MILO in2CRICKET Skills introduces girls and boys of all abilities to Australia’s favourite sport. It’s great fun, safe and teaches basic skills to help kids learn to play just like their Australian heroes.

MILO in2CRICKET Skills Program 3 - 4

The Australian Way 1 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 CRICKET CIRCUIT 7 GATE BOWLING 8 RAPID FIRE BOWLING 9 KNOCK EM DOWN - BUILD EM UP 10 WEEK 2 YES NO WAIT 11 4 CORNERS 12 CRAFT FOR SCORING RUNS 13 PROTECT THE CIRCLE 14 WEEK 3 DERBY CONES (6ERS VS THUNDER) 15 CATCHING 6ERS 16 SKITTLE THE STUMPS 17 TAKE EVOLUTION 18 WEEK 4 CAPTAIN’S LOCOMOTION CALL 19 TARGET BATTING 20 RAPID FIRE BATTING 21

ADDITIONAL ACTIVITIES 22

CONTENTS 2 Recommended Equipment 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 • Cricket Circuit • Yes No Wait

Activities • Gate Bowling • 4 Corners • Rapid Fire Bowling • Craft for Scoring Runs • Knock em down – Build em up • Protect the Circle

Stumps (End of play) Whole Group Discussion Whole Group Discussion

LESSON 3 4 Focus Take Wickets Take Wickets & Score Runs

Prepare to Perform • Derby Cones • Captain’s Locomotion Call

Activities • Catching 6ers • Target Batting • Skittle the Stumps • Rapid Fire Batting • Take Wickets Evolution Stumps (End of play) Whole Group Discussion Whole Group Discussion

RECOMMENDED EQUIPMENT FOR 24 STUDENTS 3 Activity Essentials

Essentials Fundamentals Cricket Skills Game Sense Body Awareness Travelling Sending Receiving Fitness Batting Bowling Attack Defence

Activity BALANCE POSITION READY FALLING STOPPING DODGING RUNNING JUMPING LEAPING GALLOPING HOPPING SKIPPING OVERARM THROW UNDERARM THROW HITTING CATCHING STOPPING TRAPPING CARDIO VASCULAR ENDURANCE STRENGTH SPEED AGILITY STRAIGHT SHOTS BAT SHOTSCROSS BAT 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 GETTINGAVOID OUT STOP RUN SCORING MAKE HITTING BALL DIFFICULT GET BATTER OUT Cricket Circuit ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ Gate Bowling ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ Rapid Fire Bowling ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ Knock em down – Build em up ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ Yes No Wait ✔ ✔ ✔ ✔ ✔ ✔ 4 Corners ✔ ✔ ✔ ✔ ✔ Craft for Scoring Runs ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ Protect the Circle ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ Derby Cones ✔ ✔ ✔ ✔ ✔ ✔ Catching 6ers ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ Skittle the Stumps ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ Take Wickets Evolution ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ Captain’s Locomotion Call ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ Target Batting ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ Rapid Fire Batting ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔ ✔

Health and P.E. Curriculum Outcomes

YEARS 3 AND 4 Personal, Social and Movement and Physical Community Health Activity

Being healthy, safe and active Moving our body (ACPPS033), (ACPPS034), (ACPPS035) (ACPMP043), (ACPMP044), (ACPMP045)

Communicating and interacting for health and wellbeing Understanding movement (ACPPS037), (ACPPS039) (ACPMP046), (ACPMP047)

Contributing to healthy and active communities Learning through movement (ACPPS040), (ACPPS041), (ACPPS042) (ACPMP048), (ACPMP049), (ACPMP050)

SKILL FOCUS 4 Program Map

DERBY CONES

TARGET BATTING YES NO WAIT

CATCHING 6ERS

CAPTAIN’S LOCOMOTION CALL

PROTECT THE CIRCLE KNOCK EM DOWN – BUILD EM UP EM DOWN EM – BUILD KNOCK TAKE EVOLUTION WICKETS CRICKET CIRCUIT CRICKET

SKITTLE THE STUMPS GATE BOWLING RAPID FIRE BOWLING PROTECT THE CIRCLE

CRAFT FOR SCORING RUNS 3

RAPID FIRE BATTING

PROGRAM MAP 5 Tips for the Deliverer

• The safety of the participants is the highest priority. When observing the activity, participants and responses, think • Get the participants to learn by doing. about the following 6 questions? • The explanation of each activity is brief. 1) Is the activity safe? • Cater for the individual needs. 2) Are the participants engaged and having fun? • Inspire the participants to work on something at home with a 3) Is the activity running ok? sibling or parent in the family. Also motivate the participants 4) Do the participants understand what is going on? to want to play Cricket in the local community. 5) Is the activity appropriate for the skill ability level of the • Use Cricket language when speaking and educating the participants? participants. 6) Are the participants being challenged? • ‘CHANGE IT’ If the answer is no to one of the above 6 questions CHANGE IT. Skill Focus

Basics Fundamentals Principles BATTING • Watch the ball • Grip • Balance Task: HIT THE BALL • Move according to the line/ • Stance • Top Hand Dominance length of the ball • Batswing • Full Face of the Bat Aim: SCORE RUNS • Free swing of the bat • Being decisive • Intent to score

Basics Fundamentals Principles PACE BOWLING • Grip • Grip • Delivery • Momentum Task: BOWL FAST • Approach • Run Up • Release • Alignment Aim: TAKE WICKETS • Delivery • Gather • Follow through • Balance (Stability) • Force Absorption

Basics Fundamentals Principles SPIN BOWLING • Grip • Grip • Delivery • Momentum Task: BOWL WITH • Approach • Run Up • Release • Alignment SPIN • Delivery • Gather • Follow through • Balance (Stability) Aim: TAKE WICKETS • Body rotation

Basics Fundamentals Principles KEEPING • Feet • Stance • Glovework Task: TAKE THE BALL • Head • Positioning • Balance Aim: SAVE RUNS & HELP • Hands • Footwork • Vision TAKE WICKETS • Intent to score • Movement and Body Position

Basics Fundamentals Principles FIELDING • Watch the ball • Feet • Balance Task: GET THE BALL • Catch & Contain the ball • Movement & Positioning • Vision Aim: SAVE RUNS & HELP • Throw the ball • Fingers/hands • Movement & Body Position TAKE WICKETS

6 Week 1 - Take Wickets

ACTIVITY 1 CRICKET CIRCUIT 2 10 24 8 2 2

Equipment Activity Variations 2 large balls, 10 rubber cricket balls, 24 cones, 8 bats, 2 stumps • Participants in pairs. One participant works through the and 2 ropes. circuit and the other rests. After the first participant completes a lap they swap over. Instructions • Change it. If things need to change, be creative and add in or • Participants start at different spots. When the deliverer replace a current part of the circuit e.g. change walking side instructs to start the participants move through the cricket ways to grape vine. fundamental motor skill circuit in the same direction. Teaching points • 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. • Allow the participants to hydrate after the game. The bats are for running with and not swinging. SAFETY HYDRATION

WEEK 1 TAKE WICKETS – CRICKET CIRCUIT 7 ACTIVITY 2 GATE BOWLING 15 MIN 4 20 8 2

Equipment Activity Variations • 4 rubber cricket balls, 20 cones, 8 stumps and 2 ropes. • Add in stumps for extra points. Double points awarded if the ball lands between the ropes and then hits the stumps. Instructions Phase 1 Teaching points • Participants are split into four groups. • Hold the ball correctly with the grip. • In each group, the participants line up in a single line behind • With the approach get the participants to stay smooth and the cones and face a single cone in front of them. balanced. • The deliverer explains to the participants not to touch the • Keep the bowling arm straight and get the shoulder to brush single cone. the ear as the ball is released. • When the deliverer instructs to go, the participants (one in • Focus on three phases for the 15 minutes. Deliver phases each group), walk towards the cone, step over the cone with that are related to the skill ability level of the participants. their back foot and then step again with their front foot. The participants then walk around to the back of the line as the next participants begins. Phase 2 Phase 2 • The participants walk quickly towards the cones. When they get to the cone in front of them they bound from their front foot over the cone, plant their back foot on the ground and with momentum plant their front foot before the rope. Phase 3 • The gates (2 stumps) are introduced and placed roughly 1 metre apart. They are positioned just forward of each cone. • The participants have a light run up and with their front Phase 3 foot bound over the cone, stabilise their back foot and with momentum plant their front foot before the rope. As they are doing this, they lift their hands so they don’t hit the gates. Phase 4 • The deliverer will slightly close the gates. • The participants will do the same thing but now add in the action with their arms. The participants bowl with a straight arm and their shoulder brushes their ear. Phase 5 • Participants have a ball each. Phase 5 • The participants will go through the gates with momentum and bowl the ball. • The bowlers aim to land the ball on the full and past the second rope. Phase 6 • A wicket keeper is now added in. The bowler has their run up towards the gates, bowls the ball and then with their follow through run downs to become a wicket keeper. The wicket keeper then joins the back of the line. Phase 7 The groups now turn into teams and compete against each other for fun. The crease line rope now becomes a second rope down the pitch. • The wicket keeper is a safe distance away from The participants aim to land the ball between the ropes for the bowler when they have been added into the SAFETY activity. points.

WEEK 1 TAKE WICKETS – GATE BOWLING 8 ACTIVITY 3 RAPID FIRE BOWLING 15 MIN 8 16 8 2

Equipment • Once the bowler has bowled everyone changes spots. The • 8 rubber cricket balls, 16 cones, 8 stumps and 2 ropes. bowler becomes the wicket keeper, the wicket keeper runs the ball up to the new bowler and then waits at the back for Instructions their go. • Participant (A) is the bowler. Participant (B) is the wicket Activity Variations keeper. Participant (C) is waiting to bowl. • Lengthen the distance of the crease line to further challenge • Eight sets of stumps are set out in a straight line 2m apart. or cater for the participants and their skill ability. • The bowling crease is marked out by cones and an additional • Participants have 2 or more deliveries before everyone set of cones are laid out parallel with the crease line 4m rotates. behind it. • Add in a competition. Which group can land the ball • Two ropes are laid out parallel to each other one 2m from the between the ropes the most amount of times? stumps and the other 3m from the stumps (this is the target area for the bowlers). Teaching points • Participant (A) starts at the back line of the cones and moves • It is more important for the participants to land the ball with momentum to release the ball by the second line of in between the ropes than to hit the stumps. Hitting the cones (crease line). The bowler has one bowl, aiming to land stumps doesn’t count unless the ball has landed in between it between the two ropes with it then ultimately hitting the the ropes. This teaches executing the right flight, length and stumps. Hitting the stumps doesn’t count unless the ball has accuracy when bowling. landed in between the ropes.

• Bowlers may only bowl when the wicket keeper is ready and looking. • Allow the participants to hydrate before their next session (class). SAFETY • The wicket keeper must run the ball back to the HYDRATION new bowler.

WEEK 1 TAKE WICKETS – RAPID FIRE BOWLING 9 ACTIVITY 4 KNOCK EM DOWN – BUILD EM UP 20 MIN 8 16 8 2

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

• Bowlers may only bowl when the wicket keeper is ready and looking. • The wicket keeper must not throw the ball. SAFETY • Participant (C) must wait behind the bowling area until the rotation begins.

WEEK 1 TAKE WICKETS – KNOCK EM DOWN – BUILD EM UP 10 Week 2 - Score Runs

ACTIVITY 1 YES NO WAIT 10 MIN 10

Equipment Teaching points • 10 cones. • Stress the importance of calling and making decisions when Instructions running between wickets. Great communication will prevent run outs in games. Poor communication will increase the • A rectangle is made from the cones. Line (A) is the YES line. chances of batters in games. Line (B) is the WAIT line. Line (C) is the NO line. • Teach the participants to use signals when communicating • Participants line up on one side (C) facing the opposite line e.g. put up your hand for NO. (A) (See diagram). The Deliverer calls out one of the three • When using bats, emphasise the importance of grounding commands: - YES: the participants run all the way through to the bat. the opposite crease line; NO: The participants remain where they are; WAIT: The participants move out to the half way line (B). Activity Variations • Participants are a safe distance apart so they • The last one back to the crease line is run out (eliminated) for don’t cross over when running between the SAFETY wickets. one round. • Participants go in pairs. Now the participants make the call and not the deliverer. Participants take it in turns of making the call Yes, No or Wait. • Add in bats and single stumps for batters to hold. Stumps • Allow the participants to hydrate after the game. can be used to replicate a bat. When running to the crease HYDRATION line participants ground the bat or single stump.

WEEK 2 SCORE RUNS – YES NO WAIT 11 ACTIVITY 2 4 CORNERS 10 MIN 1 PER 4 PARTICIPANTS

Equipment Activity Variations • 1 high bounce ball per group of 4. • Challenge a few by getting them to use opposite hand. Can use cones or chalk if there are no four square lines. • Create a new square by using cones in the middle to be used Instructions as a serving square/area. • The ball must bounce twice before hitting it. This encourages • Participants are put into 6 groups (4 participants per group). stepping back for back foot defence and shots in cricket. Groups are strategically put together by age similarity and skill ability. Teaching points • In groups participants play 4 corners. • 4 corners must be played on a harder surface (e.g. concrete or • Participants for the start of each game are to stand in a asphalt). batting stance position before the ball is being served. • Watch the ball. • Participants use their feet to move towards the ball • Move according to the line/length of 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.

WEEK 2 SCORE RUNS – 4 CORNERS 12 ACTIVITY 3 CRAFT FOR SCORING RUNS 20 MIN 1 PER PARTICIPANT 1 PER PARTICIPANT

Equipment • The teacher blows the whistle and all participants need to • 1 rubber and 1 bat per participant. find a new partner for the next challenge. It must be someone they haven’t previously been with. Instructions • One participant bowls the ball under-arm and the other must let INDIVIDUAL CRAFT the ball bounce twice before playing a back foot defence shot. By allowing the ball to bounce twice it teaches participants • Balance ball on bat. For those who have the skill ability to go play back foot shots. Swap positions after 10 deliveries. challenge them to hit the ball up and down on the bat. Participants all up face 20 double bounces each. • Dribble the ball around (ball control). • Place the ball on the ground, step and hit the ball. PARTICIPANTS WITH A HIGH LEVEL OF SKILL ABILITY • Participants with a high level of skill ability can use the high PAIRS bounce balls for the back foot shots. • One participant rolls the ball and the other one traps the ball with their front foot. Activity Variations Participants swap over after 10 efforts. • Sir Donald Bradman practice. Participants can use single • One participant rolls the ball and the other plays a front foot stumps as bats. This will further develop hand-eye defence shot (block) or hits the ball back with a front foot coordination and ball tracking when batting. shot. • Use various balls to further develop tracking and Participants swap over after 10 efforts. engagement. Have a race within the group. Who is the first pair to ten? Teaching points Swap positions and have another race. BATTING • All participants find a new partner for the next challenge. • Watch the ball. • One participant rolls the ball and the other hits the rolling ball back (front foot shot). Participants swap over after 10 • Move according to the line/length of the ball. rolls. Participants all up face 30 rolls each. • Free swing of the bat. • One participant underarms the ball and the other plays • Under no circumstances do the participants use tees. We a front foot shot. Swap positions after 10 deliveries. want the batters to replicate the skill of batting by hitting a Participants all up face 20 under-arms each. moving or oncoming ball. • One participant bowls the ball overarm and the other plays a • For participants who find it challenging to hit an under arm front foot front foot shot. Swap positions after 10 deliveries. ball, get the bowlers to roll the ball. Consider using the larger Participants all up face 20 under-arms each. balls. • Have a competition. How many hits can the batter make before missing a ball? Which pair had the highest amount of successful shots in a row? Swap positions and have another challenge.

• All pairs are a safe distance apart when bowling and batting. SAFETY

WEEK 2 SCORE RUNS – CRAFT FOR SCORING RUNS 13 ACTIVITY 4 PROTECT THE CIRCLE 20 MIN 20 24 8 2 2

Equipment Safety • 20 rubber cricket balls,24 cones, 8 bats, 2 stumps and 2 • The rope (bowlers crease line) is at a safe distance from the ropes. batter. Instructions • Explain to the bowlers to keep out of the batters way when running to retrieve a ball. • Participants are split into 2 groups (12 per group). • Encourage batters to block or play controlled shots. Not to • Four batters are in the middle circle. swing as hard as they can. • A set of stumps are placed in the middle of the inner circle. • Balls that stop between the bowlers and the batters lines • Four bowlers are in the next larger circle. Four fielders are remain there until the deliverer stops the game so they can spread out to fill in the gap in the larger outside circle. be gathered safely. • The bowler’s roll or underarm the ball, between a batters Teaching points cone, into the centre circle trying to hit the stumps. Batting • The batters try to hit the balls through the clear areas between the bowlers and fielders. • Watch the ball. • Balls that stop between the bowlers and batters lines remain • Move according to the line/length of the ball. there until the deliverer stops the game so they can be • Free swing of the bat. gathered safely. • Under no circumstances do the participants use tees. We • If the ball reaches the outside fielders they field the ball and want the batters to replicate the skill of batting by hitting a bring it back in and place the balls at the bowler’s feet. moving or oncoming ball. • Once the stumps in the middle have been hit 5 times change • For participants who find it challenging to hit an under arm ball, the game positions around. get the bowlers to roll the ball. Consider using the larger balls. Activity Variations • Change the number of times the stumps need to be hit. Suit the skill ability.

• Batters are evenly spaced a safe distance apart from each other. • Allow the participants to hydrate before their next session (class). SAFETY • Bowlers circle is a safe distance away from the HYDRATION batters.

WEEK 2 SCORE RUNS – PROTECT THE CIRCLE 14 Week 3 - Take Wickets

ACTIVITY 1 DERBY CONES (6ERS VS THUNDER) 10 MIN 24

Equipment Activity Variations 24 Cones. • Add in one ball per cone. Participants either place the ball Instructions on top of a cone or inside a cone. This allows ball handling to take place in the game. • Split participants into two even teams (6ERS vs. THUNDER). • Have participants vary their starting positions (e.g. lying on • The cones are spread out across the playing area. Half are their bellies). upside down (6ERS) and half are the right way up (THUNDER). • Have one team have a head start with more cones in their • The aim of the activity is to turn as many of the opposition favour. participant cones to your own designated cone position and • One team starts with all the cones their way and the other to keep as many in your correct position. team tries to turn as many over in the designated game time. • Cones cannot be protected or kicked. They must be turned Compare the teams after two rounds. using both hands to replicate bending down when fielding. Teaching point • To determine a winner the cones are counted at the end of the allocated game time. • Participants get low to the ground by bending their knees. Cones are flipped over with two hands to replicate getting two hands down to field a ball.

• Spatial awareness. Explain to the participants to • Allow the participants to hydrate before the next slow down when getting to a cone so they don’t activity. SAFETY bump into other participants. HYDRATION

WEEK 3 TAKE WICKETS – DERBY CONES (6ERS VS THUNDER) 15 ACTIVITY 2 CATCHING 6ERS 10 MIN 1 PER PARTICIPANT 12

Equipment PAIRS • 1 rubber cricket ball per participant & 12 cones. • 2m apart, one ball, under arm throwing and catching. On the whistle which pair will be the first to twenty catches? Instructions • One hand throwing and catching with preferred hand. INDIVIDUAL CATCHING • One hand throwing and catching with opposite hand. • Throw the ball in the air to self and catch. • Back to normal using both hands to catch have a race to see • Throw the ball in the air to self and catch with opposite hand. how many catches each pair can make in one minute. Repeat • Throw the ball in the air to self and clap. and see if anyone can beat their personal best. See how many claps you can do with a catch? What’s your • 2m apart, two balls, underarm throwing and catching. record? • 2m apart, one ball between pair, catch and step back. Every Tom Cooper (Renegades) can clap 34 times. time a catch is made step back. If the ball is dropped or the • Throw the ball in the air to self with opposite hand and clap. throw is off then the pair come together and start again (all • Throw the ball in the air, touch shoulder and waist before underarm throws). catching. How far apart can you and your partner go? • Throw the ball into the ground and catch. Activity Variations • How many can you do in a minute? What’s the record within • Call and catch (one partner has their back turned). the group? • Throwing with over-arm throw. CONE CATCHING Teaching points • One cone between each pair. • Make as many catching activities into a fun competition. • The distance between the cones will vary with the age and This further engages the audience (participants) and creates ability of each pair. catching successfully under pressure. • One participant holds the cone upside down to catch the ball while the other catches the ball with their hands. • One participant holds the cone upright to catch the ball while the other catches the ball with their hands. Can you catch with the cone held the right way up? How many in a row can you do?

WEEK 3 TAKE WICKETS – CATCHING 6ERS 16 ACTIVITY 3 SKITTLE THE STUMPS 20 MIN 24 2 24 2 2

Equipment • Participants cannot pass the rope into the safe zone. The • 24 rubber cricket balls, 2 large balls, 16 cones, 8 stumps and 2 balls must stay there until the game is finished. ropes. • The stumps must be laid down when they have been hit to avoid the opposing team still aiming for it. Instructions INDIVIDUAL HANDLING Activity Variations • The playing area is divided into 2 halves and at each end four • Throw over arm with opposite side of the body. stumps are set up along each rope. Participants are split into • Have participants bowl instead of over arm throw. two teams (twelve on each team). • Add in a time limit. Who can hit the opposing stumps the • The game is won when all four stumps from one team have most. been hit. • Change the distance of the safe zone. • A fielder can be eliminated from the game if a rubber cricket Teaching Points ball hits their leg when attempting to field a ball. • Watch the ball. • Both teams over arm throw the balls at the stumps. The participants do not roll the ball in this activity. • Move to catch or control the ball. • To avoid participants sitting out of the game for long periods • Be side on when throwing the ball and point at the target. have them rotate back in after another participant is out • Encourage participants to throw over arm with their opposite from a ball hitting their leg. side. • Participants aim for the stumps and not at the participants in the opposite team.

• Participants are to aim for the stumps and not at the participants in the opposite team. SAFETY

WEEK 3 TAKE WICKETS – SKITTLE THE STUMPS 17 ACTIVITY 4 TAKE WICKETS EVOLUTION 20 MIN 8 2 24 2 2

Equipment • 24 rubber cricket balls, 2 large balls, 14 cones, 8 stumps and 2 ropes. Instructions • 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 (bowling/fielding 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. Activity Variations • 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. Teaching points • Watch the ball. • Move to catch or control the ball. • Be side on when throwing 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 SAFETY front of them is past the end rope.

WEEK 3 TAKE WICKETS – TAKE WICKETS EVOLUTION 18 Week 4 - Take Wickets & Score Runs

ACTIVITY 1 CAPTAIN’S LOCOMOTION CALL 10 MIN 24

Equipment Activity Variations • 24 cones • If participants are having trouble with the fielding positions, Instructions the deliverer can also point or call out the colour of the cones. • Add in a small competition. Who can be the fastest to the • Participants are into two – four groups. Group A are the Stars. next fielding position? This will further help in developing Group B are the Strikers. quicker reaction times when starting in a still or moving • The cones are set up in fielding positions across the playing position.. area. • Add in more fielding positions. • The participants can start walking in towards the centre • Add in elimination. The last one to the fielding position sits from their fielding positions. The captain (deliverer) then out for 1 round (captain call). makes a call e.g. “Stars run to Square Leg.” • Use a stopwatch. Who is the fastest group? The Stars will then run from their current position to the Square leg area. The other group (Strikers) walk back to their Teaching points original position to be ready for the next call. • Explain to the participants that the game is designed for • The captain then calls out again. He/she can call Strikers or learning fielding positions, walking in with the bowler and Stars again. further developing in making decisions whilst being active.

• The captain cannot make a call to a fielding area that already has participants in it. • Allow the • Participants are put into 2 or 4 groups to prevent pushing and participants falling participants to over whilst running in the same direction as other participants. hydrate before SAFETY HYDRATION • Participants do not grab or push other participants when racing to a fielding area. the next activity.

WEEK 4 TAKE WICKETS & SCORE RUNS – CAPTAIN’S LOCOMOTION CALL 19 ACTIVITY 2 TARGET BATTING 20 MIN 12 12 24

Equipment 12 bats, 12 rubber cricket balls and 24 cones. Instructions • 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 efforts at batting the participants swap roles. Activity Variations • 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 • Watch the ball. • Participants are a safe distance apart. • Move according to the line/length of the ball. • Pairs are a safe distance apart from each other SAFETY • Free swing of the bat. when batting.

WEEK 4 TAKE WICKETS & SCORE RUNS – TARGET BATTING 20 ACTIVITY 3 RAPID FIRE BATTING 25 MIN 3 3

Equipment • The other batting members are waiting behind the cones for their hit and count out loud the total number the team is on • 3 large balls, 3 rubber cricket balls, 1 bat, 2 stumps and 2 ropes. as each run is made. Instructions • Once all batters have batted once, the two teams swap over. • Participants are split into two teams (fielders and batters). • Depending on time, teams may get in a second batting • One rope is placed in the field for the bowlers crease line innings each, with the team with most runs scored declared and the safety line where fielders must be behind when a the winner. With more time in a session, it would be ideal to participant is batting. The second rope is out in the field. have three batting innings each, to maximise opportunities For each ball that is hit past this rope the batting team get a to bat (18 deliveries faced). bonus 4 runs like a boundary shot. Activity Variations • The deliverer can bowl six balls in total (one after the other). All are delivered by under arm. • Add in a rule if a participant is caught out on the full they • The deliverer uses 3 scorcher balls to make it easier for the cannot make any runs. This replicates the importance of batters to hit the ball. hitting the ball through gaps and into space in cricket. • The batter attempts to hit the balls out in the field. • Fielders can move but only in the field behind the crease line • The fielders cannot move until all the balls have been bowled. after the first ball has been hit. • Once all six balls have been bowled, the batter then makes as Teaching points many runs as possible for their team between the stumps. BATTING • The fielding team cannot cross the designated safety line until all balls have been hit. • Watch the ball. • Fielders may run and carry the balls back in to the bowler or • Move according to the line/length of the ball. throw to team mates. • Free swing of the bat. • The fielders need to get all the balls (hit and missed) and • Under no circumstances do the participants use tees. return them at the feet of the bowler. The fielding team We want the batters to hit an oncoming ball. shouts ‘HOWZAT’ once all the balls have been returned. The batter then stops running and the team total score count stops until the next batter.

• Participants cannot move until all the balls have been hit. They can catch the ball if it comes directly to them. • The crease line is a safe and suitable distance away from the batter.

WEEK 4 TAKE WICKETS & SCORE RUNS – RAPID FIRE BATTING 21 ADDITIONAL ACTIVITIES

ADDITIONAL TARGET THROWING 10 MIN 12 12

Equipment • 12 rubber cricket balls and 12 cones. Instructions • Participants are in pairs. • A cone is placed in the middle and the participants are 6 steps back from the cone. • Participants throw overarm at the target (cone). • 1 point for hitting the cone. • 5 points for getting the marker to do the Big Flip. Activity Variations • No overarm throws or throws aimed above the • Restrict or increase the playing area. SAFETY shoulders. • Impose time limits.

ADDITIONAL WICKET KEEPER 10 MIN 12

Equipment • 12 rubber cricket balls. Instructions • 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 drives to catch the ball, preferably in 2 hands, but if necessary in 1 hand. • The mats are there to help break the keepers fall. • Partners swap positions after 6 deliveries. Activity Variations • Have the keepers catch the other way. • Mix up the delivery. Have rolling balls, high balls and catches. Teaching Points • Hands are ready. • Watch the ball. • Feet are shoulder width apart. • The ground or surface to dive and catch is safe • Keep your head still and in line with the ball. and is suitable for the activity. • Catch or control the ball. SAFETY • No run ups when diving to take a catch.

ADDITIONAL ACTIVITIES – TARGET THROWING AND WICKETKEEPER CATCHING 22 ADDITIONAL BOWLING TAG 10 MIN

Equipment Teaching points No equipment required. • This encourages participants to correctly use the body Instructions movement motion of bowling. •  Arms must be straight up and high in the air for participants • Six participants are chosen as taggers. Everyone else tries to to replicate the body movement motion. avoid being tagged. • Keep encouraging participants to use the body movement • If tagged, a player must stand still (becomes a bowling target) motion to release tagged players and not high fives. with one hand held high up in the air above their head. Participants become free and join back in the game when another participant who is not a tagged runs up to them and with a bowling motion, high fives them back in the game. • The game stops when all participants have been tagged or after the end of 5mins. Activity Variations • Taggers cannot guard participants who are bowling targets.

ADDITIONAL LOCOMOTION RELAYS 10 MIN 6 24 8

Equipment Teaching points • 6 rubber cricket balls, 24 cones and 8 stumps. • Explain to the participants that the first few sets are not a Instructions race. Encourage the participants to take their time and not rush. This is better for balance, fitness and coordination • Participants are split into four - eight teams. development. • Participants line up in their teams in between their cones (start/finish line). • The deliverer blows the whistle to start the activity. Once • Allow the participants to hydrate before the every one in a team completes one set (one full round) the next activity. team sits down to show they have finished. HYDRATION • Locomotion relay sets include: Skipping, giant steps, hopping, lunges, walking backwards, running, grape vine, change of direction (agility), leaping, air catch/shoulder roll and bowling at a set of stumps. Activity Variations • Add in a competition. Relay Races. • Every time a team wins a relay race their start/finish line moves back a meter.

ADDITIONAL ACTIVITIES – BOWLING TAG 23 ADDITIONAL SCORCHER BALL 10 MIN 24 1 16 2

Equipment • The winning team stays on for the next game and the losing • 24 rubber cricket balls, 1 scorcher ball, 16 cones and 2 ropes. team rotates with a resting team. • Participants can roll, throw or bowl. Instructions • Use a still target like a set of stumps instead of the scorcher • Participants are split into two teams. ball. • On ‘go’ the players from both teams throw (overarm or underarm) the balls at the Scorcher ball in the middle. Teaching point • One team is trying to hit the Scorcher ball and get it to roll • Watch the ball. across the opposing team’s rope to win. The other team is • Catch and control the ball. doing the same thing by trying to get the Scorcher ball past • Throw the ball. the opposing team’s rope. • Participants can only retrieve balls in their designated area. Under no circumstance can participants throw the ball or retrieve a ball from the safety zone. Activity Variations • Participants are split into three teams. Rotate teams after each game so everybody plays each other.

• Under no circumstance can participants retrieve a ball from the safety zone. SAFETY

ADDITIONAL ACTIVITIES – SCORCHER BALL 24 ADDITIONAL UNDER/OVER THE HURDLE 10 MIN 12 8 10

Equipment Activity Variations 12 rubber cricket balls, 8 cones and 10 stumps: • Make the hurdles harder or easier depending on the level of • Plastic stumps with one stump between two bases (middle skill ability within the participants. Change the height of the to middle to create a hurdle). stump to make the hurdle easier or more challenging. • One single stump can sit across two cones if there are not • Add in a target (cone) for an extra bonus. enough stump bases. Instructions • The hurdle is placed on the ground and the object is to roll the ball under the hurdle. • As the participants get better the distance increases. • The participants then throw the ball over arm to bounce the ball under the hurdle.

ADDITIONAL FOUR WAY CATCHING 15 MIN 2 PER GAME 2 PER GAME 24

Equipment • 2 rubber cricket balls per game, 2 high bounce balls per game and 24 cones. Instructions • Participants are split into groups of three. • Twelve participants per game. There are two games set up. • The game set up has four squares touching front edge corners. This creates a vacant square in the middle. • The vacant area in the middle is called No go land. • Participants are divided up into four teams of three. • Each team is in their square facing their opposition. • The game initiates when one player from squares (A) & (B) underarms one ball, from above knee height, to bounce once in the No go land into the opposition square (C) & (D). • The opposition catch the ball returning it in the same fashion. • Participants rotate the catcher and thrower role. They cannot catch or throw two in a row. It is important that everyone has an equal go. • A point is scored when a team drops a ball, the doesn’t bounce in or bounces too many times in the No go land or the ball lands outside the opposition square area. Activity Variations • Change the game by making it left hand only. • Before catching the ball it must bounce twice in the • No one is to go into the vacant square called No go land. opposition square. SAFETY • Lengthen the playing field and add in bowling.

ADDITIONAL ACTIVITIES – UNDER/OVER THE HURDLE AND FOUR WAY CATCHING 25 ADDITIONAL BATTING KNOCK OUT 20 MIN 20 8 4 4 2

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

• 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 MILO ball. SAFETY • Encourage batters to block or play controlled shots. Not to swing as hard as they can.

ADDITIONAL ACTIVITIES – BATTING KNOCK OUT 26 ADDITIONAL SHOOTING STARS 20 MIN 24 6 2 24 4 4 2

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

• A bowled or thrown ball must bounce in the safety zone first before ending in the opposing team’s area. SAFETY

ADDITIONAL ACTIVITIES – SHOOTING STARS 27 ADDITIONAL CRAZY STUMP THROW 15 MIN 8 24 24

Equipment Teaching points • 24 rubber cricket balls, 24 cones and 8 stumps. Fielding Instructions • Watch the ball. • Eight participants stand approximately 15 meters away from • Catch and contain the ball. the stumps, direct opposite one of the other fielders. • Throw the ball. • Four cricket balls are used, one for each pair facing each • Backing up. 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. Activity Variations • Participants must always be a safe distance • Participants throw with opposite hand. apart when rolling or throwing in the activity. • Change the distance of the participants and the stumps. SAFETY • Add in more Cricket balls.

ADDITIONAL ACTIVITIES – CRAZY STUMP THROW 28