How to Get More Reps in Volleyball Practice: Seven Fixes
Fourteen players, one ball, one line: in a ten-minute drill a player touches about twelve balls. In those same ten minutes they stand still for more than eight. That is not a coaching problem, it is a design problem.
Do the arithmetic first
Take last week's plan and work out one thing per block: how many balls does one player touch? A line of seven in a hitting drill where the coach feeds a ball every eight seconds gives each player one ball per 56 seconds. Across a fifteen-minute block that is sixteen swings. A pairs drill with one ball per two players gets you two hundred contacts in that same fifteen minutes without breaking sweat.
That factor of ten is the single most important variable in your whole session — more important than which drill you pick. Motor learning needs repetition, and sixteen reps an evening is not enough for any skill on earth. Koach's practice blocks make those wasted minutes visible before you are standing in the gym: if the plan holds three fifteen-minute blocks in which a single ball goes round, you already know how the evening is going to turn out.
Where the time goes
- Lines. Every player past third in the queue is an audience.
- One ball per drill. The biggest waster of all. Chasing balls takes longer than the drill itself.
- Explaining. A four-minute explanation of a drill costs four minutes nobody gets back.
- Changeover time. Going from one format to the next eats two to three minutes on average. Six blocks is therefore fifteen minutes of setting up.
- Waiting on the coach. Any drill where you have to feed the ball stops dead the moment you give a correction.

Seven changes that work immediately
- Put more balls in play. Five balls beside the tosser instead of one, and a player whose only job is handing them over. That alone halves the waiting in most drills.
- Turn one line into two sides. Run the same drill mirrored on both sides of the net. Two tossers, two targets, one explanation.
- Cap lines at four. More than four in a queue means: split the group or invent a second station.
- Give everybody a job. Whoever is not up is counting, stretching, shagging balls or coaching. A player with a job does not drift off.
- Explain while it runs. Start the drill in its simplest form after thirty seconds of explanation and add the details while the ball is moving.
- Keep the court layout the same between blocks. Two consecutive drills using the same setup save you two minutes of changing over.
- Use rotating formats. Formats where players automatically move to the next role after their action need no queue at all — such as Queen of the Court.
Three drills redesigned
| Classic version | Redesign | Contacts per player |
|---|---|---|
| Hitting line: coach tosses, twelve players in one queue | Two tossers on either side, two lines of six, second ball ready | 16 to 34 in 15 min |
| Serving practice: everyone serves, then everyone shags balls | Half the group serves, half passes and rolls them back; switch after six serves | 20 to 45 in 12 min |
| Passing in a line to the setter | Three stations of four players with their own ball and their own target | 18 to 60 in 15 min |
The pattern is always the same: more balls, more stations, shorter lines, and a second role for whoever is not up. None of that costs you extra equipment — a ball cart and two hoops usually covers it.
One thing to watch when redesigning: the drill must not become harder to explain. A format with three stations and four roles that takes four minutes to describe throws away the time it just saved. Rule of thumb: if you cannot get it across in thirty seconds plus one demonstration, your redesign is too clever. Start with the simplest version and add the second side or the third station once the first round is running — players always grasp an extension faster than a whole new picture.
What not to sacrifice
Volume is a means, not an end. Two things still matter more: the quality of the repetition and the context. A hundred sloppy passes from a pairs drill with no requirements are worth less than thirty passes off a real serve with a target. So pick the format that most resembles the match first — see game-like drills — and optimise for contacts inside that. And leave some air: a session with no break at all is not physically sustainable and not socially advisable either. Building in blocks gives you those moments automatically, at the transitions.
Count for one evening. Ask an injured player or a parent to tally the contacts of two players during one drill. The number that comes out will change your plan faster than any theory.
Frequently asked questions
How many contacts should a player make in a session?
For a ninety-minute session, three hundred to five hundred contacts per player is a realistic target. Below two hundred it becomes hard to change anything real about a technique.
Does more contacts automatically mean a better session?
No. Repetition without a requirement or a context mostly produces well-grooved faults. Pick a format that resembles the match and a clear scoring system first, then raise the number of contacts inside that.
How do I get more contacts with only one ball cart?
Use stations with small numbers: three groups of four with four balls produces more than one big drill with ten balls. And always give one player the job of feeding, so the ball is never lying still.


