MILO in2cricket Skills Program 7-10 The Australian Way

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1 MILO in2cricket Skills is a curriculum aligned program which uses cricket as the vehicle for promoting a healthy & active lifestyle. It s fun, inclusive, easy to facilitate & gives students the skills to participate in Australia s favorite sport. MILO in2cricket Skills Program 7-10 The Australian Way

2 Contents RECOMMENDED EQUIPMENT 3 PROGRAM OUTLINE 3 ACTIVITY ESSENTIALS 4 HEALTH & P.E. CURRICULUM OUTCOMES 4 PROGRAM MAP 5 TIPS FOR THE DELIVERER 6 SKILL FOCUS 6 WEEK 1 - TAKE WICKETS PREPARE TO PERFORM IN CRICKET 7 TAKE WICKETS EVOLUTION 8 RAPID FIRE BOWLING 9 KNOCK EM DOWN - BUILD EM UP 10 WEEK 2 - SCORE RUNS 4 CORNERS 11 TARGET BATTING 12 TARGET BATTING EXTENTION 12 BATTING KNOCK-OUT 13 WEEK 3 - TAKE WICKETS CRICKET CIRCUIT 14 CRAFT FOR CATCHING 15 MOVE TO CATCH 16 FIRST TO 3 FIELDING 16 CONTINUOUS CRICKET 17 WEEK 4 - TAKE WICKETS & SCORE RUNS CHANCE FOR A RUNOUT 18 MODIFIED T20 BLAST 19 ADDITIONAL ACTIVITIES 20 CONTENTS 2

3 Recommended for 24 Students EQUIPMENT QUANTITY LARGE BALLS (SCORCHER BALLS) 2 RUBBER CRICKET BALLS 24 ROPES (20M) 2 CONES 24 STUMPS 8 HIGH BOUNCE BALLS 6 BATS 24 MILO IN2CRICKET BAG 1 Program Outline LESSON 1 2 Focus Take Wickets Score Runs Prepare to Perform Prepare to Perform in Cricket 4 Corners Activities Take Wickets Evolution Rapid Fire Bowling Knock em down Build em up Target Batting Target Batting Extension Batting Knock-Out Stumps (End of play) Whole Group Discussion Whole Group Discussion LESSON 3 4 Focus Take Wickets Take Wickets & Score Runs Prepare to Perform Cricket Circuit Chance for a Run Out Activities Craft for Catching Move to Catch First to 3 Fielding Continuous Cricket Modified T20 Blast Stumps (End of play) Whole Group Discussion Whole Group Discussion 3

4 Activity Essentials Essentials Fundamentals Cricket Skills Game Sense Body Awareness Travelling Sending Receiving Fitness Batting Bowling Fielding Attack Defence Activity BALANCE READY POSITION FALLING STOPPING DODGING RUNNING JUMPING LEAPING GALLOPING HOPPING SKIPPING OVERARM THROW UNDERARM THROW HITTING CATCHING STOPPING TRAPPING CARDIO VASCULAR ENDURANCE STRENGTH SPEED AGILITY STRAIGHT BAT SHOTS CROSS BAT SHOTS RUNNING BETWEEN WICKETS PROTECT STUMPS HIT BALL ALONG GROUND BOWL WITH STRAIGHT ARM BOWL ACCURATELY BOWL WITH RUN UP THROWING CATCHING STOPPING THE BALL SCORE RUNS PLACEMENT & DISTANCE OF BALL HIT AVOID GETTING OUT STOP RUN SCORING MAKE HITTING BALL DIFFICULT GET BATTER OUT Prepare to Perform in Cricket Take Wickets Evolution Rapid Fire Bowling Knock em down Build em up 4 Corners Target Batting Target Batting Extension Batting Knock-out Cricket Circuit Craft for Catching Move to Catch First to 3 Fielding Continuous Cricket Chance for a Run Out Modified T20 Blast Health and P.E. Curriculum Outcomes YEARS 7 AND 8 YEARS 9 AND 10 Personal, Social and Community Health Movement and Physical Activity Personal, Social and Community Health Movement and Physical Activity Being healthy, safe and active Moving our body Being healthy, safe and active Moving our body (ACPPS073) (ACPMP080), (ACPMP081) (ACPMP082) (ACPPS092) (ACPMP099), (ACPMP100) (ACPMP101) Communicating and interacting for health and wellbeing (ACPPS076) Understanding movement (ACPMP083), (ACPMP084) Contributing to healthy and active communities (ACPPS096), (ACPPS097) Understanding movement (ACPMP102), (ACPMP103) Contributing to healthy and active communities (ACPPS077), (ACPPS078) Learning through movement (ACPMP086), (ACPMP087) (ACPMP088) Learning through movement (ACPMP105), (ACPMP106) (ACPMP107) ACTIVITY ESSENTIALS 4

5 Program Map 4 CORNERS PREPARE TO PERFORM IN CRICKET FIRST TO 3 FIELDING CHANCE FOR A RUN OUT MOVE TO CATCH CRAFT FOR CATCHING CRICKET CIRCUIT KNOCK EM DOWN - BUILD EM UP RAPID FIRE BOWLING TAKE WICKETS EVOLUTION KNOCK EM DOWN BUILD EM UP BATTING KNOCK-OUT TARGET BATTING TARGET BATTING EXTENSION MODIFIED T20 BLAST CONTINUOUS CRICKET PROGRAM MAP 5

6 Tips for the Deliverer The safety of the participants is the highest priority. Get the participants to learn by doing. The explanation of each activity is brief. Cater for the individual needs. Inspire the participants to work on something at home with a sibling or parent in the family. Also motivate the participants to want to play Cricket in the local community. Use Cricket language when speaking and educating the participants. CHANGE IT When observing the activity, participants and responses, think about the following 6 questions? 1) Is the activity safe? 2) Are the participants engaged and having fun? 3) Is the activity running ok? 4) Do the participants understand what is going on? 5) Is the activity appropriate for the skill ability level of the participants? 6) Are the participants being challenged? If the answer is no to one of the above 6 questions CHANGE IT. Skill Focus BATTING Task: HIT THE BALL Aim: SCORE RUNS Basics Watch the ball Move according to the line/ length of the ball Free swing of the bat Fundamentals Grip Stance Batswing Being decisive Intent to score Principles Balance Top Hand Dominance Full Face of the Bat PACE BOWLING Basics Grip Fundamentals Grip Delivery Principles Momentum Task: BOWL FAST Approach Run Up Release Alignment Aim: TAKE WICKETS Delivery Gather Follow through Balance (Stability) Force Absorption SPIN BOWLING Basics Grip Fundamentals Grip Delivery Principles Momentum Task: BOWL WITH SPIN Approach Delivery Run Up Gather Release Follow through Alignment Balance (Stability) Aim: TAKE WICKETS Body rotation WICKET KEEPING Basics Feet Fundamentals Stance Principles Glovework Task: TAKE THE BALL Head Positioning Balance Aim: SAVE RUNS & HELP TAKE WICKETS Hands Footwork Intent to score Vision Movement and Body Position FIELDING Basics Watch the ball Fundamentals Feet Principles Balance Task: GET THE BALL Aim: SAVE RUNS & HELP TAKE WICKETS Catch or control the ball Throw the ball Movement & Positioning Fingers/hands Vision Movement & Body Position TIPS FOR THE DELIVERER & SKILL FOCUS 6

7 Week 1 - Take Wickets ACTIVITY 1 PREPARE TO PERFORM IN CRICKET 15 MIN cones, 12 stumps and 6 rubber cricket balls. Participants are split into four-six teams. Participants line up in their teams in between their cones (start/finish line). The deliverer blows the whistle to start the activity. Once every one in a team completes one set (one full round) the team sits down to show they have finished. Locomotion sets include: Skipping, high knees, hopping, lunges, walking backwards, walk 3 steps and arabesque, grape vine, change of direction (agility), bounding, high jumps, heel flicks, running, roll out a ball -run out retrieve and bowling at a set of stumps. Add in a competition. Relay races. Add in a handicap competition. Every time a team wins a relay race their start/finish line moves back. It is not a race. Relay races can take place once everyone is warmed up. HYDRATION Allow the participants to hydrate before the next activity. 7

8 ACTIVITY 2 TAKE WICKETS EVOLUTION 15 MIN rubber cricket balls, 2 large balls, 24 cones, 2 stumps and 2 ropes. Participants are put into two groups (two teams). The teams race each other. The first team to have all participants complete the 5 levels wins. All participants start the motor skill race (Take Wickets evolution) at Level 1. When a participant over arm throws, rolls or bowls the ball at a target they then run out past the first rope, pick up their ball and run past the end rope. When that participant is past the end rope with their ball, the next participant lining up can then begin their go (it s safe for them to start). If a participant hits a target or rolls the ball under the stump successfully they then pass that level and they move on to the next level. If a participant is not successful with their over arm throw, bowl or roll at their current level they then line up at the same level to have another attempt. Once one whole team has completed the 5 levels the participants yell out Howzat to finish the race. Everyone then lines up to start a new game. Have a race using the opposite side of the body. Participants start in various spots and where they want e.g. Level 1 or Level 5. When the participants pass the level they are on, they can then go to any other level. Once participants have completed 5 levels they are can sit down in a designated area. When a total of 5 participants have finished, the activity stops and a new game can then begin. Move to catch or contain the ball. Point at the target and throw the ball. Encourage participants to throw over arm with their opposite side. Participants cannot have their go at over arm throw, bowling or rolling until the participant in front of them is past the end rope. WEEK 3 TAKE WICKETS TAKE WICKETS EVOLUTION 8

9 ACTIVITY 3 RAPID FIRE BOWLING 15 MIN rubber cricket balls, 18 cones, 8 stumps and 2 ropes. Participant (A) is the bowler. Participant (B) is the wicket keeper. Participant (C) is waiting to bowl. Eight sets of stumps are set out in a straight line 2m apart. The bowling crease is marked out by cones and an additional set of cones are laid out parallel with the crease line 4m behind it. Two ropes are laid out parallel to each other one 2m from the stumps and the other 4m from the stumps (this is the target area for the bowlers). Participant (A) starts at the back line of the cones and moves with momentum to release the ball by the second line of cones (crease line). The bowler has one bowl, aiming to land it between the two ropes with it then ultimately hitting the stumps. Hitting the stumps doesn t count unless the ball has landed in between the ropes. Once the bowler has bowled everyone changes spots. The bowler becomes the wicket keeper, the wicket keeper runs the ball up to the new bowler and then waits at the back for their go. Lengthen the distance of the crease line to further challenge or cater for the participants and their skill ability. Participants have 2 or more deliveries before everyone rotates. Add in a competition. Which group can land the ball between the ropes the most amount of times. It is more important for the participants to land the ball in between the ropes than it is to hit the stumps. Hitting the stumps doesn t count unless the ball has landed in between the ropes. This teaches executing the right flight, length and accuracy when bowling. Bowlers may only bowl when the wicket keeper is ready and looking. The wicket keeper must run the ball back to the new bowler. HYDRATION Allow the participants to hydrate before their next session (class). 9

10 ACTIVITY 4 KNOCK EM DOWN BUILD EM UP 15 MIN rubber cricket balls, 16 cones, 8 stumps and 2 ropes. Participants are put into 8 teams. Participant (A) is the bowler. Participant (B) is the wicket keeper. Participant (C) is waiting outside the bowling area. Eight stumps are set out in a straight line with 2m between each set. The bowling crease is marked out by cones and an additional set of cones are laid out parallel with the crease line 4m behind it. Lengthen the distance between the stumps and the crease to suit the age level and skill ability. The bowler (A) starts at the back line of the cones and moves with momentum to release the ball by the second line of cones (crease line). The bowler has 1 attempt at bowling. The ball must land in between the ropes and then hit the stumps for it to be deemed a successful hit. If the stumps are hit correctly, the wicket keeper takes out a single stump and sits it on the ground. The wicketkeeper then runs the ball to participant (C) who then becomes the new bowler. All participants rotate after each delivery. If the bowler misses the stumps then the wicket keeper leaves the stumps and runs the ball up to the new bowler. When the stumps are hit for the second time, the wicketkeeper takes out a second stump. When the stumps are hit the third time, the wicket keeper takes out the third stump and then the base is left on the ground. The bowler then needs to hit the base. When this happens the wicket keeper puts a stump back in the base. The team, who has all stumps removed, hits the base and builds all stumps back to a full set of wickets wins. Lengthen the distance between the stumps. Change the width of the ropes. Turn the stumps side on. Use the stumps as goal posts for a scoring system to take place. 10

11 Week 2 - Score Runs ACTIVITY 1 4 CORNERS 10 MIN 1 PER 4 PARTICIPANTS 1 high bounce ball per group of 4. Can use cones or chalk if there are no four square lines. Participants are put into 6 groups (4 participants per group). Groups are strategically put together by age similarity and skill ability. In groups participants play 4 corners. Participants for the start of each game are to stand in a batting stance position before the ball is being served. Participants use their feet to move towards the ball (footwork), track the ball and hit the ball to another square with their hand if it bounces once in their square. Line balls are in. If a participant fails to hit a ball they then move to the fourth square. All the participants then move up a square if needing to advance. Challenge a few by getting them to use opposite hand. Create a new square by using cones in the middle to be used as a serving square/area. The ball must bounce twice before hitting it. This encourages stepping back for back foot defence and shots in cricket. 4 corners must be played on a harder surface (e.g. concrete or asphalt). Move according to the line/length of the ball. 11

12 ACTIVITY 2 TARGET BATTING 15 MIN bats, 12 rubber cricket balls and 24 cones. Participants are in pairs. One is the batter and one is the roller/underarm bowler. 2 cones are set up outside of the roller/underarm bowler. They are the goals. The batters try to hit the ball through the cones (goals). The partner will field the ball and return it back to the goals to deliver the next ball. After the batter has 3 goes at batting the participants swap roles. Allow the participants to be creative with their goals e.g. use stump bases. Vary the width of the goals depending on the skill ability of the batters. Have the fielder become a goalie. Teaching Points Move according to the line/ length of the ball. Free swing of the bat. Participants are a safe distance apart. Pairs are a safe distance apart from each other when batting. ACTIVITY 3 TARGET BATTING EXTENTION 15 MIN cones, 6 rubber cricket balls and 6 bats. Participants are in groups of 4. One participant is the batter and one is the bowler. 4 cones are set up on the off-side of the batter. The fielders are positioned in between the cones. The batters try to hit the ball past the fielders and through the cones for points. The points can change after one full round. After a batter faces 6 deliveries the participants rotate one position. Allow the participants to be creative with their goals e.g. the fielders can walk in with the bowler. Change the cones and put them in other fielding positions. Vary the width of the cones to suit the skill ability level of the batters. Add in a wicket keeper. Participants are a safe distance apart. 12

13 ACTIVITY 4 BATTING KNOCK OUT 20 MIN rubber cricket balls, 8 cones, 4 bats, 4 stumps and 2 ropes. Participants are split into four groups. In each group one participant starts as the batter and the rest are under arm bowlers. Each bowler has a rubber cricket ball. The rope represents the bowlers crease line. The first bowler bowls the rubber cricket ball at the batter. The batter attempts to hit the ball. If the batter is bowled they then place their bat on the ground and become a bowler. A bowler then becomes a new batter. The batters try and last for a total of 6 deliveries. A miss hit or hitting the ball all count as deliveries. The next bowler must wait for the batter to be ready before bowling the next ball. After a participant bowls the ball, they retrieve the ball and line up at the back of the bowlers line. There are no wicket keepers in the activity. Add in a wicket keeper. Add in wickets for batters to make runs. E.g. batters run after they hit the ball in the outfield. Batters cannot be bowled out and get to face all six deliveries. The rope (bowlers crease line) is at a safe distance from the batter. Explain to the bowlers to keep out of the batters way when running to retrieve a rubber ball. Encourage batters to block or play controlled shots. Not to swing as hard as they can. BATTING It is important for the batters to receive quality delivery to improve their batting skills. Encourage participants to under arm if their skill ability is at a low to adequate level when bowling. Move according to the line/length of the ball. Free swing of the bat. 13

14 Week 3 - Take Wickets ACTIVITY 1 CRICKET CIRCUIT 10 MIN large balls, 10 rubber cricket balls, 24 cones, 8 bats, 2 stumps and 2 ropes. Participants start at different spots. When the deliverer instructs to start the participants move through the cricket fundamental motor skill circuit in the same direction. Participants in pairs. One participant works through the circuit and the other rests. After the first participant completes a lap they swap over. Change it. If things need to change, be creative and add in or replace a current part of the circuit e.g. change walking side ways to grape vine. It is not a race. Get the participants to take their time and have fun. Make sure there is a good mix of skill activities and body movements within the circuit. Participants need to remember it is not a race. The bats are for running with and not swinging. HYDRATION Allow the participants to hydrate after the game. 14

15 ACTIVITY 2 CRAFT FOR CATCHING 10 MIN 1 PER PARTICIPANT 12 1 rubber cricket ball per participant & 12 cones. PAIRS 3m apart, one ball between each pair. Underarm/overarm throwing and catching. Catch with two hands. High catches. Bounce catches. One hand catches. Try both sides. Have a race. Which pair is the fastest at catching and throwing the ball 20 times? REACTION CATCHING In 3s, 3m apart, one ball, underarm throwing and reaction catching. Two participants have their backs turned. The other participant calls for them to turn and at the same time they throw the ball. Use cones for catching. Make all catching activities into a fun competition. This further engages the participants and creates catching development under pressure. CATCH & STEP BACK 3m apart, one ball between each pair, catch and step back. Every time a catch is made the participants step back. If the ball is dropped or the throw is off target then the pair come together and start again. How far apart can you and your partner go? 15

16 ACTIVITY 3 MOVE TO CATCH 10 MIN 2 PER PAIR 1 PER PAIR 2 cones and 1 rubber cricket ball per pair. One participant stands between two cones facing his/her partner. One participant throws the ball and the fielding partner between the two cones catches the ball and throws it back. The fielder then moves sideways and goes around one of the cones, before returning to the middle and receiving their next catch. The fielding participant then catches the ball and moves to the other cone and continues this to each side alternately. How many catches can the participant take in 10 attempts? Vary the catches. High catches, low catches and one hand catches. Teaching point Hands are ready. Feet are shoulder width apart. Moving according to the line of the ball. Keep your head still and in line with the ball. Catch with two hands. No diving when catching. Participants are not to throw the rubber cricket ball too hard. ACTIVITY 4 FIRST TO 3 FIELDING 10 MIN rubber cricket balls, 8 cones and 6 stumps. Participants are split into two teams. The playing area is divided into 2 halves. Each team has 3 stumps lined up in their area with four cones on the outside. Participants attempt to hit the stumps by throwing the ball. Once they have thrown the ball they then line up at the back of their current line. If the ball doesn t hit the stumps, it will travel to the next line of participants. The next participant in line will pick up the ball and throw it at the next stumps. The first team to hit three stumps wins. Everyone then rotates to the next cone for another game. This is so participants get to try hitting stumps at a different angle. Throw over arm with opposite side of the body. Have participants bowl instead of over arm throw. Add in a time limit. Who can hit the opposing stumps the most? Change the distance from the cones to the stumps. Teaching Points Move to catch or control the ball. Participants are side on when throwing the ball and point at the target. 16

17 ACTIVITY 5 CONTINUOUS CRICKET 20 MIN rubber cricket ball, 8 cones, 1 bat, 2 stumps and 2 ropes. Participants are split into two teams. A ball is bowled to a batter who hits the ball and runs between two wickets. The bowler can bowl at any time. One run is scored for the team each time the batter runs up to the set of stumps and back. The batter must attempt to hit the ball after one bounce and if successful, they must run to the set of stumps and back. Batters can go out by being caught on the full or by being bowled. A new bowler is selected when a new batter comes to the crease. Fielders return the ball to the bowler. The bowler then bowls the ball at the stumps regardless of where the batter is. The batter could be at the crease for their next hit or still running between the wickets. The ropes act as a boundary (4 runs and 6 runs) in the activity. Bowl underarm if the quality of delivery isn t consistent. There are no teams. Everyone rotates one spot when a new batter is required. Place two stumps side by side to further challenge the batters and make it easier for the bowlers. Batting Move according to the line/length of the ball. Free swing of the bat. Batters are a safe distance away from the bowler. Fielders call mine! when moving to catch and contain the ball. 17

18 Week 4 - Take Wickets & Score Runs ACTIVITY 1 CHANCE FOR A RUN OUT 10 MIN rubber cricket balls, 4 cones, 4 stumps and 2 bats. Participants are put into four teams. There are two games taking place. In each game one team is running between wickets and the other is fielding. Set up one set of stumps and a cone 15m apart. Parallel to this, set up another set of stumps and position a cone with a ball on top 30 metres apart. On the deliverers call of go the first runner sets off to run as many runs as they can and the first fielder runs to collect the ball and return the ball to a receiver at the stumps. The running team scores a bonus run if they are not run out. After everyone has had their turn the teams swap over. The team with the most amount of runs made wins. Restrict/increase the running distance for both teams. Running team have an option of what they want to run between the wickets with (plastic bat, wooden bat or single stump). Have two participants run between the wickets. When running between the wickets emphasise the importance of tapping and grounding the bat. Never let the bat hit the stumps. There is a safe distance between the running between wickets group and the fielders. HYDRATION Allow the participants to hydrate before the next activity. 18

19 ACTIVITY 2 MODIFIED T20 BLAST 50 MIN large balls, 2 rubber cricket balls, 24 cones to mark out boundaries, 4 bats, and 4 stumps. Two games operating side by side to cater for 24 participants. Umpires of both games are student leaders. Six players per side (4 teams). Two overs per pair (12 overs per game, six per side). Pitch length is 18 metres. Ground size boundaries are to be set up at a 20 metre radius from the pitch. Batting Players bat in pairs for two overs regardless of whether they get dismissed in that period. If a wicket falls, the batters swap ends and the bowling team is granted 5 bonus runs. Bowling Players bowl one over each. All overs are bowled from the same end. If a bowlers bowls a wide or no-ball then the batting team receive 2 runs and then get a free hit from a bonus delivery. The bowler rolls a large ball down the pitch for a free hit. Participants waiting for their bat should be supporting on the sidelines and counting the runs scored. A Skill Zone can be set up for the batting teams so participants are not sitting down and waiting for their go. Batting pairs receive 4 overs per pair. Batting Move according to the line/length of the ball. Free swing of the bat. Bowling Grip. Approach. Delivery. Fielding Catch and contain the ball. Throw the ball. Participants cannot be within 10 metres of the batter until the ball is hit. This excludes the wicket keeper and the slips. HYDRATION Allow the participants to hydrate before their next session (class). 19

20 ADDITIONAL ACTIVITIES ADDITIONAL CRAZY STUMP THROW 15 MIN rubber cricket balls, 24 cones and 3 stumps. Eight participants stand approximately 15 meters away from the stumps, directly opposite one of the other fielders. Four rubber cricket balls are used, one for each pair facing each other. The aim is to see which pair can get the most hits in a set amount of time. Add in a variation. The participants can roll with their opposite hand. Participants throw with opposite hand. Change the distance of the participants and the stumps. Add in more rubber cricket balls. Fielding Catch or control the ball. Throw the ball. Backing up. Participants must always be a safe distance apart when rolling or throwing in the activity. ADDITIONAL CRAZY CATCHING 15 MIN rubber cricket balls and 24 cones. Eight participants stand approximately 10 metres away facing a partner opposite to them. In one group, four rubber cricket balls are used, one for each pair facing each other. 4 participants throw the ball at the same time. Their partners try and catch the ball that has been thrown by their partner or try and catch a ball that has been deflected off another ball. Fielding Participants throw with opposite hand. Change the distance of the participants. Add in a competition within the group. First pair to 10 catches wins. Catch or control the ball. Throw the ball. Backing up. Participants must always be a safe distance apart when rolling or throwing in the activity. 20

21 ADDITIONAL SKITTLE THE STUMPS 20 MIN rubber cricket balls, 2 large balls, 16 cones, 8 stumps and 2 ropes. The playing area is divided into 2 halves and at each end four stumps are set up along each rope. Participants are split into two teams (twelve on each team). The game is won when all four stumps from one team have been hit. A fielder can be eliminated from the game if a rubber cricket ball hits their leg when attempting to field a ball. Both teams over arm throw the balls at the stumps. Participants do not use rolling in this activity. To avoid participants sitting out of the game for long periods have them rotate back in after another participant is out from a ball hitting their leg. Participants aim for the stumps and not at the participants in the opposite team. Participants cannot pass the rope into the safe zone. The balls must stay there until the game is finished. Throw over arm with opposite side of the body. Have participants bowl instead of over arm throw. Add in a time limit. Who can hit the opposing stumps the most. Change the distance of the safe zone. Teaching Points Move to catch or control the ball. Be side on when throwing the ball and point at the target. Encourage participants to throw over arm with their opposite side. Participants are to aim for the stumps and not at the participants in the opposite team. WEEK 3 TAKE WICKETS SKITTLE THE STUMPS 21

22 ADDITIONAL PROTECT THE CIRCLE 30 MIN rubber cricket balls, 24 cones, 8 bats, 2 stumps and 2 ropes. Participants are split into 2 groups (12 per group). Four batters are in the middle circle. A set of stumps are placed in the middle of the inner circle. Four bowlers are in the next larger circle. Four fielders are spread out to fill in the gap in the larger outside circle. The bowler s roll or underarm the ball, between a batters cone, into the centre circle trying to hit the stumps. The batters try to hit the balls through the clear areas between the bowlers and fielders. Balls that stop between the bowlers and batters lines remain there until the deliverer stops the game so they can be gathered safely. If the ball reaches the outside fielders they field the ball and bring it back in and place the balls at the bowler s feet. Once the stumps in the middle have been hit 5 times change the game positions around. Change the number of times the stumps need to be hit. Suit the level of skill ability. Safety The rope (bowlers crease line) is at a safe distance from the batter. Explain to the bowlers to keep out of the batters way when running to retrieve a ball. Encourage batters to block or play controlled shots. Not to swing as hard as they can. Balls that stop between the bowlers and the batters lines remain there until the deliverer stops the game so they can be gathered safely. Batting Move according to the line/length of the ball. Free swing of the bat. Under no circumstances do the participants use tees. We want the batters to replicate the skill of batting by hitting a moving or oncoming ball. For participants who find it challenging to hit an under arm ball, get the bowlers to roll the ball. Consider using the larger balls. Batters are evenly spaced a safe distance apart from each other. Bowlers circle is a safe distance away from the batters. HYDRATION Allow the participants to hydrate before their next session (class). 22

23 ADDITIONAL LINE UP THUNDER CRICKET 20 MIN rubber cricket balls, 12 cones, 4 bats and 8 stumps. Participants are split into 4 groups (games). In each group number each player in batting order. Position the 2 cones at each side of the wicket forward of the batter (near batter easy, further away more difficult). Each batter in turn aims to hit the ball between the foul markers and then run between the markers. The bowler (B) bowls the ball at the batter (A). The bowler (B) then fields the ball. All other participants line up behind the stump. The bowler/fielder (B) passes the ball to the last player in the line. The ball is then passed down the line to the new participant standing closest to the stumps. That person then hits the ball on the stumps to stop the batter from running. Repeat for each batter in turn. See how many runs each better can make. Add in competition. Who can make the most runs in each group? Change the ball type to suit the skill ability of participants. Increase/decrease the foul markers. Change the foul markers to help develop other cricket shots (e.g. foul markers on the on-side or off-side). Teaching Points Batting Move according to the line/length of the ball. Free swing of the bat. Under no circumstances do the participants use tees. We want the batters to replicate the skill of batting by hitting a moving or oncoming ball. 23

24 ADDITIONAL SHOOTING STARS 20 MIN rubber cricket balls, 6 high bounce balls, 2 large balls, 24 cones, 4 stumps, 4 stump bases and 2 ropes. Participants are split into two teams. On go the players from both teams bowl the rubber cricket balls to the opposite teams area. The ball must bounce in the safety zone first before entering the opposing team s area. There are various targets in the safety zone for participants to aim at. Balls are retrieved (fielded) and bowled continuously until the game stops. The team with the least amount of balls in their half wins. After the first game, add in the high bounce balls and larger balls for further engagement and skill development. Add more competition by allowing points when a target in the safe zone is hit. 10 points for every target that is hit. Move the ropes to better suit the skill ability or make the ropes narrower to further challenge the participants. Participants are split into three teams. The winning team stays in the next game and the losing team rotates with the resting team. Instead of bowling, participants can throw the ball. BOWLING Hold the ball correctly with the grip. With the approach get the participants to stay smooth and balanced. Keep the bowling arm straight and get the shoulder to brush the ear as the ball is released. A bowled or thrown ball must bounce in the safety zone first before ending in the opposing team s area. ADDITIONAL ACTIVITIES SHOOTING STARS 24

25 ADDITIONAL WICKETKEEPER CATCHING 10 MIN rubber cricket balls. Keeper positions themselves in a normal stance about 1m from the catch area. If using mats place them in the catch area. Partner stands 3m away, underarms the ball trying to land it in the middle of the catch zone. Keeper s dive to catch the ball, preferably with 2 hands, but if necessary with 1 hand. The mats are there to help break the keepers fall. Partners swap positions after 6 deliveries. Have the keepers catch the other way. Mix up the delivery. Have rolling balls, high balls and catches. Teaching Points Hands are ready. Feet are shoulder width apart. Moving according to the line of the ball. Keep your head still and in line with the ball. Catch with two hands. The ground or surface to dive and catch is safe and is suitable for the activity. No run ups when diving to take a catch. 25

26 ADDITIONAL BOWL KEEP THROW RELAYS 15 MIN rubber cricket balls, 22 cones and 4 stumps and 2 ropes. Participants are split into two groups. There are two playing areas. At each playing area there are eight stations: Two participants on station 1, 3, 5 and 7; one participant each on station 2, 4, 6 and 8. Station 1 bowls at the stumps at station 2. Station 2 underarm lobs the ball to participants at station 3. Station 3 bowls the ball and attempts to land it over the rope at station 4. Station 4 underarm rolls the ball at station 5. Station 5 bowls the ball at a target (cones scattered around) at station 6. Station 6 underarm bowls the ball with one bounce towards station 7. Station 7 bowls the ball to the wicket keeper at station 8. After releasing the ball, each player follows the path to progressively get through the activity. Station 8 (wicket keeper) keeps the ball and runs around the back of the game to become a bowler. The two groups become teams and compete in a relay race. Add in the high bounce balls for further engagement and skill development. Add in overarm throws. Underarm or throw with opposite hand. Bowling Grip. Approach. Delivery. Fielding Catch and contain the ball. Throw the ball. image to be created 26

Stage 1 Session Plan Overview. Stage 1 Session Plans. 1 Number of scorecards required 5-6. The following icons are used through-out the manual 5-6 2

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