Exercises (199)
Smolball: Carousel
Forms of play / exercises
Group work
Simple standard pass and shot exercise: The players stand in both corners next to the goal. The foremost player runs in a high arc into the centre in front of the goal (around the marker stick). There he receives the ball from the other side and shoots (at the height of the two cones). The passer runs up next and shoots at the goal.
Variations:
- Shooting at the empty goal or whoever has shot then stands in the goal themselves.
- The sports leader can demand different types of shots (direct shots are also possible).
Per group:
1 floorball goal
x Smolballs
4 cones
1 colouring stick
Per participant:
1 Smolball stick
Smolball: Slalom and goal kick
Forms of play / exercises
Group work
The participants run through a slalom course consisting of painting sticks juggling with the ball on the stick, before placing the ball on the ground and dribbling it with the stick through a slalom course marked with marker cones. Once the ball reaches a defined line, a shot on goal is taken from there.
Additional strengthening task:
If you don't hit the goal, complete a strength exercise: 10x trunk bend (sit up)
2 (small/medium) goals
2-4 smolball bats (depending on the number of participants)
2-4 smolball balls (depending on the number of participants)
8 colouring sticks
8 marker cones
Smolball: Czech square
Forms of play / exercises
Group work
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3 to 4 players form a triangle or a square in a confined space (markings). An additional player goes into the centre. The outside players now pass to the centre player one after the other. The centre player passes the ball directly to the next player. The centre player decides which player to pass to.
Variations:
- The outfield players immediately take the position of the player in the middle after passing the ball.
- An additional ball is brought into play.
- Outfield players can also pass to outfield players.
- Outfield players only pass to outfield players. The player in the centre must try to touch the ball. The outfield player who last touched the ball must swap positions in the centre.
Per participant:
1 smolball bat
Per group:
1 smolball ball
Smolball: Wimbledon
Forms of play / exercises
Player against player
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The players face each other like in a tennis match. A line, a net or a long bench (wide side down) serves as a boundary in the centre of the court. The playing area is defined by markings or by mutual agreement (e.g. badminton markings). The game is played according to the rules of tennis, starting from the bottom behind the baseline. A game lasts 5 to 10 minutes, after which the players switch clockwise.
This game organisation enables movement-intensive lessons with a focus on promoting playing skills in heterogeneous classes.
Variants:
- The rules are determined by mutual agreement between the opponents. Each pairing can set different rules for their game.
- Different "nets" are set up (Swedish box, long bench, badminton net, rope, etc.).
- Doubles are played.
- Different balls are used (smolball, tennis ball, table tennis ball).
- After the pass, turn around your own body axis and reorient yourself.
- The game form can also be used as a form of practice for passing (forehand / backhand; long / short passes; receiving the ball, etc.)
Per team:
1 smolball racket
Pitch:
1 long bench / vaulting box / mini tennis net
1 smolball ball
Speedminton
Games / Tournament
Game idea:
Two parties try to score a direct point by skilfully hitting the speeder or to force a mistake by the opposing party.
Scoring:
A point is scored if the speeder lands in the opposing field or the opposing party cannot return the speeder in accordance with the rules.
Playing field:
In singles (1 vs. 1), the playing field consists of two square courts (5.5m x 5.5m) that are set up 12.80m apart (corresponds to a tennis court divided lengthwise).
For doubles (2 against 2), the court widths are doubled (11m x 5.5m), which corresponds to the size of a tennis court.
There is no net
Number of participants:
1 against 1 (singles), 2 against 2 (doubles)
Rules of the game:
A match is played over three winning sets. A set ends with 16 winning points. At 15:15, the set goes into extra time until one of the players has a 2-point lead. After each set, the side is changed to ensure equal opportunities (wind and light conditions). If it comes to a fifth set (deciding set), the sides are switched as soon as one player has reached 8 points.
The right to serve and the choice of side is decided by drawing lots. Each player has 3 serves in a row. Each party can score regardless of the right to serve. If the score is tied at 15:15, the right to serve changes after each point. The service is executed either from the centre of the court or from behind the baseline. When serving, the speeder is dropped from hip height in front of the body and then hit. Overhead serves from a standing or jumping position are only permitted from the back baseline. The first serve of the following set goes to the loser of the previous set.
Speedminton: Conscious stroke execution
Forms of play / exercises
Groups of 2
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Passing game in teams of two; during the passes, the partner is asked for the type of shot, but before the speeder has crossed the centre zone (e.g. forehand, backhand, overhead, hand change or rotation on its own axis).
Per participant:
1 speedminton racket
Per group:
1 speeder
Speedminton: Accuracy
Forms of play / exercises
Groups of 2
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Passing game in teams of two; both players stand so that they have little freedom of movement (e.g. on a long bench, a vaulting box or in a hoop).
Variant:
Only one player has limited freedom of movement.
Per participant:
1 speedminton racket
Per team:
1 speeder
2 length benches / vaulting box
Speedminton: Skill
Forms of play / exercises
Groups of 2
Passing game in teams of two; every third or fifth touch of the ball, the speeder should be caught and stopped by the player
.Per participant:
1 speedminton racket
Per group:
1 speeder
Speedminton: controlled hitting and stopping
Forms of play / exercises
Groups of 2
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Passing game in teams of two; before hitting back, however, the speeder is played vertically upwards and only then hit back again.
Per participant:
1 speedminton racket
Per group:
1 speeder
Speedminton: Circle game
Forms of play / exercises
Group work
6-8 participants form a circle. The game is played with a speeder, which should stay in the air as long as possible.
Variant:
Multiple speeder.
Per participant:
1 speedminton racket
Per group:
1 speeder
Speedminton: Marathonspiel
Forms of play / exercises
Groups of 2
Two players pass the speeder to each other as often as possible in a given time and count the passes. All pairs have the same distance to each other. The pair with the highest number of passes wins the game.
Per participant:
1 speedminton racket
Per team:
1 speeder
Speedminton: Round robin
Forms of play / exercises
Group work
Several speedminton courts are laid out. 4-10 players play on each court, evenly distributed over both halves of the court. The foremost players on both sides are in the court and play the speeder to each other. The remaining players wait in single file behind the playing field until it is their turn. After each shot, the respective player runs to the opposite side, lines up at the back and waits for their next shot. The player at the front of the column becomes the new batter. If a player makes a mistake (hit into the outfield or speeder falls to the ground in their own court), they are eliminated from the game. The last 2 players play a final game to 3 points.
Variant:
Ejected players have the chance to return to the game by the player who threw them out (i.e. last speeder touch before the error) being eliminated in turn.
Per team:
1 speedminton racket
Pitch:
1 speeder
Speedminton: Change hands
Forms of play / exercises
Groups of 2
Passing game in teams of two; change of hands after each shot. Who makes fewer mistakes?
Per participant:
1 speedminton racket
Per group:
1 speeder
Speedminton: Game
Forms of play / exercises
Group work
Single game for a certain number of points (e.g. 10). If the group size is uneven (e.g. 3 participants), one player enjoys a break, whereby the duration of the game is reduced (e.g. 7 points) so that waiting times are shortened.
Additional task Strengthening:
After each game, the loser completes a strength exercise: 5x push-ups
2 speedminton rackets
1 speedminton shuttle
8 marker cones
Speedminton: Staffellauf
Forms of play / exercises
Teamwork
Pendulum relay with several teams (participants of the teams are evenly distributed on markers approx. 20 metres apart). Each team has a bat and a speeder. The first runner from each team must balance the speeder with the bat to the other side and hand the bat and speeder to the next runner. If the speeder falls down, it must be picked up and placed back on the bat. Each player completes two runs (i.e. the players are in the same position at the end as at the beginning).
Variant:
The players must hit the speeder into the air at least 10 times during the race.
Per participant:
1 speedminton racket
Per team:
1 speeder
Speedminton: Exercises for beginners
Forms of play / exercises
Individual work
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Juggle speeder in various positions (smooth transitions):
- standing
- walking
- sitting
- on your stomach
- on your back
- running
- walking backwards, etc.
Per participant:
1 speedminton racket
1 speeder
Speedminton: Changeover
Forms of play / exercises
Groups of 2
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Passing game in teams of two; the players sit opposite each other and pass the speeder to each other. From this position, the players take it in turns to lie on their backs without interrupting the rally.
Per participant:
1 speedminton racket
Per group:
1 speeder
Play with howler
Games / Tournament
Play idea:
The team in possession of the howler attempts to move the ball in the direction of the targeted end zone. The opposing team tries to prevent this movement and force possession of the howler by means of a "turnover" (see rules of the game). The howler may only be moved by throws from one player to the other.
Scoring points:
The aim is to catch the howler in the opposite end zone following a pass from a team-mate 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 howler is released, all participants may move freely on the field.
The howler may be thrown in any direction. The player with the howler in his hands may neither walk nor run, only star steps are allowed. However, if the toy is caught during the race, the movement may be slowed down by the required number of steps. The howler may not be handed over, but must move from A to B through the air. If the attackers are unable to catch the howler (the howler 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 howler and attacks. This is referred to as a "turnover". There is no interruption to the game.
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 howler 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 howler at the same time, it belongs to the attacker.
Optional: 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.
Relay
Forms of play / exercises
Group work
4-5 participants per group
A runner carries a ball in their hands and runs around a turning point (e.g. colouring stick, marker cone or cone) or to the hall wall and back before sending the next runner onto the track. Several runs are chosen per participant with different forms of locomotion (e.g. normal sprint, one-legged hopping on the right and left leg, running backwards).
Replacements: Run to the end of the waiting group: pass the ball forwards over the heads of participants - pass the ball forwards between the legs - pass the ball alternately over the head and between the legs
.Per group:
2 colouring sticks
1 ball (volleyball, softball)
Relay
Forms of play / exercises
Group work
4-5 participants per group
One runner runs around a turning point (e.g. colouring stick, marker cone or cone) or to the hall wall and back before sending the next runner onto the course. The course can be completed as follows:
- Balancing the ball on the racket
- Juggling the ball with the racket
- Bouncing the ball on the floor
- Rolling/guiding the ball along the floor
Returns: From a defined line, a pass is played to the next participant in the group, who catches the ball with the racket without it falling to the ground (until successful or a maximum of three attempts) - run behind the group and pass the ball forwards between the legs - pass the ball behind the starting line with the racket (without hands).
Per group:
2 colouring sticks
1 Smolball
Per participant:
1 Smolball bat
Relay
Forms of play / exercises
Group work
4-5 participants per group
One runner jumps with the skipping rope around a turning point (e.g. painting stick, marker cone or cone) or to the hall wall and back before handing the skipping rope to the next runner and sending them on their way. There are different ways of moving with the skipping rope to complete the course:
Single run:
- Skipping rope: right leg first only (with/without intermediate step)
- Skipping rope: left leg first only (with/without intermediate step)
- Skipping rope: alternating right/left leg first (with/without intermediate step)
- Skipping rope: two-legged
- Skipping rope: one-legged left
- Skipping rope: one-legged right
- Skipping rope: walking backwards
- Skipping rope between the knees
Note: if you make a mistake, return to the start or turnaround, but after 3 mistakes you can continue jumping in place. The forms of locomotion can also be combined (e.g. outward one-legged left - return one-legged right, outward two-legged - return sprint without jumping rope).
Per group:
2 colouring sticks
1 skipping rope
Street Racket (single field): movement artist
Forms of play / exercises
Partner work
The basic game is enriched with a second ball and made more difficult in terms of coordination. Which team can master this task the longest without making any mistakes (control: played from bottom to top)?
Variants:
Throwing and catching: one of the two balls is always played with the racket, the second ball is always caught with the free hand and immediately thrown back
Synchronised: both participants hit their first ball at the same time and then try to keep the rhythm.
Per participant:
1 racket (Street Racket)
Per group:
2 balls (Street Racket)
Chalk, paint, spray, adhesive tape
Street Racket (single court): doubles
Forms of play / exercises
Group work
Four participants play doubles and take turns with their partner after each shot. Which team of four will manage the longest rally in this way?
Note:
Always create enough space after your partner's shot. This increases the quality and intensity of the game.
Objective:
play the basic game cooperatively with a partner over a longer period of time.
Variations:
Teamwork: only one racket per side; hand the racket to the partner after each shot
Fitness: run to a marker after each shot or perform an additional movement (e.g. push-up)
Competition: whoever has 11 points first wins the set; "winner's-ball" = whoever wins the rally then serves
Per participant:
1 racket (Street Racket)
Per group:
1 ball (Street Racket)
Chalk, paint, spray, adhesive tape
Per group:
1 marking cone ►Variation of the exercise (additional task)
Street Racket (single field): left and right
Forms of play / exercises
Partner work
The two target fields of the two participants are halved to create a left and right half of the playing field. Participant A calls out "left" or "right" to their partner after each shot and vice versa. The half mentioned must be hit.
Objective:
to be able to quickly convert acoustic and visual stimuli into motorised actions.
Variations:
mark the halves with 2 colours or symbols and name them accordingly when playing
an external participant calls out the respective commands instead of the partner; change roles if a mistake is made
visual instead of acoustic stimulus: with the free hand, the partner points to the field to be played
Make it more difficult:
make visual stimuli less pronounced; e.g.e.g. display with the thumb instead of the hand
Per participant:
1 racket (Street Racket)
Per group:
1 ball (Street Racket)
chalk, paint, spray, adhesive tape
Street Racket (single field): racket game
Forms of play / exercises
Partner work
The two target squares of a single field are divided into smaller target fields and labelled with numbers. The participants try to hit certain numbers while passing the ball back and forth in order to calculate. The game forms can be varied as desired.
Variations:
Continuously add up the numbers hit. How many points can be collected until a mistake is made (when counting or playing) or which team reaches a certain number of points first (e.g. 30 points)?
The partner is given a maths problem during the pass, the corresponding number must be hit during the return (e.g. player A calls out "4+3" during the pass, player B must hit the number 7 during the return)
Per participant:
1 racket (Street Racket)
Per group:
1 ball (Street Racket)
chalk, paint, spray, adhesive tape