Exercises (3209)
Reaction trapping
Coordination exercises
Partner work
One participant supports themselves with their forearm on a vaulting box and holds their hand slightly open. His partner holds a stick (or floorball stick) in the opening of the active participant's hand (distance between palm and stick: approx. 1cm) with the end of the stick at the bottom edge of the hand. If the partner drops the stick, the active participant tries to catch it as quickly as possible.
Variant:
Perform the exercise simultaneously with both hands and one stick per hand. Only one stick is dropped at a time (choice reaction).
► Reactivity
1 vaulting box
1-2 (wooden) sticks or floorball sticks
Reaction trapping
Coordination exercises
Partner work
One participant sits on the floor with their back against the vaulting box. His legs are spread apart, his arms are held out in front of him and his gaze is fixed on a marker cone about 5-6 metres in front of him. The partner kneels/stands on the vaulting box and drops a foam/softball with their arms outstretched forwards. The seated participant tries to catch the ball before it falls to the floor. After a few attempts, the roles are swapped.
► Reactivity
1 vaulting box ► indoor version
1 marker cone/cap
1 foam/softball
Indoor set-up:
A marker cone/cap is located approximately 5-6 metres from the vaulting box.
Outdoor version:
Without vaulting box; the partner stands on the ground.
Reaction trapping
Increase pulse
Partner work
Groups of 2
Two participants stand, lie, sit or kneel opposite each other. A game is played together. As soon as the result is clear, the loser sprints away from their partner to a defined line. The winner tries to catch their partner before they reach the finish line.
Possible game variations:
- Scissors, rock, paper: scissors beats paper, rock beats scissors, paper beats rock.
- Even, odd: the participants on one side get the even numbers, while the other side gets the odd numbers.
Variant I:
The game leader raises a certain number of fingers, if this number is even, the participant with the even numbers becomes the catcher (reversed roles for odd numbers).
Variant II:
Both participants show a number of fingers on an agreed signal. If the sum of the fingers raised is even, the participant with the even numbers becomes the catcher (reversed roles if the sum is odd).
Variant III:
The sports leader sets a maths task, depending on the result (even or odd), the corresponding participant becomes the catcher.
No material required
Reaction pass game
Coordination exercises
Partner work
The participants stand behind each other, the participant at the back is equipped with a futsal/football. The person behind passes the ball to their partner from behind between their legs or throws it forwards over their partner's head. The partner must react as quickly as possible and intercept/stop the ball as early as possible. After a few attempts, the roles are reversed.
► Reactivity
1 Futsal/football
Reaction pass game
Coordination exercises
Partner work
A participant stands on a pommel horse. He has his hands stretched out to the side and is holding a volleyball in each hand. The second participant stands approx. 1-2 metres in front of the pommel horse and throws another volleyball to the participant standing on the horse. If the pass goes to the head, the ball is passed back with the head. If the pass comes to the feet, the ball is passed back with the left or right foot (depending on the side of the pass). If the pass comes to one of the outstretched arms, the ball held in the hands must be passed to the partner and the new ball must be caught. The passer can make the exercise easier or more difficult by looking at where the pass is made or not. After a few attempts, the roles are swapped.
► Balance and reaction skills
1 pommel horse
3 volleyballs
Reaction rope
Increase pulse
Group work
Groups of 2
Two participants are given a skipping rope and each grasp it at the ends. They start to run one behind the other, keeping the rope taut (keep your distance). At a signal (e.g. whistle from the sports leader), both participants drop the skipping rope and the person behind tries to catch the person in front within a certain time (e.g. until the next whistle from the sports leader after 5-8 seconds). In the next round, the roles are swapped or a new partner is found. Under certain circumstances, an additional task can be introduced if the person behind catches the person in front (e.g. push-ups or stretch jumps).
Variant:
The rope can also be cut in half or thirds.
Per group:
1 skipping rope
1 hand whistle
Reaction game: catch
Increase pulse
Partner work
Groups of 2
Also change groups
Participants learn through play how to react correctly to a signal and accelerate quickly.
Two participants duel each other. Both have the same distance to a centre line and a finish line on their side. At a signal from the game leader, the participants either try to reach their finish line or catch their opponent before he reaches his finish line.
Starting position: sitting, lying, kneeling, push-up position, etc.
Command: shout from the game leader (left/right), acoustic signal from the game leader (one whistle = left, two whistles = right), visual indication of the race direction by the game leader, story with agreed signal words (with the signal word run on the corresponding side).
Variant:
Scissors-rock-paper: loser runs away
At a signal from the sports leader, show any number of fingers, total even = left, total odd = right.
No material required
Reaction game: capture marking cones
Stimulate circulation
Group work
Groups of 2
Participants react quickly and correctly to a signal (visual, acoustic, tactile) and perform a defined task. This trains their perception and ability to react.
The aim of this game is to catch the marking cone in the corresponding colour on command.
The participants line up in pairs in an inner and outer circle. Three marking cones in different colours are placed between each pair. The game leader now calls out various commands and the players react as quickly as possible.
Hair, nose, shoulder, stomach, knees, feet, etc. = touch the corresponding body parts with both hands
Left, right = move one position to the left/right
Colour = catch the marking cone in the corresponding colour
Whoever wins a duel receives a point. The game continues with the next commands.
Variant:
In a row without left/right command and change of position.
Only one marking cone per position (use a different command instead of colour)
Per group of 2:
3 marking cones in 3 colours
Rulebook
Transition main part
The sports manager explains the rules of the game form used in the main part to the participants (including organisational information).
Rulebook
Miscellaneous
The sports manager explains the rules of the game form used in the main part to the participants (including organisational information).
Tyre guard
Stimulate circulation
Group work
2 teams
One team guards hoops, each containing one cone. There are more hoops than defenders. The other team tries to knock over the cones with a ball. Guards are not allowed to stand in the hoops or guide the ball. Bouncing with the ball is not allowed and the number of steps (e.g. maximum 3 steps) with the ball is limited. Which team scores more points in a given time?
Variant:
Multiple balls.
1-3 balls (e.g. foam/softball, handball)
x Hoops
x Marking cones or clubs
x Playing ribbons/ribbons ► Team identification
Tyre guard
Stimulate circulation
Group work
2 teams
One team guards hoops, each containing one cone. There are more hoops than defenders. The other team tries to knock over the cones with a ball. Guards are not allowed to stand in the hoops or guide the ball. The rules of the respective game form (futsal/football, floorball) apply. Which team scores more points in a given time?
Variant:
Multiple balls.
Per participant:
1 stick ►floor hockey
1-3 balls ►futsal/football, floor hockey
x hoops
x marking cones or clubs
x wristbands/discs ►team identification
Tyre guard
Stimulate circulation
Group work
2 teams
Two teams play against each other in a limited playing area. A point is scored if a pass is made to a teammate who has at least one leg in a hoop. The defending team can block a hoop by placing a foot in it so that no points can be scored there (more hoops than defenders are therefore required for this type of exercise). The right to attack changes either after a certain time or after each loss of the ball or disc. The rules of the respective game form naturally apply (e.g. Smolball, Intercrosse/Lacrosse, Floorball, Frisbee Ultimate, Howler).
Variant I:
The exercise form can be played with all balls, throwing discs or game equipment. The throwing/passing technique or the passing technique can be specified.
Variant II:
Use more than one ball.
Participant:
1 stick/stick ►Intercrosse/Lacross, Smolball, Floorball
1-3 balls ►Basketball, Blitzball/Touchrugby, Frisbee Ultimate, FooBaSKILL, Futsal/Football, Handball, Intercrosse/Lacross, Smolball, Tchoukball, Floorball
4 marking cones/caps ►Field markings (optional)
x hoops
x playing ribbons/rubbers ►Team identification
Tyre guard
Forms of play / exercises
Group work
2 teams
Two teams play against each other in a limited playing area. A point is scored if a pass is made to a teammate who has at least one leg in a hoop. The defending team can block a hoop by placing a foot in it so that no points can be scored there (more hoops than defenders are needed for this type of exercise). The right to attack changes either after a certain time or after each loss of the ball or disc. The rules of the respective game form naturally apply (e.g. Smolball, Intercrosse/Lacrosse, Floorball, Frisbee Ultimate, Howler).
Variant I:
The exercise form can be played with all balls, throwing discs or game equipment. The throwing/passing technique or passing technique can be specified.
Variant II:
Use more than one ball.
Participant:
1 stick/stick ►Intercrosse/Lacross, Smolball, Floorball
1-3 balls ►Basketball, Blitzball/Touchrugby, Frisbee Ultimate, FooBaSKILL, Futsal/Football, Handball, Intercrosse/Lacross, Smolball, Tchoukball, Floorball
4 marking cones/caps ►Field markings (optional)
x hoops
x playing ribbons/rubbers ►Team identification
Tyre jumping
Coordination exercises
Individual work
The participant hops over the tyres distributed on the floor. If two hoops are at the same height, both legs are used. Individual hoops are passed with the leg corresponding to the respective side. The hoops can be jumped through forwards or backwards. To make hoop jumping more difficult, the respective arm on the same or even opposite side can be lifted or stretched to the side at the same time when standing.
► Rhythmisation ability, orientation ability, balance ability
20-30 tyres
Post set-up:
Lay out the tyres to form a jumping course.
Tyre relay
Increase pulse
Group work
4-6 participants per group
The first participant in the group runs (alone) to the turnaround, slips through a tyre there and runs back to the group. Now the first participant runs with the second participant (holding hands) to the turning point, where they have to slip through the tyre again. The hands must not be released. This scenario is repeated until the entire group has slipped through the hoop (together with constant hand grasping). After this round, the first participant (who has travelled the longest so far) is allowed to disengage and the remaining group members continue the exercise. Finally, only the participant who was the last to join the group runs. At the end, all participants in the group have completed the same number of runs. Which group was the first to complete the task?
Per group:
2 colouring sticks
1 tyre
Tyre relay
Forms of play / exercises
Group work
4-6 participants per group
The first participant in the group runs (alone) to the turnaround, slips through a tyre there and runs back to the group. Now the first participant runs with the second participant (holding hands) to the turning point, where they have to slip through the tyre again. The hands must not be released. This scenario is repeated until the entire group has slipped through the hoop (together with constant hand grasping). After this round, the first participant (who has travelled the longest so far) is allowed to disengage and the remaining group members continue the exercise. Finally, only the participant who was the last to join the group runs. At the end, all participants in the group have completed the same number of runs. Which group was the first to complete the task?
Per group:
2 colouring sticks
1 tyre
Tyre pulling
Fighting and roughhousing games
Partner work
Two participants stand opposite each other in a hoop and grab each other by the hands or forearms. They try to push or pull their opponent out of the hoop. The first person to touch the ground outside the tyre loses.
2 tyres
Racing circle
Stimulate circulation
Group work
5-7 participants per group
The group forms an outer front circle with the participants' arms hooked into each other. At the start, the group sits on the floor. On a command, the group must stand up without the chain breaking apart and run to a defined point (e.g. around a turnaround, to the hall wall or across a specific line) and back again.
Variant:
Same exercise form as above, with all participants bending their upper body slightly forwards so that they touch each other with their buttocks. An egg (e.g. a medicine ball) is placed on the centre of the group and transported to a defined point and back.
Per group:
2 colouring sticks/marking cones/cones ►start and reversal mark (optional)
Per group:
1 medicine ball ►Variant
Reserve
Miscellaneous
The sports manager plans a reserve in the main part so that there is certainly no lack of time (e.g. additional breaks are necessary, postponement time could take longer, post changes are less speedy, etc.).
Rescue and transport
Power
Partner work
Transport your comrade from one fanjon to another (Gamstrage grip) using the transport techniques from the regulations for self-help and comrade assistance (59.005).
Attention:
The back must be straight when lifting the comrade.
Material per participant: Tenue CNG 428
Additional material: 2 fanjons
Rescue ball
Stimulate circulation
Group work
One or more catchers are required. The hunted participants have several rescue balls/throwing discs which they can pass to each other. Anyone holding the rescue ball/throwing disc cannot be caught. Anyone who is caught (touched by a catcher) performs an additional task (e.g. five stretch jumps followed by a push-up). The catcher(s) is/are replaced from time to time.
Per participant:
1 stick/stick ►Intercrosse/Lacrosse, Smolball, Floorball
Per group:
2-x balls/throwing discs (depending on group size) ►Basketball, Frisbee Ultimate, FooBaSKILL, Futsal/Football, Handball, Intercrosse/Lacrosse, Smolball, Tchoukball, Floorball
Per catcher:
1 game ribbon/stick ►
Risk run
Increase pulse
Group work
4-5 participants per group
The front runners compete against each other and collect points for their group. The runners choose between reversal points at different distances (e.g. colouring stick, marker cone or cones). More risk (further distance) is rewarded with more points, but only the first two (or more, depending on the number of groups) runners receive the points, the rest go home empty-handed. Which group has the most points after a run (each group member completes one run), or which group is the first to score a number of points? Each round only starts at the signal of the sports director.
Variant I:
The runner (or the group) may only start when a specified number is rolled. This allows the runner to gamble even more when collecting points as to whether they will be able to reach a more distant turnaround point before the other groups can start.
Variant II:
The sports leader specifies a time during which the groups can collect points (e.g. 7 seconds). At the sports leader's signal, the whole group runs off at the same time. However, each runner only goes as far as the obstacle (e.g. colouring stick, marker cone or cone) that they feel will get them back to the starting position in time. At the finish line, the group totals up the correct points collected. Which group can judge themselves best and collect the most points?
Variant III:
The runners take it in turns to run round the first, then the second and finally the third turning point (no risk run). Which final runner returns to the group first?
Types of transport:
- Pinch the frisbee between the knees
- Pinch the frisbee between the legs and hop along
- Complete the course in a four-foot gait (backwards), transporting the frisbee on the thighs or stomach
- Balance the frisbee on the head
- Transport the ball in or on the frisbee (depending on the top)
Per group:
4 colouring sticks
1 frisbee
1 dice
1 stopwatch
1 ball
writing materials
Risk run
Increase pulse
Group work
4-5 participants per group
The front runners compete against each other and collect points for their group. The runners choose between reversal points at different distances (e.g. colouring stick, marker cone or cones). More risk (further distance) is rewarded with more points, but only the first two (or more, depending on the number of groups) runners receive the points, the rest go home empty-handed. Which group has the most points after a run (each group member completes one run), or which group is the first to score a number of points? Each round only starts when the sports director gives the signal.
Variant:
The runner (or the group) may only start when a specified number is rolled. This allows the runner to gamble even more when collecting points as to whether they will be able to reach a more distant turnaround point before the other groups can start running.
Variant II:
The sports leader specifies a time during which the groups can collect points (e.g. 7 seconds). At the sports leader's signal, the whole group starts running at the same time. However, each runner only runs up to the obstacle (e.g. colouring stick, marker cone or cone) that they feel will get them back to the starting position in time. At the finish line, the group totals up the correct points collected. Which group can judge themselves best and collect the most points?
Variant III:
The runners take it in turns to run round the first, then the second and finally the third turning point (no risk run). Which final runner returns to the group first?
There are different exercise variations with the ball:
Single run:
- Carry ball
- Ball (e.g. medicine ball or gym ball). medicine ball or gym ball) in a high hold
- Carry the ball on your thighs in a four-footed gait
- Tuck the ball between your feet and bounce
- Bounce the ball
- Dribble the ball with your feet
- Roll the ball with your hands
In a binomial:
- Pinch the ball between the partners (hands must not hold the ball after the start)
Per group:
4 colouring sticks
1 ball (football, volleyball, basketball or handball)
1 dice
1 stopwatch
1 medicine or exercise ball
writing materials
Risk run
Increase pulse
Group work
4-5 participants per group
The front runners compete against each other and collect points for their group. The runners choose between reversal points at different distances (e.g. colouring stick, marker cone or cone). More risk (further distance) is rewarded with more points, but only the first two (or more, depending on the number of groups) runners receive the points scored, the rest go home empty-handed. Which group has the most points after a run (each group member completes one run), or which group is the first to score a number of points? Each round only starts when the game master gives the signal.
Variant I:
The runner (or the group) may only start when they roll a predetermined number. This allows the runner to gamble even more when collecting points as to whether they will be able to reach a more distant turnaround point before the other groups can start running.
Variant II:
The sports leader specifies a time during which the groups can collect points (e.g. 7 seconds). At the sports leader's signal, the whole group starts running at the same time. However, each runner only runs up to the obstacle (e.g. colouring stick, marker cone or cone) that they feel will get them back to the starting position in time. At the finish line, the group totals up the correct points collected. Which group can judge themselves best and collect the most points?
Variant III:
The runners take it in turns to run round the first, then the second and finally the third turning point (no risk run). Which final runner returns to the group first?
Per group:
4 colouring sticks
1 dice
1 stopwatch
writing materials