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Stage Session Plans Stage Session Plan Overview Recommended for 5-7 year olds The following icons are used through-out the manual SESSION WARM UPS SKILL EMPHASIS GAME Ball Handling & Line up Grip, stance, front foot hitting Tee Line Cricket - (vertical hits) 5-6 6 8 Ball Handling & Line up Horizontal hitting Tee Line Cricket (horizontal hits) The particular equipment required for each lesson is show as below 3 Rapid Fire Ground fielding & Tee Pairs Cricket (horizontal hits) underarm throwing Rapid Fire Catching & overarm throwing Tee Pairs Cricket players required 5-6 5 Bowler Goaler Basic Bowling Diamond Cricket (double chance) 6 Bowler Goaler Bowling with Run Up Diamond Cricket (double chance) bats required 7 Quick Singles & Bowling revision Diamond Cricket (double chance) Skills Circuit balls required stumps required 3 tees required 3 8 Relays Running between wickets Diamond Cricket (double chance) 9 Cricket Longball Fielding, throwing & Double Chance Pairs Cricket catching revision 0 Snowball tag & Cricket Seam Bowling Double Chance Pairs Cricket long ball Quick Singles Spin Bowling & wicketkeeping Double Chance Pairs Cricket & Dodgeball single stumps required Archway Tag Revision Double Chance Pairs Cricket markers required 8 timers required scorecards required 0

session TEE LINE CRICKET session Grip, stance & front foot hitting Batting Grip V s formed by thumb & forefinger aligned down back of bat. Hands together in middle of handle. Batting Stance Side On. Feet shoulder width apart. Head upright, eyes level. Batting Pick up the bat by first cocking at the wrists. BALL HANDLING 8 8 In 6 successful hits into the scoring zones to make the highest score. No? one within three metres of any player holding a bat. Hand to hand throw Bounce & catch Belly catch Drop & catch LINE UP 8 Each batter in turn to score as many runs as possible. To start: Number each player in batting order. Place the ball on the tee. Position the markers at each side of the wicket forward of the batter (near batter = easy, further away more difficult). The game: Each batter in turn aims to hit the ball between the foul markers and then run between the running markers. A fielder collects the ball. All others run and line up behind the fielder. The ball is passed back until the last player in the line has it. The last person then runs to touch the stumps at the bowler s end with the ball to stop the batter running. Repeat for each batter in turn. Batter with the most runs wins. To start: Place a stump in the ground. Place a tee on the stump and a ball on the tee. Batter ready at the tee others fielding. Maximum 8 per group (6 playing, being coached to the side - rotate through the game). Each batter has 6 scoring hits off the tee (mis-hits or hits that do not go beyond the neutral zone do not count). Fielders cannot enter the neutral zone. The fielder who stops the ball returns it by ROLLING it to the batter. Highest score wins. Are the batters stepping next to the tee to hit? Is the batter s front knee bent, head over the ball? Is the ball being hit in the desired direction? Are the fielders confident enough to stop the ball? Are the fielders positioned appropriately? : Increase/decrease the neutral zone appropriate to the batters skill level. Widen the playing area to create more gaps between fielders. Skills: It is encouraged to have the next batters practicing hitting off tees with a helper coach prior to them batting in the game. Promote fun and enjoyment. Learn the names of players to improve communication Smile, praise and encourage if you re not having fun the children won t either. 3

Grip and Stance session TEE LINE CRICKET session Batting Grip V s formed by thumb & forefinger aligned down back of bat. Hands together in middle of handle. Batting Stance Side On. Feet shoulder width apart. Head upright, eyes level. Batting Pick up the bat by first cocking at the wrists. Horizontal bat shots Step back & across the stumps. Have hands high in backlift. Complete a full swing of the bat from high to low. Finish with hands near front shoulder. BALL HANDLING 8 8 In 6 successful hits into the scoring zones to make the highest score. Throw, clap & catch Flick & catch in front Kneel, throw, stand & catch LINE UP 8 Each batter in turn to score as many runs as possible. To start: Place a stump in the ground. Place a tee on the stump and a ball on the tee. Batter ready at the tee all others fielding. Maximum 8 per group (6 playing, being coached to the side - rotate through the game). Each batter has 6 scoring hits off the tee (mis-hits or hits that do not go beyond the neutral zone do not count). Use? a whistle or the same word / phrase consistently (ie. freeze) to indicate stop activity, look at the coach and listen. Keep groups small and queues short to ensure: - active & interested players - decreased behavioural issues To start: Number each player in batting order. Place the ball on the tee. Position the markers at each side of the wicket forward of the batter (near batter = easy, further away more difficult). The game: Each batter in turn aims to hit the ball between the foul markers and then run between the running markers. A fielder collects the ball. All others run and line up behind the fielder. The ball is passed back until the last player in the line has it. The last person then runs to touch the stumps at the bowler s end with the ball to stop the batter running. Repeat for each batter in turn. Batter with the most runs wins. Fielders cannot enter the neutral zone. The fielder who stops the ball returns it by ROLLING it to the batter. Highest score wins. Are the batters stepping back and across appropriately prior to hitting? Is the ball being hit along the ground? : Increase/decrease the neutral zone appropriate to the batters skill level. Create more gaps in the field by widening the playing area. Skills: It is encouraged to have the next batters practicing hitting off tees with the helper coach prior to them batting in the game. Hitting from high to low to ensure the ball is on the ground. Batters to aim for gaps in the field. 5

Horizontal Hitting session 3 TEE PAIRS CRICKET session 3 Step back & across the stumps. Have hands high in backlift. Complete a full swing of the bat from high to low. Finish with hands near front shoulder. Ground Fielding and Underarm Throwing Ground fielding Stay front on the ball. Bend knees & move into a low position. Extend arms out in front to pick up ball. Draw ball back through hip. Swing arm through, release the ball and allow hand to continue through toward the target. Underarm throwing Extend throwing hand back with arm straight. Step towards target. Swing arm through, release the ball and allow hand to continue through toward the target. RAPID FIRE 0 3 0 8 Batters in pairs to hit a ball off a tee to score as many runs as possible To start: Set up stumps 3 6m apart. Place batting tees with a ball on each either side of pitch just forward of batter. Be wary of fielders creeping in too close to batters. Set and strictly enforce boundaries & restricted zones. Organise players into pairs & number each pair. Maximum 0 per group (8 playing the game, being coached to the side rotate through the game). Each pair bats in turn for balls (ie. 6 balls in a row with partner as runner) Those not batting are fielding. Players should be positioned as wicketkeeper & bowler to assist with run outs Batters can be out Caught or Run Out only. IF BATTERS GO OUT THEY DO NOT SCORE FROM THAT ATTEMPT HOWEVER THEY CONTINUE TO BAT. To start: Select two teams of 5 players one batting the other fielding. Position fielding team appropriately to cover scoring area. The game: In turn each player hits balls off the tees in succession (Possibly place tee on a stump to also practice horizontal bat shots). Fielding team cannot move outside Fielding Rectangle until the first ball has been hit & cannot move across Line A until all balls have been hit. Scoring: - over Line A & below shoulder height = 5 points - over Line B & below shoulder height = 0 points - over Line C& below shoulder height = 50 points - each run between D & E = point - each run around D, E, L & M = 50 points Fielding team stops the batter running by setting up tees in original position with a ball on top of each. No score is awarded for a ball which is caught. When each pair has batted a nd innings can begin. Highest scoring pair wins. Are fielders confidently getting their bodies behind the ball? Are fielders watching the ball from the time it is hit until it is fielded? Are fielders underarming the ball accurately? Are the fielders positioned appropriately? Are the batters hitting the ball into the gaps? : By designating field positioning. Rotate fielders to ensure they all have a chance to field balls. Skills: It is encouraged to have players in turn practicing fielding and underarm throwing with the helper coach and then rotated through the game. Highlight fielding efforts. Motivate players by setting appropriate challenges for activities ie. - how many of the next 3 balls can you hit along the ground? - Last week you scored runs, let s see if you can score 3. 6 7

Ground Fielding & Underarm Throwing Ground fielding Stay front on the ball. Bend knees & move into a low position. Extend arms out in front to pick up ball. Draw ball back through hip. Swing arm through, release the ball and allow hand to continue through toward the target. Underarm throwing Extend throwing hand back with arm straight. Step towards target. Swing arm through, release the ball and allow hand to continue through toward the target. session TEE PAIRS CRICKET Catching and Throwing Throwing Body side on to target. Step toward target. Throwing hand to move back & up with fingers on top of the ball while. Non throwing hand points toward the target. Throw the ball keeping the elbow high. Throwing arm follows through across the body. Catching Move into position as quickly as possible (high catches). Keep head still, eyes on ball. Fingers point down, up or to side Catch with soft hands, giving with the ball. session RAPID FIRE 0 3 Batters in pairs to hit a ball off a tee to score as many runs as possible. Allow a drinks break during sessions to help with hydration and also concentration. LINE UP 0 8 To start: Select two teams of 5 players one batting the other fielding. Position fielding team appropriately to cover scoring area. The game: In turn each player hits balls off the tees in succession. Fielding team cannot move outside Fielding Rectangle until the first ball has been hit & cannot move across Line A until all balls have been hit. Scoring: - over Line A & below shoulder height = 5 points - over Line B & below shoulder height = 0 points - over Line C& below shoulder height = 50 points - each run between D & E = point - each run around D, E, L & M = 50 points Fielding team stops the batter running by setting up tees in original position with a ball on top of each. No score is awarded for a ball which is caught. To start: Set up stumps 3 6m apart. Place batting tees with a ball on each either side of pitch just forward of batter. Organise players into pairs & number each pair. Maximum 0 per group (8 playing the game, being coached to the side rotate through the game). Each pair bats in turn for balls (ie. 6 balls in a row with partner as runner). Those not batting are fielding. Players should be positioned as wicketkeeper & bowler to assist with run outs. Batters can be out Caught or Run Out only. IF BATTERS GO OUT THEY DO NOT SCORE FROM THAT ATTEMPT HOWEVER THEY CONTINUE TO BAT. When each pair has batted a nd innings can begin. Highest scoring pair wins. Can fielders watch the ball from the tee to fielders hands? Are fielders able to catch the ball / throw accurately? : Use a tee placed on a stump to create more catches. Add variety to sessions by allowing teams to choose their own team name. Skills: It is encouraged to have players in turn practising catching and overarm throwing with the helper coach and then rotated through the game. Highlight those players catching with the correct technique. overarm throwing at the stumps or back to the wicketkeeper or bowler. 8 9

Catching & Overarm Throwing session 5 DIAMOND CRICKET session 5 Catching Move into position as quickly as possible (high catches). Keep head still, eyes on ball. Fingers point down, up or to side. Catch with soft hands, giving with the ball. Throwing Body side on to target. Step toward target. Throwing hand to move back & up with fingers on top of the ball while. Non throwing hand points towards the target. Throw the ball keeping the elbow high. Throwing arm follows through across the body. Basic bowling When at the bowling crease beginners should be: Side on to the target. Non-bowling hand reaches up high & bowling hand moves down low. Non-bowling hand pulls straight down as bowling hand moves over the top (arm straight) to bowl. Follow through with bowling hand across the body. BOWLER GOALER 8-5 8-0 To score runs as a team ( balls per team). To start: Select teams of -6 players. Mark out the playing area with markers, size dependent on number of players. Designate the Bowler Goaler area with 3 markers at each end. The game: Players in possession of the ball can take a maximum of five steps before attempting to pass to a teammate. If the ball hits the ground or is intercepted the opposing team takes possession. The object is to pass the ball to the Bowler Goaler in the designated area (where no other players can enter) who then bowls attempting to score by hitting the stumps. The ball cannot be intercepted once bowled until after it passes the stumps. If the stumps are hit a goal is scored and the ball is returned to the centre for the scoring team to restart the game. If the Bowler Goaler misses the stumps the opposing team begin with the ball from the backline. NO contact is allowed. NOTE: Players can be designated forwards, defenders etc. with restricted areas to reduce congestion. Stumps should be moved closer to bowler to allow success. To start: Select players into 3 teams of (ideally per game however fewer / greater numbers can be accommodated see below). Team bats, team bowls / wicketkeeps & team 3 fields (if only teams one bats the other bowls). Where numbers allow and a helper coach is present, have the next to bowl as follows: in the field, practicing bowling to the side (rotate after balls). Use a marker as an additional base if teams have more than players. Place tees either side of the pitch and just forward of the batter. The bowling team bowls from X to the stumps at Y at all times. Each bowler bowls 6 balls and then the bowling team rotate to bring a new bowler to the crease. If bowled ball is missed (& doesn t hit the stumps) or can t be reached, batter hits ball from a tee of their choice. Only the hit ball is in play. Batters can be out Bowled at Y, Caught or Run Out at any set of stumps. Batters rotate to next base if out, no runs are scored on a delivery if a run out occurs. When the batter hits the ball, all batters must run in an anticlockwise direction to the next base. Batters may run more than one base at a time. One run is scored for each successful run to the next base by all batters. After all bowling team members have bowled 6 balls each team changes roles. The game continues until each team has batted & bowled. Highest score wins. Are the bowlers bowling accurately enough for the batters to hit most balls? Are the bowlers focussing on watching the spot on the pitch where they wish the ball to land? Skills: Beginner bowlers should stand at the crease and bowl not use a run up. It is encouraged to have players in turn practicing basic bowling with the helper coach and then rotated through the game. Positively reinforce beginner bowlers when they correctly perform any of the coaching points of bowling. Match players by size and ability ie. Have the best batters facing the best bowlers etc. Use the best person to demonstrate skills or activities, this may be a child or an adult! Using a normally disruptive or restless child as demonstrator can assist concentration and behaviour. 30 3

Basic Bowling session 6 DIAMOND CRICKET session 6 When at the bowling crease beginners should be: Side on to the target. Non-bowling hand reaches up high & bowling hand moves down low. Non-bowling hand pulls straight down as bowling hand moves over the top (arm straight) to bowl. Follow through with bowling hand across the body. Bowling with run up To teach bowling with a run-up only progress to next point when previous is mastered: Revise : Basic Bowling Action (arm action, including release of the ball). LIFT front knee and at the same time, perform the initial stretching movement of the arms. STAMP on front foot in a straight line toward the target and BOWL. STEP THROUGH with back foot toward the target by taking it across the front foot. LIFT front foot, STAMP and BOWL. Then, build run-up one step at a time. That is, one STEP, back foot STEP THROUGH across front foot, LIFT front foot, STAMP and BOWL. BOWLER GOALER 8-5 8-0 To score runs as a team ( balls per team). Act immediately to rectify any situations which are potentially unsafe. To start: Select teams of - 6 players. Mark out the playing area with markers, size dependent on number of players. Designate the Bowler Goaler area with 3 markers at each end. The game: Players in possession of the ball can take a maximum of five steps before attempting to pass to a teammate. If the ball hits the ground or is intercepted the opposing team takes possession. The object is to pass the ball to the Bowler Goaler in the designated area (where no other players can enter) who then bowls attempting to score by hitting the stumps. The ball cannot be intercepted once bowled until after it passes the stumps. If the stumps are hit a goal is scored and the ball is returned to the centre for the scoring team to restart the game. If the Bowler Goaler misses the stumps the opposing team begin with the ball from the backline. NO contact is allowed. NOTE: Players can be designated forwards, defenders etc. with restricted areas to reduce congestion. To start: Select players into 3 teams of (ideally per game however fewer / greater numbers can be accommodated see below). Team bats, team bowls / wicketkeeps & team 3 fields (if only teams one bats the other bowls). Where numbers allow and a helper coach is present, have the next to bowl as follows: in the field, practicing bowling to the side (rotate after balls). Use a marker as an additional base if teams have more than players. Place tees either side of the pitch and just forward of the batter. The bowling team bowls from X to the stumps at Y at all times. Each bowler bowls 6 balls and then the bowling team rotate to bring a new bowler to the crease. If bowled ball is missed (& doesn t hit the stumps) or can t be reached, batter hits ball from a tee. Only the hit ball is in play. Batters can be out Bowled at Y, Caught or Run Out at any set of stumps. Batters rotate to next base if out, no runs are scored on a delivery if a run out occurs. When the batter hits the ball, all batters must run in an anticlockwise direction to the next base. Batters may run more than one base at a time. One run is scored for each successful run to the next base by all batters. After all bowling team members have bowled 6 balls each team changes roles. The game continues until each team has batted & bowled. Highest score wins. Are bowlers co-ordinating a run up in their bowling action? Are bowlers bowling more or less accurately with a run up? Skills: It is encouraged to have players in turn practicing bowling with a run up with the helper coach and then rotated through the game. team work from the fielders. Build skills one component at a time. If players becoming frustrated move onto other activities and re-address later. 3 33

Establish designated areas for activities and emphasise these to all players. Scorecard below is located on page 7. 3 Skills Circuit QUICK SINGLES 8- LONGEST THROW PER PLAYER To gain the highest score in each activity. session The game: One player is chosen as the tagger and starts in the middle of the square with a ball to tag other players with. The tagger then nominates another player who attempts to run to the other side of the square without being hit (underarm throw) or tagged with the ball. If that nominated player reaches the other side without being tagged the rest of the group attempt to make it to the other side all at once. Any player tagged must collect a ball and become a tagger. The final player tagged is the winner. activities are set up and groups of players rotate around each activity (Large MILO Have-A-Go Centres will require multiple stations of each activity). Players give their best effort and scores are recorded. -6 7 markers are placed to depict the throwing line and a marker is placed at 0m intervals in the throwing area. Each player has throwing attempts and the best is recorded (measure from where the ball stops). RUN A -6 markers are placed approximately 0m apart to indicate creases. On the Coach s call of Go (& the starting of the timer) the runner completes runs. The time is recorded. 3-6 -6 LONGEST HIT - FRONT FOOT DRIVE LONGEST HIT - PULL SHOTS 7 markers are placed to depict the hitting line and a marker is placed at 0m and then every 0m in the hitting area. Each player has attempts at hitting the ball off the tee and the furthest is recorded (measure from where the ball stops). 7 markers are placed to depict the hitting line and a marker is placed at 0m and then every 0m in the hitting area. Each player has attempts at hitting the ball off the tee placed on top of a single stump and the furthest is recorded (measure from where the ball stops). 7 DIAMOND CRICKET Bowling with run-up Bowling with run up To teach bowling with a run-up only progress to next point when previous is mastered: Revise: Basic Bowling Action (arm action, including release of the ball) LIFT front knee, the same time, perform initial stretching movement of arms. STAMP on front foot in a straight line toward 8- To score runs as a team ( balls per team). 5 the target and BOWL STEP THROUGH with back foot toward the target by taking it across the front foot. LIFT front foot, STAMP and BOWL Build run-up one step at a time. That is, one STEP, back foot STEP THROUGH across front foot, LIFT front foot, STAMP and BOWL To start: Select players into 3 teams of (ideally per game however fewer / greater numbers can be accommodated see below). Team bats, team bowls / wicketkeeps & team 3 fields (if only teams one bats the other bowls). Where numbers allow and a helper coach is present, have the next to bowl as follows: in the field, practicing bowling and / or basic batting to the side (rotate after balls). Use a marker as an additional base if teams have more than players (additional bat required). Place tees either side of the pitch and just forward of the batter. The bowling team bowls from X to the stumps at Y at all times. Each bowler bowls 6 balls and then the bowling team rotate to bring a new bowler to the crease. If bowled ball is missed (& doesn t hit the stumps) or can t be reached, batter hits ball from a tee. Only the hit ball is in play. Batters can be out Bowled at Y, Caught or Run Out at any set of stumps. Batters rotate to next base if out, no runs are scored on a delivery if a run out occurs. When the batter hits the ball, all batters must run in an anticlockwise direction to the next base. Batters may run more than one base at a time. One run is scored for each successful run to the next base by all batters. After all bowling team members have bowled 6 balls each team changes roles. The game continues until each team has batted & bowled. Highest score wins. Are all batters demonstrating correct grip and stance? Can bowlers co-ordinate bowling with a run up? Are bowlers bowling accurately enough for batters to hit most bowled balls? Skills: It is encouraged to have players in turn practicing basic batting and / or bowling with the helper coach and then rotated through the game. Praise players who demonstrate correct grip and stance. Highlight players who hit balls into gaps. Reinforce the efforts of all players. session 7 35 Reinforce correct batting grip and stance at every opportunity. Show all children respect regardless of skill and work to improve each individual.

Running between wickets session 8 DIAMOND CRICKET session 8 The non striker should begin to leave the crease bat inside the crease as the bowler releases the ball. The batter on strike should call yes or no. The batter should get down low, reach to the - front and slide the bat across the crease. 8-5 To score runs as a team ( balls per team). Do? not set up activities where players are running toward each other. Use markers to designate running areas. Use questions to revise key points and desired behaviours and to reinforce knowledge of game rules etc. 3 JUMP THE STUMP The game: Players in single file facing marker A. The first player runs with the (plastic) stump in one hand to touch marker A and return, running down the side of the team holding the stump low to ground. Each team member jumps the stump in sequence. The player with the stump then runs to marker B which the team turns to face. Players jump the stump again and the player last in line is handed the stump, turns and runs to marker A. The first player returns to the end of the line. The game continues until all players have had a turn. BATTING RELAY RUNNING TUNNEL RELAY The game: The first player runs out to touch or slide the bat past the marker then returns to the team & repeats (ie. runs). The first player then runs around the whole team and passes the bat handle first to the next player who receives the bat, relay baton style from behind. The game continues until all players have had a turn. B The game: The ball is passed from the front of the line to the back BETWEEN the players legs. On receiving the ball the last player runs to the front of the line and the ALL players run to the front marker, line up & the ball is passed down the line again. The game continues until all players have had a turn. A To start: Select players into 3 teams of (ideally per game however fewer / greater numbers can be accommodated see below). Team bats, team bowls / wicketkeeps & team 3 fields (if only teams one bats the other bowls). Where numbers allow and a helper coach is present, have the next to bowl as follows: in the field, practicing running between wickets to the side (rotate after balls). Use a marker as an additional base if teams have more than players. Place tees either side of the pitch and just forward of the batter. The bowling team bowls from X to the stumps at Y at all times. Each bowler bowls 6 balls and then the bowling team rotate to bring a new bowler to the crease. If bowled ball is missed (& doesn t hit the stumps) or can t be reached, batter hits ball from a tee of their choice. Only the hit ball is in play. Batters can be out Bowled at Y, Caught or Run Out at any set of stumps. Batters rotate to next base if out, no runs are scored on a delivery if a run out occurs. When the batter hits the ball, all batters must run in an anticlockwise direction to the next base. Batters may run more than one base at a time. One run is scored for each successful run to the next base by all batters. After all bowling team members have bowled 6 balls each team changes roles. The game continues until each team has batted & bowled. Highest score wins. Are batters communicating when running between wickets? Are non-strikers beginning to leave the crease as the bowler releases the ball? Are the batters sliding the bat into the crease? : Introduce tip and run running each ball to increase the number of runs batters will attempt. Skills: It is encouraged to have players in turn practicing running between wickets with the helper coach and then rotated through the game. Promote calling and communication between batters. 36 37

Running between wickets The non striker should begin to leave the crease bat inside the crease as the bowler releases the ball. The batter on strike should call yes or no. The batter should get down low, reach to the front and slide the bat across the crease. session 9 DOUBLE CHANCE PAIRS CRICKET Fielding Throwing & Catching Ground fielding Stay front on the ball Bend knees & move into a low position Throwing Body side on to target Step toward target Throwing hand moves back & up fingers on top of ball Non throwing hand points toward the target Throw the ball keeping the elbow high Throwing arm follows through across the body Catching Move into position quickly Keep head still, eyes on ball Fingers point down, up or to side Giving with the ball session 9 CRICKET LONGBALL 0 3 Batters in pairs to hit either a ball bowled or off a tee to score as many runs as possible. To start: Set up stumps 3 6m apart. Place batting tees with a ball on each either side of pitch just forward of batter. Organise players into pairs & number each pair. Maximum 0 per group (8 playing the game, being coached to the side rotate through the game). Each pair bats for overs ( balls) & bowls for overs (6 balls each partner). Bowling can be underarm if required. When partner is bowling, other partner wicketkeeps. If bowled ball is missed (& doesn t hit the stumps) or can t be reached, batter hits ball from a tee of their choice. Only the hit ball is in play. Batters can be out Bowled, Caught or Run Out only. IF BATTERS GO OUT THEY SWAP ENDS & CONTINUE TO BAT. If pairs are not batting or bowling they are fielding. EVERYONE BATS, BOWLS, FIELDS & WICKETKEEPS.? players to call mine for catches and educate players to make space for the caller to complete the catch. If players are becoming bored provide challenges within the activity or begin a new activity. Groups will enjoy different activities - cater for preferences where possible. 0- To start: Select teams of 5 6 players, one batting team, one fielding team. In turn the batters hit the ball off the tee (must be hit into/through the square) and attempt to run to the back baseline. The fielding team field the ball and try to hit (underarm throw below shoulder height) or tag the batter to stop them running. The fielders can only take five steps maximum when in possession of the ball. If the batters make it to the back baseline they must wait until another batter has hit a ball into play and then attempt to score by again running through the square evading the taggers and reaching the front baseline. Each batter who successfully makes it back to the front baseline scores run. It is possible to have multiple runners in the square at one time. The batter can be out caught, tagged or hit. The game continues until all players have had a hit, all have been out, or three out all out. Are the fielders ground fielding, catching and throwing with the correct technique? Are the batters calling and communicating to each other? : Match evenly skilled players to bat/bowl to each other. Skills: It is encouraged to have players in turn practicing with the helper coach and then rotated through the game. Place - fielders in slips to create more gaps. good sportsmanship (e.g. clapping when good efforts are made, shaking hands, accepting the umpires decision etc). 38 39

Fielding, Throwing & Catching Ground fielding Stay front on the ball Bend knees & move into a low position Throwing Body side on to target Step toward target Throwing hand moves back & up fingers on top of ball Non throwing hand points toward the target Throw the ball keeping the elbow high Throwing arm follows through across the body Catching Move into position quickly Keep head still, eyes on ball Fingers point down, up or to side Giving with the ball session 0 DOUBLE CHANCE PAIRS CRICKET Seam Bowling Grip the ball with thumb underneath & first two fingers on top Bowl the ball with seam upright pointing toward the batter Drag the first two fingers down the back of the ball session 0 SNOW BALL TAG 0 3 0 PER PLAYER To start: Mark out a square approximately 0m x 0m Place balls together at edge of square Batters in pairs to hit either a ball bowled or off a tee to score as many runs as possible. The : One player begins with a ball & is the tagger. The tagger attempts to catch other players by tagging them with the ball or hitting below the shoulders with an underarm throw. All caught players collect a ball & become taggers. Last player caught wins. CRICKET LONGBALL 0 To start: Select teams of 5 6 players, one batting team, one fielding team. In turn the batters hit the ball off the tee (must be hit into/through the square) and attempt to run to the back baseline. The fielding team field the ball and try to hit (underarm throw below shoulder height) or tag the batter to stop them running. The fielders can only take five steps maximum when in possession of the ball. If the batters make it to the back baseline they must wait until another batter has hit a ball into play and then attempt to score by again running through the square evading the taggers and reaching the front baseline. Each batter who successfully makes it back to the front baseline scores run. It is possible to have multiple runners in the square at one time. The batter can be out caught, tagged or hit. The game continues until all players have had a hit, all have been out, or three out all out. To start: Set up stumps 3 6m apart. Place batting tees with a ball on each either side of pitch just forward of batter. Organise players into pairs & number each pair. Maximum 0 per group (8 playing the game, being coached to the side rotate through the game). Each pair bats for overs ( balls) & bowls for overs (6 balls each partner). Bowling can be underarm if required. When partner is bowling, other partner wicketkeeps. If bowled ball is missed (& doesn t hit the stumps) or can t be reached, batter hits ball from a tee of their choice. Only the hit ball is in play. Batters can be out Bowled, Caught or Run Out only. IF BATTERS GO OUT THEY SWAP ENDS & CONTINUE TO BAT. If pairs are not batting or bowling they are fielding. EVERYONE BATS, BOWLS, FIELDS & WICKETKEEPS. Are the bowlers bowling with the seam upright? (e.g. putting backspin on the ball). : Use coloured tape to highlight the seam on the ball and encourage players to bowl with the seam spinning backwards and staying upright. Skills: Players can practice keeping the seam upright by throwing the ball with the same action. It is encouraged to have players in turn practicing with the helper coach and then rotated through the game. Fielders to discuss field placements for different batters. Emphasise all players watching the play at all times. players to emulate their heroes when performing relevant skills. 0

Seam Bowling Grip the ball with thumb underneath & first two fingers on top. Bowl the ball with seam upright pointing toward the batter. Drag the first two fingers down the back of the ball. session DOUBLE CHANCE PAIRS CRICKET Spin Bowling & Wicket Keeping Spin Bowling Run up is shorter than for medium pace or fast bowling. At top of bowling action turn the turn the wrist like opening or closing a door handle. Spin the ball hard & experiment with hand position to create spin in different directions. Wicket Keeping Bend knees & stay in a low position. Catch with fingers up, down or to the side. Extend arms out in front and draw ball into hip catching with soft hands, giving with the ball. session QUICK SINGLES 0 3 0 PER PLAYER Batters in pairs to hit either a ball bowled or off a tee to score as many runs as possible. Increase activity time, decrease talking by adults. Make the relevant coaching & safety points and then begin playing ASAP. One player is chosen as the tagger and starts in the middle of the square with a ball to tag other players with. The tagger then nominates another player who attempts to run to the other side of the square without being hit (underarm throw) or tagged with the ball. If that nominated player reaches the other side without being tagged the rest of the group attempt to make it to the other side all at once. Any player tagged must collect a ball and become a tagger. The final player tagged is the winner. DODGEBALL 8-0 To start: Select teams of - 5 players, one batting team, one fielding team. Players are put into pairs (or nominate player who will run twice for uneven groups.) In turn the batters hit the ball off the tee (must be hit into/through the square) and then run around the bases. The other partner (the dodger) is running around within the square and the fielding team must gather the ball, pass it around and try to hit (underarm below shoulder height) or tag the dodger. The fielders can only take five steps when in possession of the ball. When the dodger is hit or tagged the batter stops running. Score run for each base reached. The game continues until all players have had a turn as the hitter & the dodger and then team roles are reversed. To start: Set up stumps 3 6m apart. Place batting tees with a ball on each either side of pitch just forward of batter. Organise players into pairs & number each pair. Maximum 0 per group (8 playing the game, being coached to the side rotate through the game). Each pair bats for overs ( balls) & bowls for overs (6 balls each partner). Bowling can be underarm if required. When partner is bowling, other partner wicketkeeps. If bowled ball is missed (& doesn t hit the stumps) or can t be reached, batter hits ball from a tee of their choice. Only the hit ball is in play. Batters can be out Bowled, Caught or Run Out only. IF BATTERS GO OUT THEY SWAP ENDS & CONTINUE TO BAT. If pairs are not batting or bowling they are fielding. EVERYONE BATS, BOWLS, FIELDS & WICKETKEEPS. Are the bowlers putting spin on the ball? Are the players wicketkeeping confidently enough to keep up to the stumps? : Nominate a number of balls per over that the bowler must attempt to use spin. Skills: It is encouraged to have players in turn practicing spin bowling and wicket keeping with the helper coach and then rotated through the game. players to copy their favourite cricketers when bowling or fielding. Lengthen the distance of batting creases when wicketkeepers up at the stumps to ensure the bat will not reach keeper when swung. 3

Spin Bowling & Wicket Keeping session PARENTS / CHILDREN DOUBLE session CHANCE PAIRS CRICKET Spin Bowling Run up is shorter than for medium pace or fast bowling. At top of bowling action turn the turn the wrist like opening or closing a door handle. Spin the ball hard & experiment with hand position to create spin in different directions. Wicket Keeping Bend knees & stay in a low position. Catch with fingers up, down or to the side. Extend arms out in front and draw ball into hip catching with soft hands, giving with the ball. 8-0 3 ARCHWAY TAG Batters in pairs to hit either a ball bowled or off a tee to score as many runs as possible. To start: Set up stumps 3 6m apart. Place batting tees with a ball on each either side of pitch just forward of batter. Organise players into pairs & number each pair. If 0 players per team fielding team must have slips in place at all times this allows children to have greater opportunity to score. Each pair bats for overs ( balls) & bowls for overs (6 balls each partner). Bowling can be underarm if required. When partner is bowling, other partner wicketkeeps. Ensure parents participate in warm up games or warm up independently before playing the game. If bowled ball is missed (& doesn t hit the stumps) or can t be reached, batter hits ball from a tee of their choice. Only the hit ball is in play. Batters can be out Bowled, Caught or Run Out only. IF BATTERS GO OUT THEY SWAP ENDS & CONTINUE TO BAT. If pairs are not batting or bowling they are fielding. 8-0 PER PLAYER To start: Designate the playing area with markers. Nominate or more players as tagger(s). All players (except taggers) to be in pairs. The game: Players (except taggers) hold hands with their partner and move around inside the playing area. Taggers hit (underarm below shoulder height) or tag players with the ball. Tagged pairs must stand still with their arms in the air forming an archway. Non-tagged pairs can set the tagged pairs free by running under the archway. If pairs lose grip of partners hand they are considered caught. EVERYONE BATS, BOWLS, FIELDS & WICKETKEEPS. NOTE: Children are paired up with a parent / adult or alternatively a team of children could play a team of parents. Are players young and old having fun? Assist parents who may have little knowledge of the game. Make them feel comfortable. Emphasise the need for good sportsmanship from all players. Highlight improvement in players & provide information or guidance on future cricket participation in Have A Go or junior club. 5

Stage Session Plans Stage Session Plan Overview Recommended for 8-0 year olds The following icons are used through-out the manual SESSION WARM UPS SKILL EMPHASIS GAME 5-6 6 8 Line Up Grip, stance & front foot hitting Double Chance Pairs Cricket (parent / child matches) The particular equipment required for each lesson is show as below players required 5-6 balls required 3 bats required tees required 3 Snow Ball Tag Basic Bowling & batting swing Double Chance Pairs Cricket & Rapid Fire 3 Rapid Fire Horizontal hitting Double Chance Pairs Cricket (with double score zone - square boundary) Rapid Fire Running between wickets Double Chance Pairs Cricket (with double score zone - straight boundary) 5 Run Out Ground fielding & underarm Double Chance Pairs Cricket & Snow Ball Tag throwing (with double score zone - straight boundary) 6 Meteorites & Throwing Catching & overarm throwing Double Chance Pairs Cricket Circle (with double score zone - straight boundary) 7 Quick Singles & Skills Batting & Bowling with a run Four Bowler Cricket Circuit up revision stumps required markers required 8 single stumps required 8 Relays Seam Bowling Four Bowler Cricket 9 Bowler Goaler Advancing to drive & Kanga 6 s (all children spin bowling encouraged to bowl spin) 0 Cricket Longball Umpiring Kanga 6 s (play with teams of 8 and have of the bowling team rotate through umpiring) Caterpillar Cricket Wicketkeeping Kanga 6 s scorecards required timers required Archway tag Revision Kanga 6s (parent / child) 6 7

session DOUBLE CHANCE PAIRS CRICKET - Grip, Stance stance and & front Front foot Foot hitting Hitting session Batting Grip V s formed by thumb & forefinger aligned down back of bat. Hands together in middle of handle. Batting Stance Side On. Feet shoulder width apart. Head upright, eyes level. Batting Pick up the bat by first cocking at the wrists. LINE UP 0 3 5 Batters in pairs to hit either a ball bowled or off a tee to scoreas many runs as possible. No one within three metres of any player holding a bat. Each batter in turn to score as many runs as possible. To start: Number each player in batting order. Place the ball on the tee. Position the markers at each side of the wicket forward of the batter (near batter = easy, further away more difficult). The game: Each batter in turn aims to hit the ball between the foul markers and then run between the running markers. A fielder collects the ball. All others run and line up behind the fielder. The ball is passed back until the last player in the line has it. The last person then runs to touch the stumps at the bowler s end with the ball to stop the batter running. Repeat for each batter in turn. Batter with the most runs wins. To start: Set up stumps 3 6m apart. Place batting tees with a ball on each either side of pitch just forward of batter. Organise players into pairs & number each pair. Maximum 0 per group (8 playing the game being coached to the side - rotate through the game). Each pair bats for overs ( balls) & bowls for overs (6 balls each partner). Bowling can be underarm if required. When partner is bowling, other partner wicketkeeps. If bowled ball is missed (& doesn t hit the stumps) or can t be reached, batter hits ball from a tee of their choice. Only the hit ball is in play. Batters can be out Bowled, Caught or Run Out only. IF BATTERS GO OUT THEY SWAP ENDS & CONTINUE TO BAT. If pairs are not batting or bowling they are fielding. EVERYONE BATS, BOWLS, FIELDS & WICKETKEEPS. Are the batters hitting the ball into their desired direction? Refer coaching points above. Are the bowlers focussing on the spot on the pitch they wish the ball to land? Learn the names of players to improve communicatio n. Smile, praise and encourage if you re not having fun the children won t either. Are the fielders positioned well? Anticipating? Co-operating? : Improve the game by matching equal skilled players to bat & bowl to each other. Skills: Provide specific coaching tips to players during the game. It is also encouraged to and have each pair rotate through a hitting off tees activity with a helper coach. Highlight those players demonstrating correct grip & stance. Recognise fielders encouraging other players. 8 9

Grip and stance Batting Grip V s formed by thumb & forefinger aligned down back of bat. Hands together in middle of handle. Batting Stance Side On. Feet shoulder width apart. Head upright, eyes level. Batting Pick up the bat by first cocking at the wrists. session DOUBLE CHANCE PAIRS CRICKET - Basic bowling - Batting swing When at the bowling crease beginners should be: Side on to the target. Non-bowling hand reaches up high & bowling hand moves down low. Non-bowling hand pulls straight down as bowling hand moves over the top (elbow straight) to bowl. Follow through with bowling hand across the body. A smooth coordinated swing involves: Lift. Step. Stop & be stable. Swing. session SNOW BALL TAG 0 3 0 To Start: Mark out a square approximately 0m x 0m. Place balls together at edge of square. The : One player begins with a ball & is the tagger. The tagger attempts to catch other players by tagging them with the ball or hitting below the shoulders with an underarm throw. All caught players collect a ball & become taggers. Last player caught wins. RAPID FIRE 0 PER PLAYER To Start: Select two teams of 5 players one batting, the other fielding. Position fielding team appropriately to cover scoring area. The : In turn each player hits balls off the tees in succession. Score 0 points for every ball which crosses the line between markers C & D (below shoulder height). additional point is scored for every run completed between marker A & the stumps. Fielding team stops the batter running by returning setting up tees in original positions with a ball on top of each. No score is awarded for a ball which is caught. Batters in pairs to hit either a ball bowled or off a tee to score as many runs as possible. To start: Set up stumps 3 6m apart. Place batting tees with a ball on each either side of pitch just forward of batter. Organise players into pairs & number each pair. Maximum 0 per group (8 playing the game being coached to the side - rotate through the game). Each pair bats for overs ( balls) & bowls for overs (6 balls each partner). Bowling can be underarm if required. When partner is bowling, other partner wicketkeeps. If bowled ball is missed (& doesn t hit the stumps) or can t be reached, batter hits ball from a tee of their choice. Only the hit ball is in play. Batters can be out Bowled, Caught or Run Out only. IF BATTERS GO OUT THEY SWAP ENDS & CONTINUE TO BAT. If pairs are not batting or bowling they are fielding. EVERYONE BATS, BOWLS, FIELDS & WICKETKEEPS. Are the balls landing where the bowlers want them to? Bowling hand should be very high on release. Are the fielders positioned correctly? If players are having difficulty bowling try suggesting they begin at the crease without a run up. It is also encouraged to have each pair rotate through a bowling in pairs activity with a helper coach. : Shorten or lengthen pitch length appropriate to skills of players. Recognise players who are attempting to bowl with correct technique. Bowling is a difficult skill & positive reinforcement will assist players persistence. player discussion on field placements. Match players by size and ability ie. Have the best batters facing the best bowlers etc. Use the best person to demonstrate skills or activities, this may be a child or an adult! - Using a normally disruptive or restless child as demonstrator can assist concentration and behaviour. 50 5

Basic Bowling & Batting Swing When at the bowling crease beginners should be: Side on to the target. Non-bowling hand reaches up high & bowling hand moves down low. Non-bowling hand pulls straight down as bowling hand moves over the top (elbow straight) to bowl. Follow through with bowling hand across the body. A smooth coordinated swing involves: Lift. Step. Stop & be stable. Swing. session 3 DOUBLE CHANCE PAIRS CRICKET WITH DOUBLE SCORE ZONE Horizontal bat shots Step back & across the stumps. Have hands high in backlift. Complete a full swing of the bat from high to low. Finish with hands near front shoulder. session 3 RAPID FIRE 0 3 8 0 8 Batters in pairs to hit either a ball bowled or off a tee to score as many runs as possible. Double score zone Double score zone Be wary of fielders creeping in too close to batters. Set and strictly enforce boundaries & restricted zones. To start: Set up stumps 3 6m apart. Place batting tees on single stumps with a ball on each tee either side of pitch just forward of batter (for horizontal bat shots). Organise players into pairs & number each pair. Place markers to indicate double score zone (see diagram). Maximum 0 per group (8 playing the game being coached to the side - rotate through the game). Each pair bats for overs ( balls) & bowls for overs (6 balls each partner). Bowling can be underarm if required. When partner is bowling, other partner wicketkeeps. If bowled ball is missed (& doesn t hit the stumps) or can t be reached, batter hits a pull shot or a cut shot from a high tee of their choice. Only the hit ball is in play. To start: Select two teams of 5 players one batting the other fielding. Position fielding team appropriately to cover scoring area. The game: In turn each player hits balls off the tees in succession. Fielding team cannot move outside Fielding Rectangle until the first ball has been hit & cannot move across Line A until all balls have been hit. Scoring: - over Line A & below shoulder height = 5 points - over Line B & below shoulder height = 0 points - over Line C& below shoulder height = 50 points - each run between D & E = point - each run around D, E, L & M = 50 points Fielding team stops the batter running by setting up tees in original position with a ball on top of each. No score is awarded for a ball which is caught. Batters can be out Bowled, Caught or Run Out only. IF BATTERS GO OUT THEY SWAP ENDS & CONTINUE TO BAT. If pairs are not batting or bowling they are fielding. EVERYONE BATS, BOWLS, FIELDS & WICKETKEEPS. Double score zones runs are doubled ie. =, = etc. Are the batters hitting the balls along the ground? If not ensure swing is completed with hands moving from high to low. Are the batters choosing the correct balls to hit toward the double score zone? : Vary the position of the double score zone to encourage changes in field and shot placement. Skills: It is encouraged to have players in turn practicing running between wickets with the helper coach and then rotated through the game. Promote discussion between batting pairs and also fielders regarding strategies for best results. Motivate players by setting appropriate challenges for activities ie. - how many of the next 3 balls can you hit along the ground? - Last week you scored runs, let s see if you can score 3. - Etc. 5 53