تمرینات مخصوص پایه ای هندبال(مینی هندبال)
1. - Night and day
Two equipment of frente.a.frente foot located to each side of a line. To the shout of "day", the equipment "day" persecutes to the equipment "night which then will have to try to cross a line to be saved.
2. - To catch color handkerchiefs
Each player holds the end of a handkerchief of color in his belt. Who will be able to take hold the greater amount of handkerchiefs at the end of the game. The monitor controls and decides the time and the guidelines.
3. - To catch itself by pairs
A pair tries to catch to the others in the gymnasium. When the pair catches to other these form a trio. When they reach to one fourth then person are divided forming two pairs, etc.
4. - The hen and the sparrowhawk
Of 5 to 6 players all by the waist are put in tail behind a "hen" agarránadose. Next a "sparrowhawk" tries to catch the "hen behind" being placed.
5. - The head bites to the tail
The same formation that stops ejercici nº 4. The head player tries then to touch to the tail player
6. - Double bed
The players lie down by pairs in the ground of the gymnasium. A player persecutes a "rabbit". If this last one lies down in a bed double player who lies remoter of the "rabbit" he turns the new "rabbit".
7. - Catch and you rescue
A player tries to touch to so many players as it is possible. The touched player quesa of foot in the place with the separated legs. He rescues himself to him when any other player happens between the legs.
8. - Game of the colors
The players run freely by all the room. To the voice of control of the trainer or one of the players one will be to touch a specific color as soon as is possible.
2 - TO LEARN. TO TAKE, TO ROLL, TO SEND, TO HAPPEN
1. - He takes the ball
By pairs. Each player is going to look for the ball in turn from a zone to the other end of the gymnasium. Even what has obtained the greater amount of balls?
2. - Company of transport
Groups of three to five players. Each one will have to closest move a ball of the circle until the following one. The following player will be able to begin when the precedent gives the hand him.
3. - Robbery of the ball
The players remain grouped by pairs to each side of the central line without he is allowed to them to cross it. Then each player will have to take the ball until beyond the line of bottom without the opponent the touch.
4. - Rolling Slalom
The players will have to make roll the ball around posts, skittles and other obstacles.
5. - Race of numbers
One gambles in groups of four numbered players. Each player will have Bao'n. The players whose number is shouted will have to run around their group, taking or rolling their ball.
6. - The master and his dog
Each pair with its ball. The "master" runs by the gymnasium doing to roll the ball. The "dog" will have to do it the best thing than it can to follow his "master".
7. - To send at a distance
Each player tries to send a ball to certain distance. If he is successful he will be able to use a greater or different ball (p. Ej. A tennis ball, one of mini handball, one of handball, one of basketball, medicinal ball, etc)
8. - Shot to the target
From a line of bottom each player will have to hit upon in the fixed targets with his ball. Each success in the target will give a point him to the player and will gain that one that more points it has.
9. - Interchange of balls
The boys or the girls who play will distribute in equal groups on the long cushions of the gymnasium. Unanimously of control these or these will have to interchange the balls.
10. - Route
One becomes in groups of three. "To" it runs with the ball, it places it in the ground, it gives a voltereta, it gathers bleated and one goes to "C", etc.
1. - To drain the drawer
One or two players will have to try to drain the drawer throwing all the balls in all directions. The other players will have to try to give back the balls as rapidly as possible to the drawer.
2. - Transport to stars
All the balls will be placed in the drawer that is in the middle of the gymnasium. To a signal each equipment tries to place so many balls in its own drawer as it is possible to him.
3. - To transport and to compete 1
The equipment "To" tries to place so many balls as quipo "B" can vice versa in drawer "B" and. After certain period of time the game stops and the balls are counted.
4. - To transport and to compete 2
It is the same game that in the previousº n but is only allowed that each half of each equipment moves in one of two halves of the gymnasium. IN means of the gymnasium the balls are due to happen to a companion to whom it is allowed to transport them to the drawer of destiny.
5. - To transport and to compete with obstacles
It is the same game that 3 but the "doormen" are standing before a row of long cushions placed in the middle of the field and try to make difficult to the players touching them. The one that is touched will have to become and to change its ball by another one of its drawer.
6. - Of long cushion in long cushion
The equipment "To" tries to take the balls of!A! to "B". Quienquiera that is touched between the long cushions by equipment "B" will have to return to begin from point "A".
7. - Race of six days
Two equipment must try to transport each one a ball by the as fast gymnasium as it is possible to them. It will be only allowed that each player takes one short distance to it.
8. - You maintain the field free!
The surface of the game by means of banks is divided in two. Each equipment will have to try to maintain its half of the free land as far as possible of balls sent next to the opponent.
9. - The Spanish wall
The same game that in the 8 but the Vista on the opposing land will be obstructed by long cushions to jump or other similar obstacles. The balls will be due to send over these obstacles.
1. - Traffic police
Four equipment will be standing on a long cushion, one in each corner of the gymnasium. Each player maintains a ball. The traffic police located in means of the gymnasium will indicate that groups are authorized to change of place.
2. - Sálvese that can!
Each player makes roll his ball between the long cushions and by all the gymnasium. When hearing silbati of the monitor the players will have to gather their balls and to reach an long cushion-island.
3. - He looks for the ball!
Each chico/a puts its ball in the ground and must run in any sense by the gymnasium. To the voice of the monitor each one will have to find a ball.
4. - Who does not take ball!
Similar to previous but meanwhile the monitor will have to retire a ball so that there is a ball of less in the land. Who remains without ball?
5. - The fever of gold
Each player will have to across take a ball of the as fast gymnasium as it is possible to him. He begins of knees, coiling with a ball, lying on the abdomen or the back, etc.
6. - Making roll the balls
The players must make roll the ball by the gymnasium according to the ideas and suggestions of the children (with the heads, elbows otripas while they walk like crabs or ducks, etc.).
5 - TO LEARN. DRIBLAR, TO HAPPEN, TO TAKE HOLD, TO PUSH
1. - To count the number of fingers
One gambles in pairs. A player takes the ball doing to hurl it and without stopping he will have to try to count the number of fingers that his companion has extended.
2. - The master and the dog (hurling)
One gambles in pairs. Each jugadore will maintain a ball doing to hurl it. The "then master" occurs a return by the gymnasium whereas the "dog" will have to stay so near its master as it is possible to him.
3. - Hurling in a circle
One also gambles in pairs. Both players remain of foot around a circle and must try to make hurl the ball lanando it the one to the other. The ball will only be able to hurl once and in addition only in the space that is within the circle.
4. - Ring chain
Each player will have to try to make hurl the ball throughout the chain of circles more than he can. The ball will only be able to hurl a single time in each circle.
5. - Happen of three
The player "To" makes happens double with player "B" after as this one last one after a voltereta, repeats so on with player "C" and.
6. - Happen in circle
The king, situaldo in means of the circle, does doblre happens as rapidly as possible to each player. The players of the outside can also begin to give returns around the circle slowly.
7. - Pass-balance
In pairs. The players locate frente.a.frente of foot in their bank and will have to pass the ball to their companion. Between each he passes the player will have to try to quickly touch the bank with the hand.
8. - Launching between curtains ring
The players will have to try to send the ball through the curtains ring hung in determined parts of the gymnasium. To vary the height and the distance of these!
9. - Launching to a bank
The players will have to try to knock down all the skittles, woods, tins of conserve and other objects placed on a bank.
10. - The monster
The monitor, place setting with a long cushion, moves of drawer drawer. Who will give the monster?
1. - To catch with "boat"
All the players will make boats of ball. The "dull hunter" with a special ball. Whatever he is catched will have to give his ball to the hunter thus becoming the "new hunter".
2. - The king of the boat
Each player makes boats with his own ball. All the players begin in the first land. Nobody that he loses in control of his ball will have to move to the second land. He will allow himself to try to snatch the ball of another player. Who will be able to remain more time in the first land?
3. - The "bad man" (with boats)
The players will have to try to make hurl their balls of a side from the gymnasium to the other. "the bad man" will touch to the players and that one that is seen hairdo will help then the "bad man".
4. - Happen throughout the transporting tape
Each equipment will have to try to transport the balls of "as fast A" and "B" as it is possible passing the ball of player in player.
5. - Happen in zigzag
Just as in the previous game but this time the balls of "A" and "B" go between players located in different places.
6. - Pass expresses in circle
Two equipment remains of foot in a circle (To, B, To, B, To, B). The equipment "To" will have to happen in ball through the fastest circle than it can. Equipment "B" will begin in the opposite side and will have to try to be faster than equipment "A".
7. - Balls to the bank. - To aim.
Balls are located medicinaes on banks cologados throughout the center of the gymnasium. From the lines of the bottom two equipment with equal nº of balls tries to knock down the targets. Who will be able to give in the balls medicianes?
8. - To push the ball. "To sharpen the aim"
A single light ball in means of the gymnasium is placed. Two equipment must try, sending accurately from the outside, push the ball to the zone of their adversary.
9. - Persecution of the ball
A player of the equipment "" hides behind a drawer. Equipment "B" will have to play with the smooth ball (Foam Ball), trying to give player "A". If it gives him, this one immediately will be replaced by the following player of equipment "A".
7 "ONE AGAINST THE OTHER". HEATING
1. - Sensibilización
The players to each other go two balls of diverse size, or is at the same time or in turn.
2. - Sensibilización
To hurl the ball in diverse different surfaces.
3. - Direction
The players will have to send a ball upwards, to carry out a voltereta and to try to catch it again.
4. - Direction
To make hurl balls by a space of balls medicinaes, that make roll other players from a side to another one.
5. - Reaction
By pairs. Both players are placed a wall one behind the other in front of. The placed player at heart will have to send the ball against the wall whereas the one that is ahead must try to catch it.
6. - Reaction
By pairs. Both players make hurl their balls. As soon as one of them changes to its position the other will have to do the same.
7. - Balance
In pairs. The players will have to go the ball to each other while they remain the other way around of foot on the narrow part of bancon turned.
8. - Equlibrio
The players will have to make hurl a ball while they balance themselves the other way around on the narrow part of a turned bank.
9. - Rate
The players will have to run by the room while two balls go simultaneously to each other.
10. - Rate
The players will have to jump from a circle to the other whereas at the same time they make hurl a ball on the circles that are to the flanks.
8 - TO LEARN. TO BE UNMARKED, FINTAR, TO DEFEND
1. - It looks for a circle
Each player puts itself of foot within a circle that has been placed forming a greater circle with the others. One of the circles remains empty. The player located in means will have to try to occupy the empty circle. The players who are in the outside will have to try to avoid moving it throughout the following empty circle.
2. - To touch a cone
By pairs. He is placed a cone to the left and another one to the right of the "defender". The attacking player will have to try to surpass the defender and to touch one of cones both.
3. - Reflections
The player "" muve of side. Player "B" will have to try to copy his movements in the measurement of the possible one.
4. - To catch itself around a long cushion
Two players are standing one as opposed to the other to both sides of a long cushion. By means of side steps one must try to catch to the other. They do not have to step on the long cushion.
5. - The fish and the network
The players of the equipment "To" try to slide through the network of equipment "B". The players of equipment "B" occur the hand and he only allows himself them to move laterally.
6. - Ball to tiger 2:1
"To" and "C" they go the ball to each other. "B" must try to intercept the ball. The ball also will be able to be happened making hurl it.
7. - Ball to the tiger in circle
The players put of pié in a circle go palón to each other. In or the players located in means they try to intercept it.
8. - Game by ricochet.
Jugadore "To" lance the ball against the wall over one mara. Jugadore "B" tries to take it before it arrives at the ground.
9. - Stand of shot to the target
The doorman locates itself in front of two drawers on which skittles are placed and boats d conserve emptinesses. The players will have to try to knock down the targets and the doorman to avoid it.
10. - The doorman and the gunner
Two separated players of frente.a.frente foot to each other about 8 meters. Each player defends a long cushion or drawer and at the same time must try to write down a goal in portería of the adversary.
1. - It passes and it catches the ball
a 3:3/4:4 equipment tries to pass the ball from a player to another one in the measurement that is possible to him without it is intercepted by the opponent equipment.
2. - Eggs in the basket
a 2:2/3:3/4:4 equipment tries to put the ball in one of the circles of the opponent area without being touched on the contrary.
3. - It defends your city
4:4 the attackers try to play with the ball the maximum nº of you happen and possible until it is prosaid a rupture in chain and the medicinal ball can be touched.
4. - The ball in the target
4:4 Game in the land of the mini handball. A point gains whenever the ball can be passed to another companion player of foot in a bank of the area of portería.
5. - Boats of the ball
3:3/4:4 gain a point whenever the equipment is able to anotrar a goal with the ball hurling. The ball must hurl in front of the line of portería.
6. - The ball in the drawer
4:4 In the land of mini handball. A goal is marked whenever it occurs with the ball in the drawer of the opponent - (plinth) - (parts of the drawer could be retired once occurs him with the ball).
7. - Game with an element of the drawer
a 3:3/4:4 opened drawer of the plinth placed in an end serves like portería that is to keep a doorman.
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