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PREPARE TO PERFORM 10 MIN TARGET BATTING

Equipment ACTIVITY
• Cricket Bats • An adult should feed the ball underarm to the batters
• Balls • Other group members field behind the marker
• Cones • 1 point for hitting the marker
• 10 points for getting the marker to flip and land upright again (also known as the
‘Super Flip’)
• 3 turns each then swap

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PREPARE TO PERFORM 10 MIN RUN-OUT GAME

Additional
Activities
Number of players ACTIVITY
• 8 – 12 players • Select 2 teams of 4-6 players, 1 running and one fielding
Area size • Set up one set of stumps and a marker 15m apart
• 35m x 15m • Parallel, set up another set of stumps and position a tee with a ball on top, 25m
away
Duration • On the coaches call of ‘go’ the first runner sets off to run two runs and the first
• 10 minutes fielder runs to collect the ball and return to a receiver at the stumps
Equipment • Running team scores 2 if Batter beats the ball
• Two sets of stumps • After all players have had a turn, reverse roles
• Two markers • Highest score wins
• One tee
SKILL AND ACTIVITY MODIFICATIONS
• Two balls
• Restrict/increase running distance for both teams
• One bat
• Running team carrying equipment (with/without bat, pads etc)
• Fielding team returns (over the stumps or broader area)

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PREPARE TO PERFORM 10 MIN PAIRS REACTION CATCH
Number of Players
• Pairs
Area Size
• Enough for whole group
Equipment
• 1 tennis ball each

GAME RULES
• Variation – one ball between 2 children with one holding the
ball & other with hands on head
• Ball is dropped & catch is attempted before ball hits the
ground

PREPARE TO PERFORM 15 MIN PAIRS CRICKET


Game focus GAME RULES • Batters can be ‘out’ Caught or Run Out
• Batting • Set up stumps 13 – 16m apart only
• Running between wickets • Place 2 batting tees with a bail on either • If batters go out they do not score from
side of pitch just forward of batter that attempt however they continue to
Number of players bat
• Organise players into pairs and number
• 10 players • When each pair has batted a 2nd innings
each pair
Area size can begin
• Maximum 10 per group (2 batting, 8
• Optional fielding) • Highest scoring pair wins.
• Each pair bats in turn for 12 balls Session can be finished off with a game of
Duration
‘Pairs Cricket’ if time permits
• 25 minutes • Those not batting are fielding
• Players should be positioned as
Equipment
wicketkeeper and bowler assist with run
• Two batting tees outs
• One ball
• Two bats
• Two sets of stump

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PREPARE TO PERFORM 10 MIN FIELDING SOCCER

Additional
Activities
Equipment GAME RULES
• Tennis Ball • 2 sets of goals 10-15 m apart
• Cones/Markers • Playing field 30 – 40m long
• 2 Single Stumps • Aim to score a goal by rolling ball from outside goal zone through the goal
• Players may underarm the ball to team mates
• Players cannot run with the ball but can run to receive it
• One goal keeper inside goal zone per team

SKILL AND ACTIVITY MODIFICATIONS


• Only allow throwing with non-preferred hand
• Increase/Decrease playing area
• Remove the goals and goalkeeper and make players throw to a team mate inside
the goal zone who must catch the ball to score

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PREPARE TO PERFORM 10 MIN LONGEST THROW CONTEST
Equipment GAME RULES
• Balls • Place cones/markers at distances 10, 20, 30 and 40m from
• Cones/Markers the throwers
• Participants must try to throw the ball as far as possible
• Each participant takes turns to have 3 throws.Mark each
players longest throw

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PREPARE TO PERFORM 10 MIN DIAMOND CRICKET - ADVANCED

Additional
Activities
Game focus • The bowling team bowls from X to the stumps at all times
• Batting: Grip, swing, judgement • Each bowler bowls 6 balls and then the bowling team
• Bowling: Grip, side on, straight arm rotates to bring a new bowler to the crease
• If ‘bowled’ ball is missed (and doesn’t hit the stumps) or
Number of players can’t be reached, batter hits ball from a tee of their choice
• Ideally 12 per game • Only the hit ball is in play
(fewer/greater can participate) • Batters can be ‘out’ Bowled, Caught or Run Out at any
Area size set of stumps
• Batters rotate to next base if out, no runs are scored on
• Optional
a delivery if a run out occurs
Duration • When the batter hits the ball, all 4 batters must run in
• 20 minutes an anticlockwise direction to the next base
• Batters may run more than one base at a time
Equipment • One run is scored for each successful run to the next
• Four sets of stumps base by all 4 batters
• Tees (as needed) • After all bowling team members have bowled 6 balls
• Cones or markers (as needed) each team changes roles
• Four bats (or as needed) • The game continues until each team has batted and bowled.
• Balls (as needed)Game rules
Skill and activity modifications
GAME RULES • Lengthen or shorten the pitch depending on players’ reaction
• Select players into 3 teams of 4 (ideally 12 per game however time and skill level
fewer/greater numbers can be accommodated see below) • Introduce ‘tip and run’ running each ball to increase
• Team 1 bat, team 2 bowls/wicket keeps and team 3 fields the number of runs batters will attempt.
(if only 2 teams one bats the other bowls)
• Where numbers allow and an assistant coach is present,
have the next 4 to bowl as follows: 2 in the field, 2 practicing
running between wickets to the side (rotate after 12 balls)
• Place 2 tees either side of the pitch and just
forward of the batter

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PREPARE TO PERFORM 10 MIN TARGET THROWING
Equipment GAME RULES
• Balls • Throwing overarm at a marker
• Fielding Target, cones/markers • 5 year olds are 5 steps back from the marker, 6 year olds are
6 steps back from the marker etc
• Partner is on the opposite side, also throwing at the marker.
• 1 point for hitting the cone
• 10 points for getting the marker to do the Super Flip

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PREPARE TO PERFORM 10 MIN COLOUR CATCHING

Additional
Activities
Game focus GAME RULES
• Fielding: catching • Group players into pairs, with each having two balls
between them of different colours
Number of players
• The 2 players stand about 3-5m apart with one having
• Group divided in pairs his back towards the other
Area size • Player 2 must throw one of the two balls under arm
• Players 3-5 metres apart to  player 1
Duration • On player 2’s signal, player 1 must turn around and catch
the ball, however before catching it, he/she must call
• 3 minutes
out the colour of the ball to their partner.
Equipment
• Two different coloured balls (per pair)
Skill and activity modifications
• Ball type (soft/hard)
• Distance between throwers (longer shorter).

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PREPARE TO PERFORM 10 MIN CASTLE RUN
Number of Players GAME RULES
• 2 x teams of 10-15 players • Group forms a large circle & students lie face down with
heads into the circle, legs outstretched & feet together
Area Size (Can also be done sitting up with feet into circle)
• Enough to form large circle of players • On ‘Go’ – designated starter gets up, runs anti clockwise &
Equipment leaps over every student successively until returning to their
• None (cones to mark starting place to lie down again
points if desired • Each subsequent student gets up & follows the previous
student back to their own place
• When last student finishes & lies down, the race is over
• Can be done as one group against the clock, two teams
against each other or even 2 x ‘laps’

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PREPARE TO PERFORM 10 MIN CATCHING CROSSFIRE

Additional
Activities
Game focus GAME RULES
• Fielding • Players form a circle with one ball between each pair.
• Catching Each person has a partner opposite them in the circle
• Throwing • Every pair must throw the ball to each other across the circle
Number of players • If either player drops the ball they are out of the game
and both must go and practice on side, not sit down
• Group activity
• The last remaining pair wins.
Area size
• Circle (optional dimensions)
Duration
• 30 minutes
Equipment
• Circle (optional dimensions)
• Markers (circle)
Skill and activity modifications
• Restrict/increase playing area
• Ball type (soft/hard)
• Impose time limits or number
of throws per pair.

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