analogue to player B1, but becomes player A1 after the exercise
The players therefore rotate in an anti-clockwise direction.
Pitch:
12 colouring sticks
2 marking cones
x basketballs
FooBaSKILL: Foosball
Forms of play / exercises
2 teams of 4-7 players each
2 teams (4-7 players each) play against each other at their own target. The target is a hoop that is held horizontally in front of the vaulting box by a player standing on the vaulting box. The player may move the hoop towards the ball.
Goal: good teamwork.
Variant:
Target throws to the hoop may not be defended.
Per 2 teams:
1 basketball
2 hoops
x game wristbands / overcoats ►team identification
FooBaSKILL: Passing relay with a basket shot as a finish
Forms of play / exercises
Group work
The participants pass the ball to each other in the specified form before the last player in the line puts the ball in the basket with a lay-up.
Passing sequence:
1. A-B Overhead pass
2. B-C Chest pass
3. C-D Floor pass
4. D-E Lateral curve pass (i.e. pass next to the body; with one or both hands)
5.i.e. pass next to the body; one- or two-handed)
5. E Finish with a lay-up
6. F Secure the ball, then line up with the ball in the column
7. A-F Move to the next position in order immediately after the action
Per group:
5 colouring sticks
x basketballs
FooBaSKILL: Rebound
Forms of play / exercises
2 Teams with 3-4 Spieler
Basketball game with 2 teams (3-4 players each) on one half of the court. Aim for the basket and two additional hoops. An oversized ball, e.g. a gym ball, is placed on the basketball hoop. 2 points can be scored if the basketball bouncing off the gym ball is caught as a rebound. 1 point is scored if the ball is placed in a hoop. This can be prevented by a defender putting his foot in the hoop. The attacker is the referee.
Objectives: Use of the rebound, opening up the game through additional scoring opportunities.
Variant I:
Change of possession after a point or when the ball is lost.
Variant II:
One team tries to score as many points as possible during 1-3 minutes and counts the points.
Per half of the court:
1 basketball
1 basketball hoop
1 gym ball
2 hoops
x game wristbands / covers ► Team labelling
Frisbee Ultimate
Games / Tournament
Game idea:
The team in possession of the frisbee tries to move it towards the targeted end zone. The opposing team tries to prevent this movement and force possession of the frisbee by means of a "turnover" (see rules of the game). The frisbee may only be moved by throwing it from one player to the other.
Scoring:
The aim is to catch the frisbee in the opposite end zone following a pass from a teammate and thus score a point.
Playing field:
Rectangular field with an end zone at each end. 64mx37m with 18m outdoor end zone, 40mx25m with 15m indoor end zone.
The pitch is bounded by cones. The connections between them form the side or out lines.
Number of ends:
7 against 7 outdoor, 5 against 5 indoor
Game rules:
At the start of the game and after each point, the teams line up on their end zone line. The team that starts or has just scored throws a high, long pass towards the opponent's end zone (throw-off). As soon as the disc is released, all participants may move freely on the field. The other team may pick up the disc and start the game.
The disc may be thrown in any direction. The player with the disc in his hands may neither walk nor run, only star steps are allowed. However, if the disc is caught during the race, the movement may be slowed down by the required number of steps. The disc may not be passed, but must move from A to B through the air. If the attackers are unable to catch the disc (disc touches the ground, flies out of bounds or the opponent intercepts it or knocks it to the ground), the defending team gains possession of the disc and attacks. This is referred to as a "turnover". There is no stoppage of play.
The defender covering the thrower must keep at least an arm's length away. Only one player may cover the thrower at a time; the next defender must be at least three metres away. The attacker must play the frisbee after a maximum of 10 seconds. To signal this, the defender counts the seconds out loud.
Body contact or tackling is not permitted. Each player is responsible for signalling an infringement of the rules. There is no referee. Fair play is therefore very important. If an attacker and a defender catch the disc at the same time, it belongs to the attacker.
After a successful point is scored, the teams switch sides. The team that scored the point then starts again with a throw-off towards the opposing team.
Frisbee Ultimate: Burning disc
Forms of play / exercises
2 Teams
In a marked playing field, several markings are made along the outer lines. Two teams play against each other. One team (runner) has the task of completing a predetermined route from mark to mark as quickly as possible. To do this, one participant throws the disc from the drop point (e.g. tyre) and starts running. It is allowed to run until the field team (catcher) returns the disc to the dropping point and burns it there. If the runners are not at the firing point at the same time, they burn and have to return to the start without scoring any points (possibly incorporate additional exercises to shorten the waiting time). Each completed lap scores one point for the runners. If a runner rounds the course without stopping, the run counts double. The field team may not run with the disc, it may only be passed. The winner is the team that scores the most points in a given time (e.g. 2 x 6 minutes).
Variant I:
Only one runner is allowed at each mark. If there are two participants, one burns.
Variant II:
Play with two or more discs.
Pitch:
1 frisbee
x colouring sticks
1 tyre
Frisbee Ultimate: Frisbee handball
Forms of play / exercises
2 Teams
Two teams play against each other on a pitch with a frisbee on two goals. As in handball, the goal circles may not be entered. Unlike handball, however, no physical contact is allowed in this form of the game (one arm's length away from the thrower) and there is no goalkeeper. If the disc falls to the ground, the team that last touched the frisbee loses possession.
Pitch:
1 frisbee
2 goals (handball/uni hockey goals or mats)
x cones (goal circles)
Frisbee baseball (Brennball)
Forms of play / exercises
Group work
2 teams
Two teams play against each other, with one group representing the throwing team and the other the catching team. The roles are swapped halfway through the game (define the number of throws or set a time). Two marker cones mark the throwing zone, behind which all players of team A line up. Four further marker cones (placed in a rectangle) symbolise the running track. Team B lines up along the entire running track within the playing field.
Two runners from team A get ready to throw. One player holds the rugby ball, the other the throwing disc. At the same time, they throw the ball into the pitch. After each throw, both participants run to the first marker cone on the running track. The players of team B try to get the throwing disc to the "burning point" (hoop) as quickly as possible. The second task of the field team is to line up in a column and pass the ball between their legs to the last player. The last player in the line is usually the player who placed the disc in the hoop. So if the disc is in the hoop, all field players have touched the ball and passed it between their legs to a team-mate, the entire team B shouts "Stop" as soon as the last player in the one-man column has received the ball. If the runners are not at a marker but on the track when the "stop" signal is given, they must return to the previous marker (any number of runners may be at the markers). The runners therefore decide for themselves at each marker whether they want to continue their run or wait (until the next throw of the other players to continue the run). The team receives one point for each completed run. The points are entered on the score sheet by the respective participant after the run (put a line behind the team name). If the ball or throwing disc is caught directly by the field team, the field team receives one point, which is noted on the score sheet by the sports director. Whichever team scores more points with the number of defined throws or within the specified time wins the game. The number of throws is the slightly fairer option to prevent the field team from suddenly starting to run out of time when the equipment is returned.
Variant:
If a runner is not at a marker when the "stop signal" is given, they must return to the start and line up with the throwers (or drop out completely and perform additional tasks at the edge of the field).
6 marking cones
1 rugby ball
1 throwing disc (frisbee)
1 tyre
1 flipchart (evaluation)