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Games enhancing the instruction of shooting on goal

Games of throwing on target

a)    Throwing on a fixed, vertical target. Vertical targets can be, for instance, circles drawn onto the wall of the hall, objects hanging from the ceiling, circles or goals fixed on wall bars.
Throwing on goal should be practised first from a shorter distance; then the distance can be increased.

An opportunity for trial throws should be provided. The form of throws and the throwing situation can be determined. Individual and team competitions can be held. The evaluation can be based on who has more (successful) scores from a given number of attempts, or who can achieve the given number of scores sooner.

b)    Games of throwing on a moving target
Those games belong to this group where the target to be hit is moving. In these games, the target is usually another player or the members of the opposite team. We should use soft-ball handball in these games. The games can be, for instance, the following.

Shoot-out game

The players are scattered in the playing area. The referee throws the ball among them, and the one who gets it can target the others. Those who are hit are ejected from the game. The winner is the one who remains the last.

Rules of the game

  1. The players must not leave the playing area.
  2. The maximum number of steps with the ball determined in advance.
  3. The target area must also be determined in advance.
  4. If we manage to catch the ball coming toward us, that does not count as a hit.
  5. Only direct hits are valid; if it is a rebound from the ground or the wall, it does not count as a hit.

Variations of the game

  • the player who is hit does not leave the playing area; instead, he sits down at the place of the hit, and if he catches the ball, he can throw from a sitting position
  • as the above, but if he manages to hit someone, he may stand up and run again
  • the player who is hit has to do an extra exercise (e.g. abdomen strengthening exercise) outside the playing area, and then he can re-enter the game
  • every player has three “lives”; they are ejected when they lose all three
  • every hit counts as an error; there is no ejection, and the winner is the one who has the least number of errors

Hunting ball

A hunter is appointed from the players; he has the ball and a ribbon as a marker. The other players are fleeing. The hunter advances dribbling the ball, and he tries to hit someone with the ball. If he hits someone, that player also becomes a hunter, and takes a ribbon too. From that point, the hunters must not dribble the ball, but they can approach the fleeing players with passes. The winner is the player who remains the last.

Rules of the game

  1. Only the first player may dribble the ball, while he is alone.
  2. Only direct hits count.
  3. The hunters must not hinder the fleeing players.
  4. The target area must be determined in advance, and only that is valid.

Hunting ball in two teams

Two teams are formed. One of them is the throwing/ shooting (hunting) team; the other is the fleeing team. The members of the shooting team stand in hoops scattered in the playing area. The members of the other team line up behind one of the base lines. At the signal of the whistle, the first player of the fleeing team enters the playing area, and there he flees until he is hit. If he is hit, he must leave the playing area over the other base line. At the moment of the hit, another member of the fleeing team enters the playing area, and from that point already he is targeted. The referee checks how much time it takes to hit and eject every player. Then, changing roles, the other team also does the task. The winner is the team that can hit and eject every member of the fleeing team in less time.

Rules of the game

  1. The throwing/shooting players must aim only from the hoops they stand in.
  2. Only direct hits are valid.
  3. The target area must be determined in advance, and only that is valid.
  4. The fleeing players must not catch the ball.

In a diminishing circle

Two teams are formed. One of them is the throwing/shooting team; the other is the fleeing team. Depending on the number of players and the size of the hall, we draw a circle. The members of the fleeing team are in this circle. The shooting players stand outside the circle. The throwing team gets the ball, and their task is to hit and eject the members of the other team as soon as possible. The players that are hit must leave the playing area. The referee checks how much time it takes to hit and eject every player. Then, changing roles, the other team also does the task. The winner is the team that can hit and eject every member of the fleeing team in less time.

Rules of the game

  1. A hit is valid only from a pass and from outside the circle.
  2. The player that is hit must leave the circle as soon as possible.
  3. The fleeing players must not touch the ball; every touch of the ball (bouncing from the ground, caught, touched during a pass, or bouncing from a partner) counts as a hit, if the throw was regular.
  4. If the ball remains in the circle, or if it bounces or rolls far away, the throwing player must go and fetch it, and after fetching it, first he must pass, and they can aim only then.
  5. The fleeing players must not leave the circle; they may leave it only if they are hit.

 Diminishing and scattered

Two teams are formed. One of them is the throwing/shooting team; the other is the fleeing team. The shooting team gets the ball, and their task is to hit and eject the members of the other team as soon as possible. The players that are hit must leave the playing area. The referee checks how much time it takes to hit and eject every player. Then, changing roles, the other team also does the task. The winner is the team that can hit and eject every member of the fleeing team in less time.

Rules of the game

  1. The hunters must not dribble the ball, and they must not make a step with the ball in hand; they must approach the fleeing players with passes.
  2. Only direct hits are valid.
  3. The hunters must not hinder the fleeing.
  4. The target area must be determined in advance, and only that is valid.
  5. The fleeing players must not catch the ball.

“Firefight”

The players are in two teams on the two sides of the playing court. Behind the base lines, we mark the “prisoners’ camps” along the width of the court. The captains selected from the members of the two teams stand in the prisoners’ camps behind the opponent’s side. The starting player throws at the players of the opponent. If he hits someone, that player becomes a prisoner and follows his captain in the area behind the opponent’s side. The other task of the game is to get the ball, and to shoot out a player of the opponent. This also applies to the captain and the prisoners. The opponent can be caught “in two fires”, and the players can also be shot out from the prisoners’ camp. When every member of the team has become a prisoner, the captain stands in the side. The winner is the team that first shoots out the opponent’s captain.

Rules of the game

  1. When throwing, the players can advance to the line.
  2. The members of the team can pass the ball to each other.
  3. Only direct hits count.
  4. If a player catches the ball coming toward him, it does not count as a hit.

Variations

  1. If a player catches the ball thrown toward him – thrown by the opponent – he is entitled to redeem someone from his team members, from the prisoners.
  2. With younger players, we can apply that form of redemption that the prisoner has to catch the ball thrown by his team members.
  3. The captain has “several lives”.


http://www.youtube.com/watch?v=gQYgbLRa760