Contents
INTRODUCTION
CEO Welcome .......................................................... 4
Australian Crickets Junior Brand - MILO
in2CRICKET ................................................................ 5
Cricket Pathway ...................................................... 6
CA National Club Risk Protection Program 7
Coordinator Checklist ........................................... 10
New MILO in2CRICKET Centres ....................... 12
Safety Set Up Tips .................................................. 14
Safety and Injury Prevention STOP ............... 15
Safety and Injury Prevention RICER .............. 16
Safety and Injury Prevention DR ABC ........... 17
Program Outline ..................................................... 18
Coaching Philosophy ............................................ 19
Skills Focus ................................................................. 22
Warm Up Game Essentials ................................ 24
Main Game Essentials .......................................... 25
HAvE-A-GO LEssON PLANs
Session 1 ....................................................... 26
Game 1 - Red Rover Parents vs Children .. 26
Warm Up Activity - Locomotion Relays ...... 27
Warm Up Activity - Under & over ................. 27
Warm Up Activity - Ball Handling Routine 28
Warm Up Activity - Meteorites - Basic ........ 28
Main Game - Line Up Cricket ............................ 29
Game 2 - Rapid fire ................................................ 30
Session 2 ....................................................... 31
Warm Up Activity - Snowball Tag .................. 31
Warm Up Activity - Locomotion Relay ........ 31
Warm Up Activity - Under & Over ................. 32
Warm Up Activity - Ball Handling Routine 32
Warm Up Activity - Partner Challenges ...... 33
Main Game - Line Up Cricket ............................ 34
Game 2 - Rapid fire ................................................ 35
Session 3 ....................................................... 36
Warm Up Activity - Scarecrow Tag/Stuck In
The Mud ..................................................................... 36
Warm Up Activity - Locomotion Relay ........ 36
Warm Up Activity - Under & Over ................. 37
Warm Up Activity - Ball Handling Routine 37
Warm Up Activity - Fielding Soccer .............. 38
Main Game - Tee Pairs Cricket ......................... 39
Game 2 - Rapid fire ................................................ 40
Session 4 ....................................................... 41
Warm Up Activity - Rob the Nest ................... 41
Warm Up Activity - Ball Handling Routine 41
Warm Up Activity - Batting Challenges ...... 42
Warm Up Activity - Face Off ............................ 42
Main Game - Hit & Run ....................................... 43
Game 2 - Team Rapid Fire ................................... 43
Session 5 ....................................................... 44
Warm Up Activity - Keep The Bucket Full .. 44
Warm Up Activity - Locomotion Relay ........ 44
Warm Up Activity - Under & Over ................. 45
Warm Up Activity - Ball Handling Routine 45
Warm Up Activity - Golden Child ................... 46
Main Game - Line Up Cricket ............................ 47
Game 2 - Continuous Cricket ........................... 48
Session 6 ....................................................... 49
Warm Up Activity - Red Rover Parents vs
Children ....................................................................... 49
Warm Up Activity - Locomotion Relay ........ 49
Warm Up Activity - Under & Over ................. 50
Warm Up Activity - Ball Handling Routine 50
Warm Up Activity - Fielding Soccer .............. 51
Main Game - Tee Pairs Cricket ......................... 52
Game 2 - Team Rapid Fire ................................... 52
HAvE-A-GAME LEssON PLANs
Session 1 ....................................................... 60
Warm Up Activity - Longest Hit Contest .... 60
Game 1 - Pairs Cricket-Australian Style ....... 61
Session2 ........................................................ 62
Warm Up Activity - Target Hitting ................ 62
Game 1 - Aussie Pairs Cricket ........................... 63
Session 3 ....................................................... 64
Warm Up Activity - Target Bowling .............. 64
Game 1 - Game On ................................................ 65
Session 4 ....................................................... 66
Warm Up Activity - Fielding Soccer .............. 66
Game 1 - Game On ................................................ 67
Session 5 ....................................................... 68
Warm Up Activity - Run-Out Game .............. 68
Game 1 - Game On ................................................ 69
Session 6 ....................................................... 70
Warm Up Activity - Longest Throw Contest 70
Game 1 - Game On ................................................ 71
Session 7 ....................................................... 72
Warm Up Activity - Target Throwing ........... 72
Game 1 - Game On ................................................ 73
Session 7........................................................ 53
Warm Up Activity - Snowball Tag .................. 53
Warm Up Activity - Locomotion Relay ........ 53
Warm Up Activity - Ball Handling Routine 54
Warm Up Activity - Face Off ............................ 54
Warm Up Activity - Batting Challenge ........ 55
Game 1 - Team Rapid Fire ................................... 56
Game 2 - Double Chance Pairs Cricket ......... 57
Session 8 ....................................................... 74
Warm Up Activity - Kids Favourite Warm Up
Activity ........................................................................ 74
Game 1 - Kids Favourite Game ........................ 74
Have-A-Game - Warm Up Activities ............ 75
Session 8 ....................................................... 58
Warm Up Activity - Scarecrow Tag/Stuck In
The Mud ..................................................................... 58
Warm Up Activity - Under & Over ................. 58
Warm Up Activity - Keep The Bucket Full .. 59
Warm Up Activity - Ball Handling Routine 59
Warm Up Activity - Meteorites - Basic ........ 60
Game 1 - Continuous Cricket ........................... 61
Game 2 - Diamond Cricket - Basic .................. 62
Session 10 ..................................................... 78
Warm Up Activity - Run-Out Game .............. 78
Game 1 - Game On - Parents vs Children ... 79
Session 9 ....................................................... 76
Warm Up Activity - Target Bowling .............. 77
Game 1 - Game On ................................................ 77
CEO Welcome
Welcome to the MILO in2CRICKET program, Cricket Australias entry level program for 5 to
eight year olds. This season shapes as one of the most exciting yet, and Australian cricket
is aiming to introduce new players to the game and recruit the next generation of
volunteers and participants into our clubs and schools!
Last season was incredibly successful for the MILO in2CRICKET program with more than
200,000 children around Australia participating in MILO in2CRICKET activities.
The MILO in2CRICKET program will play a huge role in helping us to become Australias
favourite sport, and as a Centre Coordinator, you play a leading role in achieving this
vision along with all volunteers who help out week to week.
Thank you for giving up your time to help us introduce thousands of participants around
the country to our sport.
One of the great thrills for me this summer was seeing previous MILO in2CRICKET
Participants Mitchell Starc and James Pattinson represent their country. This shows that
you never know who amongst the boys and girls currently participant in the Program could
follow in their footsteps!
In saying this, the most important aspect of the program is to provide kids with an
opportunity to develop their cricket skills, stay t healthy and just have fun with
friends!
The MILO in2CRICKET program is the rst step in a childs cricketing journey, and I hope
you and they enjoy it thoroughly during the season ahead!
Ill see you at the cricket.
Get in2FUN and get in2CRICKET!
JAMES SUTHERLAND
Chief Executive Office
Cricket Australia
Australian Crickets Junior
Brand - MILO in2CRICKET
The MILO in2CRICKET program is designed to
teach children the basic skills of cricket whilst
being involved in an environment that is fun,safe,
healthy and importantly, one which fosters the
development of social skills and friendships.
It is not just the participants that benefit from the
MILO in2CRICKET program. Clubs and schools that have
implemented the MILO in2CRICKET program are providing a
clear first step for kids on the cricket pathway. The next step
on this pathway can lead straight to club or school junior
teams.
The long term health of cricket in clubs or schools will also be
more secure as a result of participants in the MILO in2CRICKET
program joining junior sides.
Parents also get a lot out of MILO in2CRICKET, as it enables
them to feel safe in the knowledge that their children are
participating in great activities and making new friends in a
fun, safe and healthy environment. Parents who volunteer to
help out their childs MILO in2CRICKET clinic will also get a
lot of satisfaction out of knowing that they have contributed
their childs experience and helped increase the quality of
experience for all participants!
Coordinators and volunteers are the lifeblood of MILO
in2CRICKET and benefit from knowing that they are helping
secure the future of Australian cricket and are playing a very
large role in making cricket Australias favourite sport.
WHAT OTHER MILO in2CRICKET ACTIVITIES ARE RUN?
Cricket Australia and the State and Territory Associations
around Australia offer a number of programs to support the
promotion of the MILO in2CRICKET program, these include;
MILO in2CRICKET School Promotional visits: Conducted by
State and Territory Associations, MILO in2CRICKET School
Promotional Visits are one off cricket clinics designed to
recruit children into the MILO in2CRICKET program at their
local club, school or community centre. Ask your State and
Territory Association about running a clinic to promote the
program in your area!
MILO in2CRICKET Skills Programs: In School Programs
have been designed to link closely with current Personal
Development, Health and Physical Education (PDHPE)
syllabus outcomes. The programs include the basic
development of fundamental skills associated with cricket,
and is run in all year round in order to promote the MILO
in2CRICKET program.
MILO in2CRICKET School Ambassador Program: The School
Ambassador Program aims to identify and recognise at least
one teacher in each Australian school who is committed
to ensuring their students have every opportunity to get
involved in cricket.
MILO in2CRICKET SCool Cricket: SCool Cricket is a Physical
Education resource assisting teachers of varying knowledge
and experience to engage students aged 5 13 years of age
in cricket games and activities.
MILO T20 Blast School Cup: The MILO T20 Blast School Cup
is a modified school cricket program conducted by State
and Territory Cricket Associations to introduce primary
and secondary teachers and students to cricket through
modified games and competitions.
MILO T20 Blast: The MILO T20 Blast program is designed
for children aged between 8-12 who have played cricket
before and want to experience all the fun and excitement
of a game of T20. The program is designed to bridge the gap
between MILO in2CRICKET and junior club cricket.
MILO in2CRICKET Active After School Community
Programs: In conjunction with the Australian Sports
Commission, MILO in2CRICKET is delivered in the after
school time slot. To see if your school is an AASC participant,
please contact your local state/territory cricket association.
Cricket Pathway
CA National Club Risk
Protection Program
MILO in2CRICKET is the foundation of the Australian Cricket Pathway
Your State/Territory Association provides limited personal
accident insurance coverage for centre coordinators,
participants and volunteers registered with your State/
Territory Association.
IN CASE OF ACCIDENT
Umpire
Details of the insurance cover provided can be downloaded
from http://www.jltsport.com.au/cricketaustralia/ and
should be made available on request to parents, guardians or
volunteers.
In the case of a serious accident, you are required to take more
comprehensive notes. You can photocopy the form provided
and use the back and any accompanying pages as required.
High
Performance
Umpire
In addition to any appropriate insurance your State/Territory
Association may have, the club/association must have
the MILO in2CRICKET Program (including the program,
participants, centre coordinator, assistant centre coordinator
and all other volunteers assisting with the program)
specifically included under their public liability insurance policy
which must have coverage to a minimum of $10 million.
Australian Cricket Team
Tests / ODIs / Twenty20
Coach
Male
Australia A
High
Performance
Coach
T20 Blast Match
Manager
in2CRICKET
Coordinator
Shooting Stars
Australia U19
Teams / Squads
Womens National
Cricket League
Womens T20
Future Leagues U23s
National Youth
Championships
(U17 & U19)
Womens State
Premier Grade Cricket
Mens State Premier
Grade Cricket
Introduction
to Cricket
Cricket Australia
Centre of Excellence
KFC Twenty20 Big Bash
Weet-Bix Sheffield Shield
Ryobi One-Day Cup
Representative
Coach
Community
Coach
Female
National Youth
Championships
(U18 & U15)
Mens Senior
Club Cricket (18+)
Representative
Umpire
Womens Senior
Club Cricket (18+)
Womens Junior
Club Cricket (10-17)
Community
Umpire
Introduction
to Cricket
Boys Junior
Club Cricket (10-17)
MILO T20 Blast
MILO in2CRICKET Have a Game & MILO in2CRICKET BfZ Have a Game
MILO in2CRICKET Have a Go & MILO in2CRICKET BfZ Have a Go
Any clubs who have registered for Australian Crickets
National Club Risk Protection Program automatically satisfy
all insurance requirements for the MILO in2CRICKET program.
Clubs do NOT have to include the MILO in2CRICKET program
participants as a junior team when registering for the
National Club Risk Protection Program.
A volunteer registration form has been provided for your
completion. Please ensure that anyone who is assisting with
the running of your MILO in2CRICKET program is listed and
that this form is returned to your State/Territory Association.
Unless a person is registered with your State/Territory
Association as assisting with the MILO in2CRICKET program,
they may not necessarily be covered by this policy.
In the case of an accident during a session at your MILO
in2CRICKET Centre, please complete a the Accident Report
Form by visiting cricket.jltsport.com.au.
If a serious accident or injury occurs at your centre, you
must notify the MILO in2CRICKET Coordinator at your State/
Territory Association immediately and provide him/her with
a copy of the completed Accident Report Form and any other
additional information.
It is essential that you notify your State/Territory Association
and JLT Sport (broker for the Australian Cricket National Risk
Protection Program) by phoning the JLT Sport Claims team
toll-free on 1800 640 009 immediately after any potential
claim.
It is also extremely important not to admit liability or discuss
the matter with the third party involved.
Your State/Territory Association and JLT Sport will then guide
you through the next step in the process.
WORKING WITH CHILDREN CHECK
The Working with Children Check is a criminal record check
designed to protect children under 18 years of age from
physical or sexual harm. This check helps to keep children
safe by preventing those who pose a threat to the safety of
children from working with them either in a full time, part
time or volunteer role.
CA requires MILO in2CRICKET Coordinators undergo a police
check before their MILO in2CRICKET Centre commences and
in applicable states gains a Working with Children Check.
Contact your State and Territory Coordinator for more details.
T20 Blast Match
Manager
in2CRICKET
Coordinator
Cricket Australias Number 1 Game Development priority is to underpin all
Australian cricket clubs and schools teams with the MILO in2CRICKET program.
The MILO in2CRICKET Have A Go and Have A Game tiers are the primary focus
of this goal, but the program can be modified to allow for delivery in a range
of different environments including: cricket clubs, schools, community centres,
indoor cricket centres, or as a Boy Free Zone girls only centre.
Recruitment of Participants
Although each State/Territory Cricket Association run a promotional campaign to assist centres to
increase the number of participants in the MILO in2CRICKET program, we have outlined below are a few
simple ideas which, when done in conjunction with the State/Territory Cricket Association can assist you
in increasing player registrations and the community profile of junior cricket.
CENTRE LOCATOR WHERE CAN I PLAY CRICKET?
SHOPS AND CLUBS
Make sure that all your program details including
registration day, contact details and cost are entered when
you activate your centre on MyCricket. This information is
displayed on the Centre Locator on in2CRICKET.com.au where
parents can search for their closest centre via postcode.
Placing posters or flyers in stores to advertise your Program
is an excellent way of communicating with large numbers
of people. Target stores to which participants are attracted
(e.g. sports stores and toy stores). Registered clubs also
provide an excellent avenue for advertising, particularly in
newsletters.
PREVIOUS PARTICIPANTS
Using the participant list from MyCricket send an email/
letter out to all participants from the previous season
letting them know that the Program will be running again.
Let them know when the Program will be starting, how
registrations and payments will be made this season
and any other changes that may be happening with the
Program.
WINTER SPORTS
It is quite common for participants who play a winter sport
as a group to fin a summer sport they can play together as
well. This is a great way to recruit both boys and girls to your
centre. Liaise with the winter sports coordinator of a sport
being played in your area and distribute some flyers during
their last session. In return, you could offer to distribute
flyers advertising their sport in your last session.
SCHOOLS
Schools are the best place to recruit new participants.
Centres that have a strong link to local schools will find
it easier to promote their Centre and will have a great
opportunity to increase registration numbers
Speak with either the school Sports Coordinator or School
Receptionist. Ask if flyers could be left at the front desk for
parents to take, posters can be put up in the front office
and around the school and a sample Participant Pack can be
displayed in the front office.
Ask if a small ad could be placed in the schools newsletter
(last newsletter of Term 3 and first newsletter of Term
4 is ideal. First newsletter of Term 1 for Centres starting
after the Summer School Holidays). Make sure you include
specific information for your Centre venue, start date,
time, cost, how to register/pay and Coordinator Contact
details.
Some State/Territory Associations will do this on your
behalf, so please check with them first before submitting a
school newsletter article.
REGISTRATION DAYS
Some centres follow the same routine for registration day
each year. Using alternative venues and activities can help
increase recruitment numbers. Active registration days work
well. Set up a range of modified games and skill activities so
that participants will have some activity to look forward to.
GIRLS AND BOYS
Schools and clubs always encourage girls and boys to
participate in the MILO in2CRICKET program. If your school
or club actively recruits girls to the program, there may be
opportunities to form teams as the girls progress through
to under-age cricket. Most State/Territory Associations
are working to develop programs for both boys and
girls. There is a growing need for girls to progress into
structured junior girls cricket competitions. We strongly
encourage Coordinators to seek advice from State/Territory
Associations.
ADVERTISING
Banners, newsletters and letterbox drops in the local area
are all useful mechanisms for advertising the program.
Colourful banners are a highly effective way to increase
interest in your events and functions. Banners are best
placed near busy local roads, intersections or landmarks.
RECRUITMENT OF VOLUNTEERS
This can often be much harder to do than recruiting
participants! When parents/guardians are filling out the
participant registration form there is an option to tick whether
they are willing to assist on-field or off-field. All this data is
available to you in MyCricket.
Contact the parents/guardians who have said they are willing
to assist and get them involved early. A phone call or email
may be just the thing to get them involved. You could also
send them copies of the games/activities you will be running
so that they are familiar with them.
Off-field support is just as important. Parents/guardians
who are willing to assist off-field can help with Participant
Pack distribution, collecting the registration fee, collecting
registrations forms and first aid, for example.
You could even do a roster that is distributed to your
volunteers letting them know what they will be doing each
week and when they will be required.
Retention
The best way to ensure that your kids return to your club the
following year is to have a clearly defined pathway that they
can move through. Children and parents like to know whats
next when they are making the decision to come back for a
second/third season.
MILO in2CRICKET HAVE-A-GAME
A second tier of activities designed for more skilled
participants who do not have ready access to a suitable
competition. These activities offer participants the
opportunity to further develop individual knowledge and
skills of the game.
Set this program up to run next to and at the same time as
the MILO in2CRICKET Have-A-Go or straight after the MILO
Have-A-Go sessions. This was the Have-A-Go children and
their parents can clearly see each week what they will be
part of the following season.
MAIL OUT/E-MAIL
At the end of your season send a letter/e-mail to all the
participants and their parents/guardians. Thank them for
being involved in the season and let them know that the
Program will again be running the following season. Tell
them what their childs next step in the cricket pathway will
be.
A few weeks prior to the start of your MILO in2CRICKET
season, send another letter/e-mail out to participants/
parents/guardians. Include specific details about the MILO
in2CRICKET program (venue, start date, time, cost, how to
register/pay).
Remember to invite any children who have been
participating in the MILO in2CRICKET programs for a
number of seasons out to your junior club. Ensure the
parents/guardians have clear instructions on what to do
and how to keep their child involved, as this will be new to
them.
PLEASE NOTE: Participant details are all available through
MyCricket. As a MILO in2CRICKET Centre Coordinator you
have access to these details.
CREATION OF UNDER-AGE COMPETITION
The MILO T20 Blast program has been designed to bridge
the gap between the MILO in2CRICKET program and junior
club cricket. The 2012/13 season sees the MILO T20 Blast
program launched on a limited basis across Australia. If
you are interested in finding out more information, please
contact your local State/Territory Cricket Association, or visit
www.T20Blast.com.au.
RETENTION OF VOLUNTEERS
Volunteers are just as important to retain as participants.
Contact them at the beginning of the season and ask if
they would like to continue their volunteer role with the
program.
Let them know all the details for the Program (venue, start
date, time etc).
Also ensure that if you have had some good volunteer
support and their child is now moving on to either the MILO
in2CRICKET Have a Game program or Junior Club/School
cricket that you let the people in charge know. Volunteers
identified at a MILO in2CRICKET Have a Go level will
become your junior club/school coaches in the future.
ACKNOWLEDGEMENT
Provide all volunteers with a Certificate of Recognition and
Appreciation. Recognise their contribution at your Club/
Association Presentation Night. Dont underestimate the
importance of recognition and valuing your volunteers.
Visit www.in2cricketrecognition.com.au for some great
product ideas.
Coordinator Checklist
DURING PROGRAM
Here is a list of the key things that will assist you in running your MILO in2CRICKET centre.
Ensure you are there early for the first session, have everything set up before the children start arriving
Existing MILO in2CRICKET Centres who are wanting to re-register.
Ensure all activities are conducted in a safe environment
PRE-PROGRAM
Print off the most recent list of online registrations from MyCricket each week and bring it to each sessions
Meet with club/school committee to get the ball rolling for the coming season. Where/when will the program run,
who will run it, how will registrations/payments be made this season etc?
Ensure that children register and pay the registration fee promptly so that Participant Pack orders can be made
Re-activate your Centre through MyCricket at mycricket.cricket.com.au using your Centre Login ID and password from
the previous season
Order Participant Packs online via MyCricket, then distribute as early as possible
Ensure all of your program and contact information is up to date
Enter any manual registrations received into MyCricket
Activate Online Registration and Payment
Work with your volunteers to ensure that they know exactly what you need them to do during the session. Encourage
questions and remember that many parents may never have volunteered to help with anything like a MILO in2CRICKET
session before and may have some concerns and worries
Order your Coordinator Pack via the online ordering system
Conduct each session using a variety of game-based activities. Use your MILO in2CRICKET Coordinator Manual for 10
session plans for both the MILO in2CRICKET Have a Go and Have a Game programs
Order any top up equipment required
Provide an opportunity for all participants to try each activity
Talk to your State/Territory Cricket Association about what promotion will be done for your Centre and when
You may like to organise an end of season BBQ for your final session
Fill in the promotion gaps with your own (eg. E-mail to previous participants, contact local schools etc)
Present participants with their certificates
Keep track of how many participants have registered online
Use the data collected in MyCricket to organize your volunteers for the season (who has said they are willing to assist
on-field / off-field)?
Plan your first session
Double check you have enough equipment and have access to it (is it kept in a store room? Do you have a key?) Check to
make sure the toilets/club rooms will be open
10
POST PROGRAM
Complete Cricket Australia Coordinators Survey and/or State/Territory Cricket Association Survey
Send a letter/e-mail to participants thanking them for their involvement in the Program and letting them know details
around the next step on their cricket pathway
Send a letter/e-mail to volunteers thanking them for their assistance during the season
11
New MILO in2CrICKET Centres
PRE-PROGRAM
Contact your State/Territory Cricket Association to fin out information about the Program
DURING PROGRAM
Ensure all activities are conducted in a safe environment
Organise volunteers and parents to direct and run activities. Encourage questions and remember that many parents
may never have volunteered to help with anything like a MILO in2CRICKET session before and may have some concerns
and worries
Meet with your club/school and get their approval to run the Program
Manage your participant and program volunteer details via MyCricket. Print out a list of your participants for use at
your weekly sessions
Contact your State/Territory Cricket Association, they will set you up in MyCricket (the data management system used
for cricket in Australia)
Conduct each session using a variety of game-based activities
You will be given a Login ID and password. Use this to activate your Centre for the coming season. Ensure all your
program and contact information is correct
Provide an opportunity for all participants to try each activity
Activate Online Registration and Payment for your participants
Return all registration forms and money as soon as possible to State/Territory Associations
Order your Coordinators Pack
Establish a connection between the program and the junior section of your feeder club
Order your Centre Equipment. If you are unsure of what to order, please contact your State/Territory MILO in2CRICKET
Manager. State/Territory Associations will provide new centres with the equipment they will need to start running a
MILO in2CRICKET Program
Attend a Coordinator In-service run by your State/Territory Cricket Association. If you are not sure of when your
In-service is to run, please give your State/Territory Association a call
Order any top up equipment required
Keep track of how many participants have registered online
Send out information to previous participants
Talk to your State/Territory Association about what promotion will be done for your Centre and when
Fill in the promotion gaps with your own (eg. contact local schools)
Organise family activities such as a BBQ, Christmas break-up, parents versus participants match etc
Provide an opportunity for all participants to try each activity
You may like to organise an end of season BBQ for your final session
Present participants with their certificates
POST PROGRAM
Arrange the Presentation Day
Send participants a letter or an e-mail via MyCricket from the club or school detailing what the next step is for them in
their cricket pathway
Keep track of how many participants have registered online
Use the data collected in MyCricket to organize your volunteers for the season (who has said they are willing to assist
on-field / off-field How will volunteers be utilised?)
Plan your first session
Double check you have enough equipment for the amount of children who have registered and have access to it (is it
kept in a store room? Do you have a key?)
Check to make sure the toilets/club rooms will be open
12
13
Safety Set Up Tips
Safety and Injury Prevention
The STOP safety method
The following tips can help you plan and organise
the MILO in2CRICKET program to ensure it is
conducted in a safe and effective manner. For
further information, please refer to Well Played,
Australian Crickets playing policy and guidelines,
which can be downloaded from cricket.com.au.
WARN PLAYERS AND PARENTS OF INHERENT RISKS
PROVIDE A SAFE ENVIRONMENT
It is your responsibility to supervise activities and make
modifications where required to decrease risk
STOP
S
T
TALK
O
OBSERVE
P
PREVENT
Volunteers can help spread the burden at large MILO
in2CRICKET Centres
STOP the athlete from
participating or moving.
TALK to the injured
athlete.
OBSERVE whilst talking to
the athlete.
FURTHER INJURY
What happened?
General
How did it happen?
Is the athlete
distressed?
Check facilities
Remove hazards (if required)
Report any maintenance requirements to club contact
Complete the JLT Sport Game Day Checklist before each
session
PROPERLY PLAN THE ACTIVITY
Set up activities far enough apart to ensure participant
safety
Run a pre-program parents meeting to explain the risks
involved
This will help to increase parent/volunteer awareness of
safety issues
SUPERVISE THE ACTION CLOSELY
EVALUATE PARTICIPANTS FOR INJURY OR INCAPACITATION
If a participant says they are or look injured, give them
a rest and examine the injury in accordance with the
procedures describes in this manual
Explanations prior to activity should contain safety hints
and rules (dont run in front of the bowler etc.)
If you are not completely satisfied that continuing to
participate will cause no further injury to the participant,
then the child should not rejoin the activities and their
parent/guardian should be contacted
PROVIDE ADEQUATE AND PROPER EQUIPMENT
KNOW EMERGENCY PROCEDURES AND FIRST AID
The plastic MILO in2CRICKET equipment is appropriate for
5 10 year old children
For general first aid procedures please see the following
pages on DR ABC and RICER methods.
However, extreme care must still be taken as the equipment
can cause injury if misused
In the event of extreme emergency, coordinators should
look to find the childs parent and call for an ambulance by
dialing 000
Ensure all equipment is in good repairs before use
Once it has been established that there is no danger to the
injured athletes life, the severity of the other injuries should
be assessed using the STOP method.
What do you feel?
Where does it hurt?
Does it hurt anywhere
else?
Have you injured this
part before?
Is the athlete lying in
an unusual position/
posture?
Injury Site
Is there any swelling?
Is there any deformity?
Is there any difference
when compared to the
other side/limb?
Is there tenderness
when touched?
Does it hurt to move
the injured part?
MATCH PLAYERS BY SIZE AND ABILITY LEVEL
Be aware of individual skill and experience levels and match
participant appropriately
This will decrease the risk of injury and enhance skill
development and enjoyment
DONT PANIC
STAY COOL
PROVIDE a few words
of encouragement if
the answer to any of the
above questions is yes
seek an accredited sports
trainer or qualified first
aid support.
PLAY ON
A FEW WORDS OF
ENCOURAGEMENT WILL
HELP
Monitor any such
injuries.
Minor injuries should
also be managed using
the RICER regime.
Source: Coaching Children, Australian Sports Commission
14
15
Safety and Injury Prevention
Safety and Injury Prevention
Ricer Rest, Ice, Compression, Elevation, Referral
Dr. ABC
The first 48 hours are vital in the effective management of any soft tissue injury. Injuries managed effectively in the first 48
hours will reduce the time spent on the sideline. The immediate management should follow the RICER regime. This Regime
should be used for all ligament sprains and muscle bruises (corks etc). In fact any bumps and bruises which occur in sport.
R
REST
IICE
HOW
WHY
Place the athlete in a comfortable position, preferably
lying down. The injured part should be immobilised
and supported.
Activity will promote bleeding by
increasing blood flow.
The Conventional methods are:
Ice reduces:
Crushed ice in a wet towel/plastic bag.
Swelling.
Immersion in icy water.
Pain.
Commercial cold packs wrapped in wet towel.
Muscle spasm.
Cold water from the tap is better than nothing.
Secondary damage to the injured area.
Apply for 20 minutes every 2 hours for the first 48
hours.
Check for danger to:
1. You.
2. The injured athlete.
3. Others.
NO DANGER
Control the danger by:
Ask the injured athlete:
1. Can you hear me?
3. What is your name?
Do not apply ice to people who are sensitive to cold
or have circulatory problems.
Children have a lower tolerance to ice.
Compression:
Reduces bleeding and swelling.
Provides support for the injured part.
EELEVATION
Raise injured area above the level of the heart at all
possible times.
NO RESPONSE
ATHLETE RESPONDS
STOP
TALK
OBSERVE
PREVENT
Carefully turn the athlete onto
their side.
TO MANAGE
Open and clear the airway by
removing any obstructions such as
mouthguards, blood, vomit and teeth.
Fractures Minor Injuries
Bleeding Shock
Elevation:
Reduces bleeding and swelling.
Reduces pain.
R
REFERRAL
2. Alternatively removing the athlete.
Send for an ambulance and/or an
accredited sports trainer/qualified
first aid support.
Do not apply ice to skin as ice burns can occur.
Apply a firm wide elastic bandage over a large area
covering the injured parts, as well as above and below
the injured part.
1. Preferably removing the danger.
2. To open their eyes.
CAUTION:
C
COMPRESSION
YES
Refer to a suitable qualifed professional such as a Doctor or Physiotherapist for a definitive diagnosis
and ongoing care. Early referral for a definitive diagnosis to ascertain the exact nature of the injury
and to gain expert advice on the rehabilitation program required.
Check for breathing.
NO BREATHING
An ASMF accredited sports trainer/
qualifed frst aid should begin
EXPIRED AIR RESUSCITATION (EAR).
BREATHING
1. Maintain athlete in lateral
position.
2. Await ambulance.
Remember with injuries of this kind, you should avoid the HARM factors.
Heat Increase bleeding.
Alcohol Increase swelling.
Check for pulse.
NO PULSE
Running Or exercising too soon can make injury worse.
An ASMF accredited sports
trainer/qualifed frst aid should
begin CARDIOPULMONARY
RESUSCITATION (CPR).
Massage In the first 48 72 hours increase swelling and bleeding.
Source: Coaching Children, Australian Sports Commission
PULSE PRESENT
Continue EAR.
Source: Coaching Children, Australian Sports Commission
16
17
Program Outline
Coaching Philosophy
MILO in2CRICKET PROGRAM OUTLINE
THINGS TO LOOK OUT FOR
THE MILO in2CRICKET HAVE-A-GO PROGRAM
VOLUNTEERS
The MILO in2CRICKET program has two different sets of
activities that can be used depending on the age and skill
level of the participants. This has been designed to create and
aspirational sense to the program and a natural progression
through the program into junior club and school teams.
Make sure the markers are placed far enough apart
and that they stay far enough apart, kids tend to move
them as they go
The MILO in2CRICKET Have-A-Go activities are designed to
be used as a pre-competition for 5 to 7 year old boys and
girls. The activities incorporate high participation with skill
development and modified games to provide a safe learning
environment and fun experience for all involved.
Without volunteers, a MILO in2CRICKET Centre simply
could not run. The majority of coordinators are volunteers
who give their time to run MILO in2CRICKET at their club
or community centre. At any MILO in2CRICKET Centre, be
it large or small, centre coordinators are often stretched
thin. The recruiting of parents/guardians of participants
as volunteers is a great way to ensure that there is enough
adult supervision at your centre to ensure that participants
have a fun and safe time whilst participating in MILO
in2CRICKET.
MILO in2CRICKET LESSON PLANS
We have provided 8 session plans for the MILO in2CRICKET
Have-A-Go program however, this is just a guide! You can
follow it word for word if you wish, however there are many
more games and activities included in the back of the manual
for you to try.
Watch for kids standing behind a batter
Watch for kids running in front of other batters to
fetch the ball
Be sure to have a look at the first aid section in the back
as accidents do happen
IN GAME
Its better to put the kids in teams yourself, helps keep things
even
Centre Coordinators are encouraged to develop plans which
best suit the age group and skill levels of the kids involved.
Here is a tip to help you plan your sessions:
Always have a batting tee handy in case they just cant hit it
It is crucial to get some other parents to give you a hand to
oversee an activity, dont be shy in asking for help. While they
are watching over the kids, you can be setting up the next
activity.
Theres some more detail in the following pages to help you
on your way and remember that your local State or Territory
Cricket Association Development Officers will be more than
happy to help you with any advice or questions Good luck!
MILO in2CRICKET COORDINATOR RESOURCES:
For the first time, live action explanatory videos and
animations have been included to assist MILO in2CRICKET
Coordinators and Volunteers in running their MILO in2CRICKET
Centre.
Just visit www.in2CRICKET.com.au and visit the Club section,
and you can view videos or animations of all MILO in2CRICKET
Activities that are listed in this Coordinator Manual!
MILO in2CRICKET Coordinators and Volunteers will also be
provided with A5 Game Cards which show each game used
in this Coordinator Manual on an easy to transport A5 Game
Card. It is recommended that these are brought to each
session as a reference point.
Kids can be competitive but an intuitive scorer can always
manufacture a draw.
LEARN THE SKILLS BY PLAYING!
Learning skills through modified games
When working with entry level participants, you should
always focus the majority of their sessions on a variety of
games or game-based activities. Should skill development
be required at this level it is suggested that it take place
during the game. By doing this participants will be active for
a greater period of time and will gain more enjoyment from
their cricket experience.
Maximum Participation
Children need to be active and moving around, so make
sure you minimise the amount of time children are standing
around waiting for their turn. Have smaller teams, set up
more stations just keep them involved!
Implicit Learning
Remember you dont always have to come up with a new
game to teach a skill. Often you can just change on element
in a game and the entire outcome changes eg. Size of
hitting zones, number of stumps to aim at, ball size, team
size etc.
How do you recruit volunteers?
Below are a few suggestions as to how to go about recruiting
volunteers for your MILO in2CRICKET centre:
Hold a parent meeting before the first session: During this
time, you can emphasise how important volunteering is, and
the benefit that volunteers will bring to the centre. Parents
will generally attend MILO in2CRICKET sessions to watch
their children in any case, so ask that they get involved and
increase the quality of program delivery.
Get senior players involved: You dont need to be an
Australian Test cricketer to have kids look up to you. Getting
senior players from your club involved in MILO in2CRICKET
activities is beneficial for them as well as the children. It
also provides a clear picture for participants about where
they may end up in your club.
LARGE CENTRES
Some MILO in2CRICKET centres may have well upwards of
100 participants. This can create spatial issues for the Centre
Coordinator. Weve listed a few tips to help large MILO
in2CRICKET centres run a bit more smoothly below:
Recruit volunteers: When you have 180 participants
running around, there is no way a centre coordinator can
run everything themselves. Make sure you have plenty of
volunteers who are able to assist you.
Use the entire outfield: Dont be afraid to use the entire
oval to run your MILO in2CRICKET session.
Run the program at different times: There is nothing to
stop you from offering MILO in2CRICKET at two different
times, maybe a Friday night and Sunday morning. This may
help you keep numbers slightly lower at one particular
session.
18
19
MILO in2CRICKET Coaching Philosophy
WHAT IS GAME SENSE?
Striking and Fielding games e.g. cricket, softball
Children want to play games. When was the last time you
heard a child ask you if they could do more skill drills in one
of your sessions?
The MILO in2CRICKET program is designed for boys & girls from 5 to 10 years old. It is a fast, fun and active program that
emphasises maximum participation, basic motor and cricket skill development. It is experience based and builds its foundations
on the essentials for lifelong involvement in physical activity and sport.
The Game Sense approach is essentially a learner-centred
approach. It allows players to develop their own skills and
understanding, whilst actively involved in a modified version
of the game. In playing a modified version of the game,
learners realise the strategic purpose and objective of the
game as well as the particular tactics, skills and rules that
are necessary to play the game successfully. The game itself
becomes the central focus of the session rather than being
played at the end of a session. Skill development then occurs
in the context of the game.
In each of these categories, there are basic strategic
outcomes that are common to each of the attacking and
defending teams. In cricket, these of course are the batting
and bowling/fielding teams.
MILO in2CRICKET Coaching Philosophy
The Experience
The Essentials
Fun
In more traditional, technique focused sessions, skills are
taught in isolation and the learners are then rewarded by
being able to play a game at the end of the session.
FUNdamentals
Energetic
In understanding the objective of the game, learners can
appreciate the fun of the game and become intrinsically
motivated to learn the techniques to improve game
performance.
Cricket Skills
Social
The coach or teachers role in a Game Sense approach is to
facilitate the learning, not so much direct it. Through the use
of specific questioning techniques and game modifications, a
learning environment that is both fun and purposeful can be
created.
Game Sense
The following diagram shows the breakdown of the Essentials under three key areas:
1. Fundamentals that form the basis of movement literacy and prepare children for lifelong involvement in physical
activity & sport
2. Cricket Skills that develop sport literacy related to the game of cricket
3. Game Sense that develops game literacy or understanding of the purpose and objectives of the games we play.
The Essentials
To guide players learning, the coach/teacher asks targeted
questions basically about what players need to do to be
successful in the game that they are playing. These questions
will be based broadly around:
Skills eg. What type of shot/throw/delivery would you use
if/in.?
Rules eg. What rule could you change to make it harder/
easier for?
Tactics eg. What would you do if the batter/bowler/fielder
did..?
FUNdamentals
Cricket Skills
Game Sense
Games can be modified from the traditional version that
we normally recognise and play in one or more of the
following ways:
Number of players per team
Movement
Skills
20
Manipulative
Fitness
Skills
Components
Body awareness
Balance
Landing
Ready position
Falling
Stopping
Dodging
Sending
Throwing
(overarm)
Throwing
(underarm)
Hitting
Travelling
Running
Jumping
Leaping
Galloping
Hopping
Skipping
Rolling
Receiving
Catching
Stopping
Trapping
Cardio-Vascular
Endurance
Flexibility
Stength
Speed
Agility
Batting
Bowling
Fielding
Attack
Defence
Attack
Straight
bat shots
Cross bat shots
Grip
Throwing
Score runs
Run up
Catching
Action
Stopping
the ball
Placement and
distance of ball hit
Stopping runs
scoring
Running
between wickets
Defence
Protect stumps
Hit ball along
the ground
Direction
Follow through
Avoid getting out
Size of playing area
Rules
Scoring methods & systems
Equipment
Make hitting the
ball difficult
GAME SENSE APPROACH TO TEACHING & COACHING CRICKET
Get batsman out
The Game Sense approach classifies games into four areas:
Invasion games e.g. soccer, netball, rugby
Pace
Target games e.g. golf, archery, bowls
Spin
Net/Wall games e.g. volleyball, tennis, badminton
There are also 3 general and progressive principles that
underline tactical play within striking & fielding games
such as cricket.
Batting
(attacking) Team
Bowling/Fielding
(defensive) Team
Focus
1. Score runs
1. Stop runs being
scored
Strategy
2. Placement &
distance of ball hit
2. Make hitting the
ball difficult
Tactics
3. Avoid getting out
3. Get batter out
Skills
GAME SENSE APPROACH & THE MILO in2CRICKET PROGRAM
The MILO in2CRICKET program will help children develop the
knowledge and skills for lifelong involvement in sport and
physical activity. A Game Sense approach is one of the key
ways that will occur, by creating an environment that is fast,
fun and active.
The key for deliverers/teachers/coaches is to continually
monitor the engagement and progress of the participants. In
using a Game Sense approach, it is important not to overlook
the need for specific cricket motor skill development, which is
often a concern of teachers/coaches who feel that there can
be a lack of emphasis on skill development at the expense of
game playing.
With beginners, always look to play the most basic form of
the game listed for a session, with only one or two key rules/
conditions for the batting and bowling/fielding teams.
With more experienced or advanced groups and participants,
look for ways to adapt or modify the suggested games (using
one or more of the previously mentioned ways), so as to
engage and challenge players at an appropriate level.
If the game is breaking down, look at whether or not it is
doing so because of a lack of skill or understanding. If it is
the former, be prepared to stop the game and use a more
traditional skill or technique based approach to get the basic
skill level to a point where the game can re-commence. If it is
the latter, stop the game, check player understanding through
the use of questions, make modifications where necessary and
then re-commence play.
As much as possible, keep team/group numbers as low so that
all players have maximum opportunity to be active , rather
than standing and waiting for their turn. Endeavour to create
a game or challenge environment that with every part of the
session, as this is what will help deliver the experience that
participants expect and enjoy.
Swing
21
Skills Focus
Warm Up Game Essentials
Essentials
Grip
Grip the ball with thumb underneath and first two fingers
on top
GET BATTER OUT
MAKE HITTING BALL DIFFICULT
STOP RUN SCORING
AVOID GETTING OUT
PLACEMENT & DISTANCE OF BALL HIT
SCORE RUNS
STOPPING THE BALL
SKIPPING
HOPPING
GALLOPING
LEAPING
JUMPING
RUNNING
DODGING
STOPPING
FALLING
READY POSITION
BALANCE
Batting Challenges
Castle Run
Keep head still, eyes on ball
Catching Crossfire
Fingers point down, up or to side
Colour Catching
Continuous Cricket
Giving with the ball
When at the bowling crease beginners should be:
Underarm throwing
Diamond cricket
Side on to the target
Extend throwing hand back with arm straight
Double Chance pairs
Non-bowling hand reaches up high and bowling hand
moves down low
Step towards target
Dual pitch Cricket
Have body weight moving towards target
Defence
Ball Handling Routine
Bowl the ball with seam upright pointing toward the batter
Non-bowling hand pulls straight down as bowling hand
moves over the top (arm straight) to bowl
Attack
Australian Style Pairs
Move into position quickly
Swing arm through, release the ball and allow palm
to continue through towards the target
CATCHING
Catching
Fielding
THROWING
BASIC BOWLING
BOWL WITH RUN UP
Throwing arm follows through across the body
BOWL ACCURATELY
Head upright, eyes level
Game Sense
Bowling
HIT BALL ALONG GROUND
Throw the ball keeping the elbow high
PROTECT STUMPS
Non-throwing hand points toward the target
Feet shoulder width apart
RUNNING BETWEEN WICKETS
Throwing hand moves back and up fingers on top of ball
Side on
CROSS BAT SHOTS
Batting stance
STRAIGHT BAT SHOTS
Step towards target
Body side on to target
Batting
AGILITY
Hands together in middle of handle
Warm Up Game
SPEED
Throwing
STRENGTH
Vs formed by thumb and forefinger aligned down front of
bat
Fitness
CARDIO VASCULAR ENDURANCE
Bend knees and move into a low position
TRAPPING
Batting grip
Receiving
STOPPING
Stay front on to the ball
Cricket Skills
Sending
CATCHING
Ground Fielding
Pick up the bat by first cocking at the wrists
Travelling
HITTING
Batting
Body Awareness
UNDERARM THROW
FIELDING THROWING & CATCHING
OVERARM THROW
BASIC BATTING
BOWL WITH STRAIGHT ARM
Fundamentals
Couple Tag
Face Off
Fielding Soccer
Game On
Golden Child
Follow through with bowling hand across the body
Hit & Run
Bowling with a run up
Keep the Bucket Full
To teach bowling with a run-up only progress to next point
when the previous skill is mastered
Locomotion Relays
Revise: basic bowling action (arm action, including release of
the ball)
Longest Throw Contest
Line Up Cricket
Longest Hit Contest
Meteorites
LIFT front knee and at the same time, perform the initial
stretching movement of the arms. STAMP on front foot in
a straight line towards the target and BOWL
Pairs Reaction Catch
STEP THROUGH with back foot towards the target by taking
it across the front foot. LIFT front foot, STAMP and BOWL
Rapid Fire
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
Rob the Nest
Partner Challenges
Partner Tag
Red Rover
Run Out Game
Scarecrow Tag/Stuck in the Mud
Snowball Tag
Tail Tag
Target Bowling
Target Hitting
Target Throwing
Team Rapid Fire
Tee Pairs Cricket
Under & Over
22
23
Have-A-Go
Lesson Plans
24
Sessions
1 - 8
25
Session 1
PICK A KFC T20 BIG BASH LEAGUE TEAM
PARENT WELCOME
Warm Up (15 min)
GAME 1
GAME RULES
Roughly even teams
Start all the parents in the middle of
the square, making a line. They are the
catchers
Area size
Approximately 20m x 30m grass or
court area
Equipment
4 markers set up in a large square
GAME RULES
Pairs (numbered off #1 & #2)
#1 holds body in Bridge position
Area Size
#2 crawls under #1, who then lowers to Push Up position
#1 returns to Bridge position & so on
Repeat 5 times & swap roles. Perform 2-3 sets
None
Start all the children on one side of the
square facing the parents. They are the
runners
Coordinator calls All Over Red Rover
All the runners try to get past all the
catchers to get the safe zone which is
the other side of the square
Catchers must try to tag the children as
the run past
Any runner that is tagged then becomes one of the catchers
Coordinator continues to call out all over Red Rover until there is just one runner left
that hasnt been tagged by the catchers. They are the winner
If time permits you can reverse the roles so that the parents become the runners and
the children become the catchers
WARM UP ACTIVITY
2 MIN
LOCOMOTION RELAYS
Number of Players
GAME RULES
Pairs
Children Line up across halfway line in pairs facing each other half are #1s & half
are #2s
Area Size
Large open space approx. 20m long
Equipment
Marker cones at each end of space
and across halfway as start/finish
UNDER & OVER
Number of Players
Equipment
Number of Players
Play Parents vs. Children (this is a great
way to get the parents involved right
from the start)
2 MIN
Each pair in own space
RED ROVER - PARENTS VS CHILDREN
15 MIN
WARM UP ACTIVITY
Session 01
INTRO (5 MIN.) PRE-SEASON - BRING A FRIEND
Take it in turns to go Up & Back to own end using various forms of locomotion:
Eg. Running, Skipping, Hopping, Jumping, Leaping, Side Stepping, Grapevine
#1s go first & then tag #2s who copy what #1s do & then repeat process
WARM UP ACTIVITY
Number of Players
All children
Area Size
2 MIN
BALL HANDLING ROUTINE
All children with a ball & trying to follow
exactly what the leader does with their ball.
Keep it fast & fun.
As much as required
SUGGESTED ROUTINE
Equipment
Around head/waist/knees/ankles
(several times in each direction)
1 ball per child
Figure 8 around knees.
Switch ball between knees with 1 hand in front & the other behind. Drop the
ball & switch hands to catch (with or without bounce). Add Gorilla Walk by taking a
step forward with each switch
Yo-Yo hold ball in one hand out in front. Drop ball & catch before it hits the ground
with hand on top of ball. Try non-preferred hand. Alternate hands to drop & catch
Circle & catch - hold ball in one hand out in front.
Drop ball & circle hand around the ball before catching it again. Try non-preferred
hand
Throw ball under one leg & catch with other hand. Repeat with opposite hand & leg
Bounce & catch with one hand. Try non-preferred hand. Alternate hands to bounce &
catch
Dribble like a basketball. Try non-preferred hand
Hit the ball on an open hand to self. Try non-preferred hand
Throw ball in the air to self & clap/touch ground/spin around etc. before catching
Stand side on, step & throw overarm to get maximum bounce. Catch ball & repeat
Add Pairs Reaction Catch if time permits
26
27
4 MIN
METEORITES - BASIC
GAME 2
20 MIN
RAPID FIRE
Game focus
GAME RULES
Game focus
GAME RULES
Fielding: catching, over arm throwing
Select two teams of 4-10 players, smaller numbers
with multiple games is ideal
Fielding: stopping the ball and catching
Teams of 4 6
Batting: grip and swing
On Go players from both teams throw balls to
opposite end
Number of players
The object of the game is for the batting team to hit the ball from the tees,
through the goals which are guarded by the fielding team. Fielders cannot move
forward of the goals (Safety Zone) until the last ball is hit
Number of players
4 10 players
Area size
Teams of 4 6 players or group of 4-6 and The goals should be approximately 20m from the batters. (This will vary with
play as individuals to see who gets highest age/ability)
score
Each time the ball passes through the goals the batter scores ten
10 25m (depending on age group)
Balls are thrown continually until whistle goes to
stop game
Duration
Team with least number of balls left wins
5 minutes
SKILL AND ACTIVITY MODIFICATIONS
Equipment
Distance between throwers (longer/shorter)
A 20m distance between batters and
fielders
One ball between 2
Cones or markers (marking zone)
Ball type (soft/hard)
Duration
Restrict/increase playing area
15-20 minutes
To stop the batter from running the fielders have to retrieve the balls and put
them back on the tees in the designated area
Equipment
When all players from one team have batted, the teams reverse roles
Amount of equipment dependent on
number of teams
SKILL AND ACTIVITY MODIFICATIONS
Main Game (35 min)
GAME 1
15 MIN
LINE UP CRICKET
Area size
Tees
Bats
Markers (for goals)
Stumps
Batter has 3 6 hits
After the last ball is hit the batter runs between A B or C D scoring single runs
to be added to those acquired from hitting through the goals
Decrease playing area
Increase/decrease number of balls hit
Increase distance to score a run
Allow only underarm throwing
Game focus
GAME RULES
Hitting
Number each player in batting order
Impose time limits
Running between wickets
Place the ball on the tee
Have scoring zones for bonus runs eg. TEE LINE CRICKET
Number of players
Position the 2 markers at each side of the wicket forward of the batter (near batter
= easy, further away more difficult)
Fielding team can place a hoop to return balls to in the field rather than back on
tees
Group activity
Area size
Each batter in turn aims to hit the ball between the foul markers and then run
between the running markers
Optional
A fielder collects the ball
Duration
All others run and line up behind the fielder
20 minutes
The ball is passed back until the last player in the
line has it
Equipment
One ball
The last person then runs to touch the stumps
at the bowlers end with the ball to stop the
batter running
Cones or markers (as needed)
Repeat for each batter in turn
Two sets of stumps
Batter with the most
runs wins.
Tee
One bat
Session 01
WARM UP ACTIVITY
Width of goals (increase/decrease)
Coordinators may need to replace
children as a bowler to ensure the
ball is reaching the batsman,
especially during an early session
or for younger participants
SKILL AND ACTIVITY MODIFICATIONS
Introduce teams with larger numbers
Increase/decrease the distance between foul marker
Wrap Up - 5 mins maximum
Remind them of the key elements from the session
eg. Batting watch the ball, Bowling straight arm, Throwing point your front arm at the target etc
Thank the volunteers and parents
Congratulate the children on a job well done
28
29
Session 2
PICK A KFC T20 BIG BASH LEAGUE PLAYER
Warm Up (15 min)
WARM UP ACTIVITY
2 MIN
WARM UP ACTIVITY
GAME RULES
Pairs (numbered off #1 & #2)
#1 holds body in Bridge position
Area Size
#2 crawls under #1, who then lowers to Push Up position
#1 returns to Bridge position & so on
Repeat 5 times & swap roles. Perform 2-3 sets
Equipment
SNOWBALL TAG
GAME RULES
Group activity
Mark out a square approximately 10m x 10m
Area size
Place balls together at edge of square
UNDER & OVER
Number of Players
Each pair in own space
Number of Players
None
One player begins with a ball and is the tagger
10m X 10m square
or larger with a
bigger group
The tagger attempts to catch other players by
tagging them with the ball or hitting below
the shoulders with an underarm throw
Duration
All caught players collect a ball and become
taggers
2-3 minutes
Equipment
Last player caught wins
One ball per member
of the group
SKILL AND ACTIVITY MODIFICATIONS
Restrict/increase playing area
Impose time limits
WARM UP ACTIVITY
Number of Players
All children
Area Size
WARM UP ACTIVITY
2 MIN
Session 02
INTRO (5 MIN.) PRE-SEASON - BRING A SIBLING
2 MIN
LOCOMOTION RELAYS
Number of Players
GAME RULES
Pairs
Children Line up across halfway line in pairs facing each other half are #1s & half
are #2s
Area Size
Large open space approx. 20m long
Equipment
Marker cones at each end of space
and across halfway as start/finish
Take it in turns to go Up & Back to own end using various forms of locomotion:
Eg. Running, Skipping, Hopping, Jumping, Leaping, Side Stepping, Grapevine
#1s go first & then tag #2s who copy what #1s do & then repeat process
2 MIN
BALL HANDLING ROUTINE
All children with a ball & trying to follow
exactly what the leader does with their ball.
Keep it fast & fun.
As much as required
SUGGESTED ROUTINE
Equipment
Around head/waist/knees/ankles
(several times in each direction)
1 ball per child
Figure 8 around knees.
Switch ball between knees with 1 hand in front & the other behind. Drop the
ball & switch hands to catch (with or without bounce). Add Gorilla Walk by taking a
step forward with each switch
Yo-Yo hold ball in one hand out in front. Drop ball & catch before it hits the ground
with hand on top of ball. Try non-preferred hand. Alternate hands to drop & catch
Circle & catch - hold ball in one hand out in front.
Drop ball & circle hand around the ball before catching it again. Try non-preferred
hand
Throw ball under one leg & catch with other hand. Repeat with opposite hand & leg
Bounce & catch with one hand. Try non-preferred hand. Alternate hands to bounce &
catch
Dribble like a basketball. Try non-preferred hand
Hit the ball on an open hand to self. Try non-preferred hand
Throw ball in the air to self & clap/touch ground/spin around etc. before catching
Stand side on, step & throw overarm to get maximum bounce. Catch ball & repeat
Add Colour Catching if time permits
30
31
7 MIN
PARTNER CHALLENGES
GAME 2
20 MIN
RAPID FIRE
Number of Players
SUGGESTED CHALLENGES
Game focus
GAME RULES
All children in pairs and in own space
or 2 parallel lines
Bowl in pairs at stump or hoop in between partners
Fielding: stopping the ball and catching
Teams of 4 6
Throw at stump, hoop or cone in between partners
Batting: grip and swing
Area Size
Underarm roll between 2 x cones in middle of
partners to score a goal & trap/field ball
Number of players
The object of the game is for the batting team to hit the ball from the tees,
through the goals which are guarded by the fielding team. Fielders cannot move
forward of the goals (Safety Zone) until the last ball is hit
As much as required
Equipment
1 ball per pair, stumps, cones, hoops
Underarm throw & catch and take a step back if
caught
Teams of 4 6 players or group of 4-6
and play as individuals to see who gets
highest score
KEYS
Area size
Teach technique as appropriate, otherwise, ask
questions to get children to guide own learning
about, What is the best way to do it?
A 20m distance between batters and
fielders
Make each one a game or challenge with own
objective and scoring system etc. rather than just a
drill
Duration
GAME 1
15 MIN
GAME RULES
Hitting
Number each player in batting order
Running between wickets
Place the ball on the tee
Number of players
Position the 2 markers at each side of the wicket forward of the batter (near batter
= easy, further away more difficult)
Group activity
Optional
Each batter in turn aims to hit the ball between the
foul markers and then run between the
running markers
Duration
A fielder collects the ball
Area size
20 minutes
Equipment
Tee
One ball
Cones or markers (as needed)
Two sets of stumps
One bat
Batter has 3 6 hits
After the last ball is hit the batter runs between A B or C D scoring single runs
to be added to those acquired from hitting through the goals
To stop the batter from running the fielders have to retrieve the balls and put
them back on the tees in the designated area
Equipment
When all players from one team have batted, the teams reverse roles
Amount of equipment dependent on
number of teams
SKILL AND ACTIVITY MODIFICATIONS
Bats
Markers (for goals)
Stumps
LINE UP CRICKET
Game focus
Each time the ball passes through the goals the batter scores ten
15-20 minutes
Tees
Main Game (35 min)
The goals should be approximately 20m from the batters. (This will vary with
age/ability)
Session 02
WARM UP ACTIVITY
Decrease playing area
Increase/decrease number of balls hit
Increase distance to score a run
Allow only underarm throwing
Width of goals (increase/decrease)
Impose time limits
Have scoring zones for bonus runs
eg. TEE LINE CRICKET
Fielding team can place a hoop to return balls to in the field rather than back on
tees
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 bowlers end
with the ball to stop the batter running
Repeat for each batter in turn
Batter with the most runs wins
Coordinators may need to replace
children as a bowler to ensure the
ball is reaching the batsman,
especially during an early session
or for younger participants
SKILL AND ACTIVITY MODIFICATIONS
Introduce teams with larger numbers
Increase/decrease the distance between foul marker
32
Wrap Up - 5 mins maximum
Remind them of the key elements from the session
eg. Batting watch the ball, Bowling straight arm, Throwing point your front arm at the target etc
Thank the volunteers and parents
Congratulate the children on a job well done
33
Session 3
KIDS V MUMS
Warm Up (15 min)
WARM UP ACTIVITY
2 MIN
Number of Players
GAME RULES
Group activity (any more than 20 25
children you should split them into two
games)
Coordinator chooses
between 2 and 6 people to be
the catchers. The rest of the
participants are runners
UNDER & OVER
Number of Players
GAME RULES
Pairs (numbered off #1 & #2)
#1 holds body in Bridge position
Area Size
#2 crawls under #1, who then lowers to Push Up position
#1 returns to Bridge position & so on
Each pair in own space
SCARECROW TAG/STUCK IN THE MUD
Area Size
2 MIN
Session 03
WARM UP ACTIVITY
INTRO (5 MIN.)
Repeat 5 times & swap roles. Perform 2-3 sets
Equipment
None
Each runner has a ball
30m x 30m grass or court area
When the Coordinator calls
start the catchers try to
tag the runners
Equipment
None required
If a runner is caught by a
catcher they must stand
still with their legs apart and
their hands on their head
(they are now stuck)
A runner is also caught if they run outside the boundary
WARM UP ACTIVITY
2 MIN
Number of Players
The stuck runner is the free to run around again
All children
The game either stops after the Coordinator feels that the children are warmed up
or when all the runners are stuck
Area Size
LOCOMOTION RELAYS
Number of Players
GAME RULES
Pairs
Children Line up across halfway line in pairs facing each other half are #1s & half
are #2s
Area Size
Large open space approx. 20m long
Equipment
Marker cones at each end of space
and across halfway as start/finish
WARM UP ACTIVITY
Any free runner can free and stuck runner by rolling their ball between the stuck
runners legs
Take it in turns to go Up & Back to own end using various forms of locomotion:
Eg. Running, Skipping, Hopping, Jumping, Leaping, Side Stepping, Grapevine
#1s go first & then tag #2s who copy what #1s do & then repeat process
2 MIN
BALL HANDLING ROUTINE
All children with a ball & trying to follow
exactly what the leader does with their ball.
Keep it fast & fun.
As much as required
SUGGESTED ROUTINE
Equipment
Around head/waist/knees/ankles
(several times in each direction)
1 ball per child
Figure 8 around knees
Switch ball between knees with 1 hand in front & the other behind. Drop the
ball & switch hands to catch (with or without bounce). Add Gorilla Walk by taking a
step forward with each switch
Yo-Yo hold ball in one hand out in front. Drop ball & catch before it hits the ground
with hand on top of ball. Try non-preferred hand. Alternate hands to drop & catch
Circle & catch - hold ball in one hand out in front
Drop ball & circle hand around the ball before catching it again. Try non-preferred
hand
Throw ball under one leg & catch with other hand. Repeat with opposite hand & leg
Bounce & catch with one hand. Try non-preferred hand. Alternate hands to bounce &
catch
Dribble like a basketball. Try non-preferred hand
Hit the ball on an open hand to self. Try non-preferred hand
Throw ball in the air to self & clap/touch ground/spin around etc. before catching
Stand side on, step & throw overarm to get maximum bounce. Catch ball & repeat
Add Pairs Reaction Catch if time permits
34
35
7 MIN
FIELDING SOCCER
GAME 2
Equipment
GAME RULES
Tennis Balls
2 sets of goals 5m apart at opposite ends
Cones/Markers
Playing field 20 30m max long
4 x Single Stumps
Aim to score a goal by rolling ball from outside goal zone through the goal
Number of players
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
20 MIN
RAPID FIRE
Game focus
GAME RULES
Fielding: stopping the ball and catching
Teams of 4 6
Batting: grip and swing
The object of the game is for the batting team to hit the ball from the tees,
through the goals which are guarded by the fielding team. Fielders cannot move
forward of the goals (Safety Zone) until the last ball is hit
Teams of 4 6 players or group of 4-6
and play as individuals to see who gets
highest score
SKILL AND ACTIVITY MODIFICATIONS
Area size
Only allow throwing with non-preferred hand
A 20m distance between batters and
fielders
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
Duration
When all players from one team have batted, the teams reverse roles
Amount of equipment dependent on
number of teams
SKILL AND ACTIVITY MODIFICATIONS
Stumps
Those not batting are fielding
Number of players
Batters can be out Caught or Run Out only
10 players
Area size
Optional
Duration
25 minutes
Increase/decrease number of balls hit
Increase distance to score a run
Allow only underarm throwing
Width of goals (increase/decrease)
Have scoring zones for bonus runs
eg. TEE LINE CRICKET
TEE PAIRS CRICKET
Batting
Running between wickets
Decrease playing area
Impose time limits
Main Game (35 min)
Each pair bats in turn for 12 balls
After the last ball is hit the batter runs between A B or C D scoring single runs
to be added to those acquired from hitting through the goals
Equipment
Markers (for goals)
Game focus
Batter has 3 6 hits
To stop the batter from running the fielders have to retrieve the balls and put
them back on the tees in the designated area
Bats
15 MIN
Each time the ball passes through the goals the batter scores ten
15-20 minutes
Tees
GAME 1
The goals should be approximately 20m from the batters. (This will vary with
age/ability)
Session 03
WARM UP ACTIVITY
Fielding team can place a hoop to return balls to in the field rather than back on
tees
Players should be positioned as wicketkeeper and bowler assist with run outs
If batters go out they do not score from that attempt however they continue to bat
When each pair has batted a 2nd innings can begin
Highest scoring pair wins
Session can be finished off with a game of Pairs Cricket if time permits
Equipment
Two batting tees
One ball
Two bats
Two sets of stumps
GAME RULES
Set up stumps 13 16m apart
Place 2 batting tees with a bail on
either side of pitch just forward of
batter
Organise players into pairs and
number each pair
Maximum 10 per group (2 batting, 8
fielding)
36
Wrap Up - 5 mins maximum
Remind them of the key elements from the session
eg. Batting watch the ball, Bowling straight arm, Throwing point your front arm at the target etc
Thank the volunteers and parents
Congratulate the children on a job well done
37
Session 4
5 MIN
BATTING CHALLENGES
CLUB WEEK - SENIOR PLAYERS ATTEND
Warm Up (15 min)
WARM UP ACTIVITY
5 MIN
ROB THE NEST
Number of Players
SUGGESTED CHALLENGES
All children in own space and working
in the same direction
Dribble the ball up & back around tee like their playing hockey
Area Size
Hit the ball to self in air and walk/run up & back around tee
As much as required
Hit ball off tee as far as possible. Take tee & hit again until reaching other side
of the space (eg. oval). Count the number of hits it takes to get across & back.
Lowest score wins (like golf)
Equipment
1 bat, ball & tee per child
Number of Players
Hit the ball to self in air & count number of successive hits
Session 04
WARM UP ACTIVITY
INTRO (5 MIN.) ROOKIE
4 x teams of 4-6 players (numbered off)
KEYS
Area Size
Teach technique as appropriate,
otherwise, ask questions to get children
to guide own learning about, What is
the best way to do it?
Approx. 15m x 15m
Equipment
1 hoop per team + 1 hoop in centre of area
Make each one a game or challenge
with own objective and scoring system
etc. rather than just a drill
Tennis balls divided evenly between hoops
GAME RULES
Players from each team take in turns to run &
steal one egg (ball) at a time from another hoop
and run back to return it to own hoop
Next player is tagged & takes their turn and so on
Continue for designated time & count number of
eggs to determine winning team
WARM UP ACTIVITY
Number of Players
All children
Area Size
2 MIN
BALL HANDLING ROUTINE
All children with a ball & trying to follow
exactly what the leader does with their ball.
Keep it fast & fun.
WARM UP ACTIVITY
3 MIN
FACE OFF
As much as required
SUGGESTED ROUTINE
Number of Players
GAME RULES
Equipment
Around head/waist/knees/ankles
(several times in each direction)
Pairs
Start shoulder to shoulder facing opposite directions
Figure 8 around knees
Area Size
Large open space approx. 20m long
Race away from each other to the cones at the end
of the space
1 ball per child
Switch ball between knees with 1 hand in front & the other behind. Drop the
ball & switch hands to catch (with or without bounce). Add Gorilla Walk by taking a
step forward with each switch
Yo-Yo hold ball in one hand out in front. Drop ball & catch before it hits the ground
with hand on top of ball. Try non-preferred hand. Alternate hands to drop & catch
Equipment
Marker cones at each end of space
and across halfway as start/finish
Turn & run back to opposite end
Turn & race back to middle/starting point
Use the bat to turn & finish
One cricket bat per child
Circle & catch - hold ball in one hand out in front
Drop ball & circle hand around the ball before catching it again. Try non-preferred
hand
Throw ball under one leg & catch with other hand. Repeat with opposite hand & leg
Bounce & catch with one hand. Try non-preferred hand. Alternate hands to bounce &
catch
Dribble like a basketball. Try non-preferred hand
Hit the ball on an open hand to self. Try non-preferred hand
Throw ball in the air to self & clap/touch ground/spin around etc. before catching
Stand side on, step & throw overarm to get maximum bounce. Catch ball & repeat
Add Pairs Reaction Catch if time permits
38
39
Main Game (35 min)
15 MIN
HIT & RUN
Equipment
GAME RULES
One bat
In groups of 5, have 1 x Batter, 1 x Bowler & the rest of the players as Fielders,
spread out & covering space
One ball
Two cones per group
Bowler bowls to Batter who hits the ball & runs up & back around the cone/stump
placed just in front of the bowler, as many times as possible before the Fielders
return the ball to the Bowler having first thrown (relayed) the ball to each fielder
GAME 2
20 MIN
TEAM RAPID FIRE
Number of Players
GAME RULES
9-16 max. (in teams of 3-6)
One team bats whilst other teams field
Area Size
All players from batting team line hit & then run at the same time between the
stumps
Rotate players through each position & role
Large open space approx.
Use stumps or cones etc. to mark Batter & Bowlers spots
Equipment
Can hit off a Tee instead of ball being bowled
Bats, Balls, Tees, 2 x sets of stumps.
Run multiple games
Session 04
GAME 1
Fielders retrieve all balls & get them back to the tees to call out stop
Batters count the number of runs made before stop is called. Individual scores are
added to get a team total
Have 2 or 3 turns before swapping to a new batting team
Coordinators may need to replace children as a bowler to ensure the ball is reaching
the batsman, especially during an early session or for younger participants
Team with highest score wins
Wrap Up - 5 mins maximum
Remind them of the key elements from the session
eg. Batting watch the ball, Bowling straight arm, Throwing point your front arm at the target etc
Thank the volunteers and parents
Congratulate the children on a job well done
40
41
Session 5
REFRESHER OF FIRST FOUR WEEKS
WARM UP ACTIVITY
2 MIN
Number of Players
All children with a ball & trying to follow
exactly what the leader does with their
ball. Keep it fast & fun.
Throw ball under one leg & catch
with other hand. Repeat with
opposite hand & leg
As much as required
SUGGESTED ROUTINE
Equipment
Around head/waist/knees/ankles
(several times in each direction)
Bounce & catch with one hand. Try
non-preferred hand. Alternate hands
to bounce & catch
All children
Area Size
Warm Up (15 min)
WARM UP ACTIVITY
2 MIN
KEEP THE BUCKET FULL
Game focus
GAME RULES
Fielding: catching
Players surround the leader who stands in
the centre of a given area with a bucket
full of balls
Number of players
Group activity
2 minutes
The players retrieve the balls (only
permitted to bring back one at a time). The
aim is to keep the bucket full of balls for
the leader
Equipment
SKILL AND ACTIVITY MODIFICATIONS
Optional
Duration
Bucket
Enough balls to fill the bucket
Cones or markers
WARM UP ACTIVITY
1 ball per child
Switch ball between knees with
1 hand in front & the other behind.
Drop the ball & switch hands to catch
(with or without bounce). Add Gorilla
Walk by taking a step forward with
each switch
2 MIN
Yo-Yo hold ball in one hand out in
front. Drop ball & catch before it hits
the ground with hand on top of ball.
Try non-preferred hand. Alternate
hands to drop & catch
Impose time limits
LOCOMOTION RELAYS
GAME RULES
Pairs
Children Line up across halfway line in pairs facing each other half are #1s & half
are #2s
Area Size
Large open space approx. 20m long
Equipment
Marker cones at each end of space
and across halfway as start/finish
Take it in turns to go Up & Back to own end using various forms of locomotion:
Eg. Running, Skipping, Hopping, Jumping, Leaping, Side Stepping, Grapevine
#1s go first & then tag #2s who copy what #1s do & then repeat process
WARM UP ACTIVITY
GAME RULES
The game is played between two
teams of even numbers
Number of players
Group activity max 6-8 players
Area size
Duration
Equipment
Two sets of stumps
Number of Players
GAME RULES
Pairs (numbered off #1 & #2)
#1 holds body in Bridge position
Area Size
#2 crawls under #1, who then lowers to Push Up position
Each pair in own space
Equipment
None
#1 returns to Bridge position & so on
Repeat 5 times & swap roles.
Perform 2-3 sets
Hit the ball on an open hand to self.
Try non-preferred hand
Throw ball in the air to self & clap/
touch ground/spin around etc. before
catching
Stand side on, step & throw overarm
to get maximum bounce. Catch ball
& repeat
Add Pairs Reaction Catch if time
permits
GOLDEN CHILD
Bowling: Grip, straight arm
15m X 15m square
UNDER & OVER
7 MIN
Game focus
5-10 minutes
2 MIN
Dribble like a basketball. Try nonpreferred hand
Circle & catch - hold ball in one
hand out in front Drop ball & circle
hand around the ball before catching
it again. Try non-preferred hand
Restrict/increase playing area
Number of Players
WARM UP ACTIVITY
Figure 8 around knees
As quickly as possible, the leader rolls and
throws the balls in all directions
Area size
BALL HANDLING ROUTINE
Session 05
INTRO (5 MIN.) BE A KFC T20 BIG BASH LEAGUE PLAYER
Five cones or markers
One ball
Field of play is about 15m by 15m
square with cones at each corner
One set of stumps is set up on one
corner whilst a second set of stumps
(bowlers end) is set up an appropriate
distance away from the stumps.
(Diag A)
runner must stop and kneel down
where they are (Diag B)
As soon as the stumps are hit the
next runner begins to run
Each time a runner makes it around
all of the cones a home run is scored
The bowlers continue to target the
stumps until all runners have had a
turn
Another cone is set up behind the
bowlers stumps for the bowling
team to stand behind
The last runner is called the Golden
Child, and when it is that runners
turn Golden Child is called out to
signal that it is the last runner
One team line up as runners whilst
the other team line up behind the
bowlers cone with one wicketkeeper
behind the stumps
The Golden Child attempts to run
around the cones tagging any other
member of his/her team who had
been stopped previously (Diag C)
The first member of the bowling
team begins to bowl at the stumps
The tagged runners then follow the
Golden Child
Each player gets one bowl before
returning to the back of the line
SKILL AND ACTIVITY MODIFICATIONS
As the first bowler commences, the
first runner begins running in an
attempt to get around all four corners
Increase distance from the bowler to
the stumps
The bowlers are trying to hit the
stumps
Increase distance for runners
Use throwing instead of bowling to
increase success
When the bowlers hit the stumps the
42
43
Main Game (35 min)
15 MIN
LINE UP CRICKET
GAME 2
20 MIN
CONTINUOUS CRICKET
Game focus
GAME RULES
Game focus
GAME RULES
Hitting
Number each player in batting order
Fielding: Catching and Throwing
Running between wickets
Place the ball on the tee
Number of players
Number of players
Position the 2 markers at each side of the wicket forward of the batter (near batter
= easy, further away more difficult)
Group activity, maximum 6-8 players
The game can be played in teams or by having a fielder replace the batter when
they have completed their run. Bat for set time per team or number of outs per
team
Group activity
Area size
The ball is bowled to the batter who hits the ball into the field of play and then
runs around one of the markers (A or B)
Optional
The fielders must return the ball to the bowler who can bowl the ball at anytime
Batters can be out two ways- caught or if the bowler hits the stumps by bowling
it (Overarm or Underarm)
Area size
Each batter in turn aims to hit the ball between the foul markers and then run
between the running markers
Optional
A fielder collects the ball
Duration
Duration
All others run and line up behind the fielder
25 minutes
20 minutes
The ball is passed back until the last player in the line has it
Equipment
The umpire may retire a batter after he/she scores a predetermined number of
runs
Equipment
The last person then runs to touch the stumps at the bowlers end with the ball to
stop the batter running
Three cones or markers
Ensure fielders rotate their positions
One ball
Repeat for each batter in turn
One bat
If in teams, sides reverse roles after all players in team batting first have had a
turn
Batter with the most runs wins
One set of stumps
Tee
One ball
Cones or markers (as needed)
Two sets of stumps
One bat
Coordinators may need to replace children as a bowler to ensure the ball is reaching
the batsman, especially during an early session or for younger participants
Session 05
GAME 1
Max of 3 hits and rotate batter - 3 x out = All out
and swap over
SKILL AND ACTIVITY MODIFICATIONS
SKILL AND ACTIVITY MODIFICATIONS
Adult does all bowling (for both teams)
Introduce teams with larger numbers
Bowler bowls the ball instead of underarm
Increase/decrease the distance between foul marker
Only allow underarm throwing
Only allow throwing with non-preferred hand
Increase distance from bowler to the stumps
Implement double score zone
Increase/decrease distance for batters to run
Wrap Up - 5 mins maximum
Remind them of the key elements from the session
eg. Batting watch the ball, Bowling straight arm, Throwing point your front arm at the target etc
Thank the volunteers and parents
Congratulate the children on a job well done
44
45
Session 6
THE COOLEST GAME - KIDS V DADS
Warm Up (15 min)
GAME 1
GAME RULES
Roughly even teams
Start all the parents in the middle of
the square, making a line. They are the
catchers
Area size
Approximately 20m x 30m grass or
court area
Equipment
4 markers set up in a large square
Number of Players
GAME RULES
Pairs
Children Line up across halfway line in pairs facing each other half are #1s & half
are #2s
Equipment
Marker cones at each end of space
and across halfway as start/finish
Area Size
#2 crawls under #1, who then lowers to Push Up position
#1 returns to Bridge position & so on
Repeat 5 times & swap roles. Perform 2-3 sets
None
Catchers must try to tag the children as
the run past
LOCOMOTION RELAYS
Large open space approx. 20m long
#1 holds body in Bridge position
All the runners try to get past all the
catchers to get the safe zone which is
the other side of the square
If time permits you can reverse the roles so that the parents become the runners and
the children become the catchers
Area Size
Pairs (numbered off #1 & #2)
Coordinator calls All Over Red Rover
Coordinator continues to call out all over Red Rover until there is just one runner left
that hasnt been tagged by the catchers. They are the winner
2 MIN
GAME RULES
Start all the children on one side of the
square facing the parents. They are the
runners
Any runner that is tagged then becomes one of the catchers
WARM UP ACTIVITY
UNDER & OVER
Number of Players
Equipment
Number of Players
Play Parents vs. Children (this is a great
way to
get the parents involved right from the
start)
2 MIN
Each pair in own space
RED ROVER - PARENTS VS CHILDREN
15 MIN
WARM UP ACTIVITY
Session 06
INTRO (5 MIN.) BE A KFC T20 BIG BASH LEAGUE PLAYER
Take it in turns to go Up & Back to own end using various forms of locomotion:
Eg. Running, Skipping, Hopping, Jumping, Leaping, Side Stepping, Grapevine
#1s go first & then tag #2s who copy what #1s do & then repeat process
WARM UP ACTIVITY
Number of Players
All children
Area Size
2 MIN
BALL HANDLING ROUTINE
All children with a ball & trying to follow
exactly what the leader does with their ball.
Keep it fast & fun.
As much as required
SUGGESTED ROUTINE
Equipment
Around head/waist/knees/ankles
(several times in each direction)
1 ball per child
Figure 8 around knees
Switch ball between knees with 1 hand in front & the other behind. Drop the
ball & switch hands to catch (with or without bounce). Add Gorilla Walk by taking a
step forward with each switch
Yo-Yo hold ball in one hand out in front. Drop ball & catch before it hits the ground
with hand on top of ball. Try non-preferred hand. Alternate hands to drop & catch
Circle & catch - hold ball in one hand out in front.
Drop ball & circle hand around the ball before catching it again. Try non-preferred
hand
Throw ball under one leg & catch with other hand. Repeat with opposite hand & leg
Bounce & catch with one hand. Try non-preferred hand. Alternate hands to bounce &
catch
Dribble like a basketball. Try non-preferred hand
Hit the ball on an open hand to self. Try non-preferred hand
Throw ball in the air to self & clap/touch ground/spin around etc. before catching
Stand side on, step & throw overarm to get maximum bounce. Catch ball & repeat
Add Pairs Reaction Catch if time permits
46
47
8 MIN
FIELDING SOCCER
GAME 2
20 MIN
TEAM RAPID FIRE
Equipment
GAME RULES
Number of Players
GAME RULES
Tennis Balls
2 sets of goals 5m apart at opposite ends
9-16 max. (in teams of 3-6)
One team bats whilst other teams field
Cones/Markers
Playing field 20 30m max long
Aim to score a goal by rolling ball from outside goal zone through the goal
Area Size
4 x Single Stumps
All players from batting team line hit
& then run at the same time between the stumps
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
Large open space approx.
Equipment
Bats, Balls, Tees, 2 x sets of stumps.
Fielders retrieve all balls & get them back to the tees to call out stop
Session 06
WARM UP ACTIVITY
Batters count the number of runs made before stop is called. Individual scores
are added to get a team total
Have 2 or 3 turns before swapping to a new batting team
SKILL AND ACTIVITY MODIFICATIONS
Team with highest score wins
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
Main Game (35 min)
GAME 1
15 MIN
TEE PAIRS CRICKET
Game focus
Each pair bats in turn for 12 balls
Batting
Running between wickets
Those not batting are fielding
Number of players
Batters can be out Caught or Run Out only
10 players
Area size
Optional
Duration
25 minutes
Players should be positioned as wicketkeeper and bowler assist with run outs
If batters go out they do not score from that attempt however they continue to bat
When each pair has batted a 2nd innings can begin
Highest scoring pair wins
Session can be finished off with a game of Pairs Cricket if time permits
Equipment
Two batting tees
One ball
Two bats
Two sets of stumps
GAME RULES
Set up stumps 13 16m apart
Place 2 batting tees with a bail on
either side of pitch just forward of
batter
Wrap Up - 5 mins maximum
Remind them of the key elements from the session
eg. Batting watch the ball, Bowling straight arm, Throwing point your front arm at the target etc
Thank the volunteers and parents
Congratulate the children on a job well done
Organise players into pairs and
number each pair
Maximum 10 per group (2 batting,
8 fielding)
48
49
Session 7
SKILL TESTING
WARM UP ACTIVITY
2 MIN
BALL HANDLING ROUTINE
Number of Players
All children with a ball & trying to follow
exactly what the leader does with their ball.
Keep it fast & fun.
All children
Area Size
Warm Up (15 min)
WARM UP ACTIVITY
2 MIN
SNOWBALL TAG
Number of Players
GAME RULES
Group activity
Mark out a square approximately 10m x 10m
Area size
Place balls together at edge of square
10m X 10m square
or larger with a
bigger group
Duration
2-3 minutes
Equipment
As much as required
SUGGESTED ROUTINE
Equipment
Around head/waist/knees/ankles
(several times in each direction)
1 ball per child
Figure 8 around knees.
Switch ball between knees with 1 hand in front & the other behind. Drop the
ball & switch hands to catch (with or without bounce). Add Gorilla Walk by taking a
step forward with each switch
One player begins with a ball and is the tagger
Yo-Yo hold ball in one hand out in front. Drop ball & catch before it hits the ground
with hand on top of ball. Try non-preferred hand. Alternate hands to drop & catch
The tagger attempts to catch other players by
tagging them with the ball or hitting below
the shoulders with an underarm throw
Circle & catch - hold ball in one hand out in front.
Drop ball & circle hand around the ball before catching it again. Try non-preferred
hand
All caught players collect a ball and become
taggers
Throw ball under one leg & catch with other hand. Repeat with opposite hand & leg
Bounce & catch with one hand. Try non-preferred hand. Alternate hands to bounce &
catch
Last player caught wins
One ball per
member of
the group
Session 07
INTRO (5 MIN.) BE AN AUSTRALIAN PLAYER
Dribble like a basketball. Try non-preferred hand
SKILL AND ACTIVITY MODIFICATIONS
Hit the ball on an open hand to self. Try non-preferred hand
Restrict/increase playing area
Throw ball in the air to self & clap/touch ground/spin around etc. before catching
Impose time limits
Stand side on, step & throw overarm to get maximum bounce. Catch ball & repeat
Add Pairs Reaction Catch if time permits
WARM UP ACTIVITY
2 MIN
LOCOMOTION RELAYS
Number of Players
GAME RULES
Pairs
Children Line up across halfway line in pairs facing each other half are #1s & half
are #2s
Area Size
Large open space approx. 20m long
Equipment
Marker cones at each end of space
and across halfway as start/finish
Take it in turns to go Up & Back to own end using various forms of locomotion:
WARM UP ACTIVITY
3 MIN
FACE OFF
Number of Players
GAME RULES
Pairs
Start shoulder to shoulder facing opposite directions
Area Size
Race away from each other to the cones at the end of the space
Eg. Running, Skipping, Hopping, Jumping, Leaping, Side Stepping, Grapevine
Large open space approx. 20m long
#1s go first & then tag #2s who copy what #1s do & then repeat process
Equipment
Marker cones at each end of space
and across halfway as start/finish
Turn & run back to opposite end
Turn & race back to middle/starting point
Use the bat to turn & finish
One cricket bat per child
50
51
6 MIN
BATTING CHALLENGES
GAME 2
20 MIN
DOUBLE CHANCE PAIRS CRICKET
Number of Players
SUGGESTED CHALLENGES
Game focus
Batters can be out Bowled, Caught or Run Out only
All children in own space and working
in the same direction
Dribble the ball up & back around tee like their playing hockey
Batting: Grip, stance, hitting, judgement
If Batters go out they swap ends and continue to bat
Hit the ball to self in air & count number of successive hits
Fielding
If pairs are not batting or bowling they are fielding
Area Size
Hit the ball to self in air and walk/run up & back around tee
Bowling: Grip, straight arm
Everyone Bats, Bowls, Fields and Wicket keeps
As much as required
Hit ball off tee as far as possible. Take tee & hit again until reaching other side of
the space (eg. oval). Count the number of hits it takes to get across & back. Lowest
score wins (like golf)
Number of players
SKILL AND ACTIVITY MODIFICATIONS
Group activity
Introduce fielding restrictions (i.e. two slips) to
increase the number of gaps
KEYS
GAME RULES
Match evenly-skilled players to bat/bowl to each other
Teach technique as appropriate,
otherwise, ask questions to get children
to guide own learning about, What is
the best way to do it?
Set up stumps 13 16m apart
Use coloured tape to highlight the seam on the ball and
encourage players to bowl with seam spinning upright
Equipment
1 bat, ball & tee per child
Make each one a game or challenge
with own objective and scoring system
etc. rather than just a drill
15 MIN
GAME RULES
9-16 max. (in teams of 3-6)
One team bats whilst other teams field
Area Size
All players from batting team line hit & then run at the same
time between the stumps
Bats, Balls, Tees, 2 x sets of stumps.
Each pair bats for 2 overs and bowls for 2 overs). Bowling can
be underarm if required
Only the hit ball is in play
Number of Players
Equipment
Maximum 10 per group (2 batting, 8 fielding)
If bowled ball is missed, and does not hit the stumps or
cant be reached, batter hits ball from a tee of their choice
TEAM RAPID FIRE
Large open space approx.
Organise players into pairs and number each pair
When partner is bowling, other partner Wicket Keeps
Main Game (35 min)
GAME 1
Place 2 batting tees with a ball on each either side of pitch
just forward of batter
Session 07
WARM UP ACTIVITY
Implement a double score zone in various places on
the field
Only allow underarm throwing for all fielders to
increase underarm skills
Place batting tees on a stump to increase
catching opportunities
Only allow throwing with non-preferred hand
Session can be finished off with a game of Pairs Cricket
if time permits.
Fielders retrieve all balls & get them back to the tees
to call out stop
Batters count the number of runs made before stop is
called. Individual scores are added to get a team total
Have 2 or 3 turns before swapping to a new batting team
Team with highest score wins
Wrap Up - 5 mins maximum
Remind them of the key elements from the session
eg. Batting watch the ball, Bowling straight arm, Throwing point your front arm at the target etc
Thank the volunteers and parents
Congratulate the children on a job well done
52
53
Session 8
REWARD/RECOGNITION
WARM UP ACTIVITY
2 MIN
BALL HANDLING ROUTINE
Number of Players
All children with a ball & trying to follow
exactly what the leader does with their ball.
Keep it fast & fun.
All children
Warm Up (15 min)
WARM UP ACTIVITY
3 MIN
Number of Players
Group activity (any more than 20 25
children you should split them into two
games)
Area Size
30m x 30m grass or court area
Equipment
Area Size
SCARECROW TAG/STUCK IN THE MUD
As much as required
SUGGESTED ROUTINE
Equipment
Around head/waist/knees/ankles
(several times in each direction)
1 ball per child
Figure 8 around knees
When the Coordinator calls
start the catchers try to tag
the runners
Switch ball between knees with 1 hand in front & the other behind. Drop the
ball & switch hands to catch (with or without bounce). Add Gorilla Walk by taking a
step forward with each switch
If a runner is caught by a
catcher they must stand
still with their legs apart and
their hands on their
head (they are now stuck)
Yo-Yo hold ball in one hand out in front. Drop ball & catch before it hits the ground
with hand on top of ball. Try non-preferred hand. Alternate hands to drop & catch
Circle & catch - hold ball in one hand out in front
Drop ball & circle hand around the ball before catching it again. Try non-preferred
hand
A runner is also caught if they
run outside the boundary
None required
Throw ball under one leg & catch with other hand. Repeat with opposite hand & leg
Bounce & catch with one hand. Try non-preferred hand. Alternate hands to bounce &
catch
GAME RULES
Any free runner can free
and stuck runner by rolling
Coordinator chooses between 2 and 6
their ball between the stuck
people to be
runners legs
the catchers. The rest of the participants
are runners
The stuck runner is the free to run around again
Each runner has a ball
The game either stops after the Coordinator feels that the children are warmed up
or when all the runners are stuck
WARM UP ACTIVITY
2 MIN
Hit the ball on an open hand to self. Try non-preferred hand
Throw ball in the air to self & clap/touch ground/spin around etc. before catching
Stand side on, step & throw overarm to get maximum bounce. Catch ball & repeat
Add Catching Crossfire if time permits
KEEP THE BUCKET FULL
METEORITES - BASIC
GAME RULES
Fielding: catching
Players surround the leader who stands in
the centre of a given area with a bucket
full of balls
Game focus
GAME RULES
As quickly as possible, the leader rolls and
throws the balls in all directions
Fielding: catching, over arm throwing
Number of players
Select two teams of 4-10 players, smaller numbers
with multiple games is ideal
Group activity
Area size
2 minutes
The players retrieve the balls (only
permitted to bring back one at a time). The
aim is to keep the bucket full of balls for
the leader
Equipment
SKILL AND ACTIVITY MODIFICATIONS
Optional
Duration
Bucket
Enough balls to fill the bucket
Cones or markers
WARM UP ACTIVITY
2 MIN
Restrict/increase playing area
Impose time limits
GAME RULES
Pairs (numbered off #1 & #2)
#1 holds body in Bridge position
Area Size
#2 crawls under #1, who then lowers to
Push Up position
Each pair in own space
Equipment
None
WARM UP ACTIVITY
4 MIN
4 10 players
Area size
On Go players from both teams throw balls to
opposite end
10 25m (depending on age group)
Balls are thrown continually until whistle goes to
stop game
Duration
Team with least number of balls left wins
5 minutes
SKILL AND ACTIVITY MODIFICATIONS
Equipment
Distance between throwers (longer/shorter)
One ball between 2
Cones or markers (marking zone)
Ball type (soft/hard)
Restrict/increase playing area
UNDER & OVER
Number of Players
54
Dribble like a basketball. Try non-preferred hand
Game focus
Number of players
Session 08
INTRO (5 MIN.) BE A LEGEND! AUSTRALIAN T20 PLAYER
#1 returns to Bridge position & so on
Repeat 5 times & swap roles.
Perform 2-3 sets
55
Main Game (35 min)
10 MIN
CONTINUOUS CRICKET
GAME 2
25 MIN
DIAMOND CRICKET - BASIC
Game focus
GAME RULES
GAME RULES
Fielding: Catching and Throwing
The game can be played in teams or by having a fielder
replace the batter when they have completed their run.
Bat for set time per team or number of outs per team
Divide class/group into teams of 4
The ball is bowled to the batter who hits the ball
into the field of play and then runs around one of
the markers (A or B)
Ball is hit & all 4 batters must run anti-clockwise to next
set of stumps to score a run
The fielders must return the ball to the bowler who can bowl
the ball at anytime
Keep each teams score
Number of players
Group activity, maximum 6-8 players
Area size
Optional
Duration
25 minutes
Equipment
Three cones or markers
One ball
One bat
One set of stumps
1 x team bats at a time. Innings = 3-5 x outs
Bowler bowls to any of the 4 x batters who are ready to hit
Session 08
GAME 1
Fielders aim to get batters out in normal cricket manner
Batters can be out two ways- caught or if the bowler hits the
stumps by bowling it (Overarm or Underarm)
The umpire may retire a batter after he/she scores
a predetermined number of runs
Ensure fielders rotate their positions
If in teams, sides reverse roles after all players in team
batting first have had a turn
Max of 3 hits and rotate batter - 3 x out = All out
and swap over
SKILL AND ACTIVITY MODIFICATIONS
Adult does all bowling (for both teams)
Bowler bowls the ball instead of underarm
Only allow underarm throwing
Only allow throwing with non-preferred hand
Increase distance from bowler to the stumps
Implement double score zone
Increase/decrease distance for batters to run
Wrap Up - 5 mins maximum
Remind them of the key elements from the session
eg. Batting watch the ball, Bowling straight arm, Throwing point your front arm at the target etc
Thank the volunteers and parents
Congratulate the children on a job well done
56
57
Have-A-Game
Lesson Plans
58
Sessions
1 - 10
59
Session 1
10 MIN
LONGEST HIT CONTEST
GAME EXTENSION
Place cones/markers at distances 10, 20, 30 and 40m from the Batters
Divide teams into pairs
Fielding
Coordinators place ball on a tee and Batters try to hit the ball as far as possible
Each pair bats for 2 overs
Bowling: Grip, straight arm
Each Batter takes turns to have 3 hits before swapping with the next player in the
group
2 pairs bowl to each other (1 over/bowler)
GAME RULES
6 ball overs
Mark each players longest hit
Players compete in pairs against the other pairs
Cones/Markers
Balls
PAIRS CRICKET-AUSTRALIAN STYLE
Batting: Grip, stance, hitting, judgement
GAME RULES
3 MIN
50 MIN
Game focus
Equipment
Cricket Bats
MAIN GAME
Batters can be out bowled caught or run out
If batters get out they simply swap ends and continue to bat
After two overs the batting pair retire and the next pair have
their turn to bat
Each player bowls one over of 6 balls while their partner
wicketkeeps
After they have completed their over they swap
lf a bowler bowls
4 dot balls = end of over
lf the batting pair score off five balls in an over = 1 extra ball
that over
If the batting pair score off all six balls in an over = 2 extra
balls that over
Hitting a 4 = 2 extra balls
Hitting a 6 = 2 extra balls
The ball must be bowled with a straight arm
If a batter gets out = 5 runs and swap ends
If a pair is not batting or bowling, they are fielding, so that
everyone is involved
Variation:
You do not have to run when you hit the ball.
If the ball is missed, batters may still run
When each pair has batted a 2nd innings can begin
Highest scoring pair wins
Session 01
WARM UP ACTIVITY
Warm Up (10 min)
No boundaries, players have to run every run
Remember to include a particular aspect of the game to focus
on during each session. For example this Game focuses on
turning the strike over running between wickets, and field
placements
Wrap Up - 5 mins maximum
Remind them of the key elements from the session
eg. Batting watch the ball, Bowling straight arm, Throwing point your front arm at the target etc
Thank the volunteers and parents
Congratulate the children on a job well done
60
61
Session 2
10 MIN
TARGET HITTING
Equipment
ACTIVITY
Cricket Bats
Hitting off a batting tee (front foot drive) at a market approximately 6m away
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
MAIN GAME
50 MIN
AUSSIE PAIRS CRICKET
Game focus
GAME EXTENSION
Batting: Grip, stance, hitting, judgement
Divide teams into pairs
Fielding
Each pair bats for 2 overs
Bowling: Grip, straight arm
2 pairs bowl to each other (1 over/bowler)
GAME RULES
6 ball overs
Players compete in pairs against the other pairs
Batters can be out bowled caught or run out
If batters get out they simply swap ends and continue to bat
After two overs the batting pair retire and the next pair have
their turn to bat
Each player bowls one over of 6 balls while their partner
wicketkeeps
After they have completed their over they swap
lf a bowler bowls
4 dot balls = end of over
lf the batting pair score off five balls in an over = 1 extra ball
that over
If the batting pair score off all six balls in an over = 2 extra
balls that over
Hitting a 4 = 2 extra balls
Hitting a 6 = 2 extra balls
The ball must be bowled with a straight arm
If a batter gets out = 5 runs and swap ends
If a pair is not batting or bowling, they are fielding, so that
everyone is involved
Variation:
You do not have to run when you hit the ball
If the ball is missed, batters may still run
When each pair has batted a 2nd innings can begin
Highest scoring pair wins
Session 02
WARM UP ACTIVITY
Warm Up (10 min)
No boundaries, players have to run every run
Remember to include a particular aspect of the game to focus
on during each session. For example this Game focuses on
turning the strike over running between wickets, and field
placements
Wrap Up - 5 mins maximum
Remind them of the key elements from the session eg. Batting watch the ball, grip stance, Bowling straight arm, follow
through, Throwing point your front arm at the target, follow through etc
Thank the volunteers and parents
Congratulate the children on a job well done
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63
Session 3
10 MIN
TARGET BOWLING
MAIN GAME
50 MIN
GAME ON
Equipment
ACTIVITY
The Game
BOWLING
Balls
Bowling at stumps from the marker approximately 6m apart
Stumps
Other group members are the Wicket Keepers
Each game is played between two teams with a minimum
of eight players
Eight players must bowl and wicketkeep for one over each
(there is no designated wicketkeeper)
Markers
1 point for hitting the stumps
Substitutes may be used in any combination providing that
no more than eight individuals bat and eight individuals
bowl or field at one time
All overs are bowled from the same end. At the end of each
over the batters swap ends
A coin toss is used to decide which team bats first in each
game
WIDES AND NO BALLS
10 points for knocking the stumps over
100 points for a hattrick
3 turns each then swap
Equipment
Wooden or plastic bats.
Soft balls should be used.
Batters can wear pads or gloves, but it is not a necessity.
Plastic Stumps
BATTING
Each pair will bat together for 2 overs
Pairs remain batting irrespective of the number of times they
are dismissed, until they have batted for 2 overs
Batters swap ends at the conclusion of each over
Players can be Out in the following ways: bowled, caught,
run out, stumped or hit wicket.
There is no Leg Before Wicket (LBW)
The only penalty for being Out is that players swap ends
(this does not apply for a run out) and the bowling team
receives 5 bonus runs
The next batting pair must be ready to bat immediately
following the previous pairs innings
Session 03
WARM UP ACTIVITY
Warm Up (10 min)
There is a maximum six deliveries in one over
A ball that bounces over shoulder height shall be deemed a
No Ball.
Any full toss above waist height shall also be deemed a No
Ball
Two plastic cones shall be placed at 90 degrees, 120cms from
the middle stump at the batters end.
Any ball that passes outside this area shall be deemed a
Wide
Two runs are awarded to the batting team for every Wide or
No Ball bowled by the bowling team
Any delivery that bounces more than once or rolls along the
ground shall be deemed a fair delivery
FIELDING
At the moment of delivery, no players may field closer than
10 metres from the bat (except for the wicketkeeper or slips
fielder)
SCORING
All runs and extras are scored according to the rules of cricket
Every wicket taken by the bowling side results in the bowling
side receiving five bonus runs to their score
Wrap Up - 5 mins maximum
Remind them of the key elements from the session eg. Batting watch the ball, grip stance, Bowling straight arm, follow
through, Throwing point your front arm at the target, follow through etc
Thank the volunteers and parents
Congratulate the children on a job well done
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65
Session 4
10 MIN
FIELDING SOCCER
MAIN GAME
50 MIN
GAME ON
Equipment
ACTIVITY
The Game
BOWLING
Tennis Ball
2 sets of goals 10-15 m apart
Cones/Markers
Playing field 30 40m long
Each game is played between two teams with a minimum
of eight players
Eight players must bowl and wicketkeep for one over each
(there is no designated wicketkeeper)
2 Single Stumps
Aim to score a goal by rolling ball from outside goal zone through the goal
Substitutes may be used in any combination providing that
no more than eight individuals bat and eight individuals
bowl or field at one time
All overs are bowled from the same end. At the end of each
over the batters swap ends
One goal keeper inside goal zone per team
A coin toss is used to decide which team bats first in each
game
WIDES AND NO BALLS
SKILL AND ACTIVITY MODIFICATIONS
Equipment
Players may underarm the ball to team mates
Players cannot run with the ball but can run to receive it
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
Wooden or plastic bats.
Soft balls should be used.
Batters can wear pads or gloves, but it is not a necessity.
Plastic Stumps
BATTING
Each pair will bat together for 2 overs
Pairs remain batting irrespective of the number of times they
are dismissed, until they have batted for 2 overs
Batters swap ends at the conclusion of each over
Players can be Out in the following ways: bowled, caught,
run out, stumped or hit wicket
There is no Leg Before Wicket (LBW)
The only penalty for being Out is that players swap ends
(this does not apply for a run out) and the bowling team
receives 5 bonus runs
The next batting pair must be ready to bat immediately
following the previous pairs innings
Session 04
WARM UP ACTIVITY
Warm Up (10 min)
There is a maximum six deliveries in one over
A ball that bounces over shoulder height shall be deemed a
No Ball
Any full toss above waist height shall also be deemed a No
Ball
Two plastic cones shall be placed at 90 degrees, 120cms from
the middle stump at the batters end.
Any ball that passes outside this area shall be deemed a
Wide
Two runs are awarded to the batting team for every Wide or
No Ball bowled by the bowling team
Any delivery that bounces more than once or rolls along the
ground shall be deemed a fair delivery
FIELDING
At the moment of delivery, no players may field closer than
10 metres from the bat (except for the wicketkeeper or slips
fielder)
SCORING
All runs and extras are scored according to the rules of cricket
Every wicket taken by the bowling side results in the bowling
side receiving five bonus runs to their score
Wrap Up - 5 mins maximum
Remind them of the key elements from the session eg. Batting watch the ball, grip stance, Bowling straight arm, follow
through, Throwing point your front arm at the target, follow through etc
Thank the volunteers and parents
Congratulate the children on a job well done
66
67
Session 5
10 MIN
RUN-OUT GAME
MAIN GAME
50 MIN
GAME ON
Game Focus
GAME RULES
The Game
Batting
Select two teams of 4 6 players, one running and one fielding
Running
Set up one set of stumps and a marker 15 m apart
Fielding
Parallel, set up another set of stumps and position a tee with a ball on top, 25m
away
Each game is played between two teams with a minimum
of eight players
Substitutes may be used in any combination providing that
no more than eight individuals bat and eight individuals
bowl or field at one time
A coin toss is used to decide which team bats first in each
game
Throwing
Number of players
8 12 players
On the coaches call of go the first runner sets off to run two runs and the first
fielded runs to collect the ball and return to a receiver at the stumps
Running team scores 2 if batter beats the ball
Area size
After all players have had a turn reverse roles
35m x 15m
Highest score wins
Duration
SKILL AND ACTIVITY MODIFICATIONS
10 minutes
Equipment
Two sets of stumps
Two markers
One tee
Two balls
One bat
Restrict/increase running distance for both teams
Running team carrying equipment (with/without bat, pads etc)
Fielding team returns (over the stumps or broader area)
Equipment
Wooden or plastic bats
Soft balls should be used
Batters can wear pads or gloves, but it is not a necessity
Plastic Stumps
BATTING
Each pair will bat together for 2 overs
Pairs remain batting irrespective of the number of times
they are dismissed, until they have batted for 2 overs
Batters swap ends at the conclusion of each over
Players can be Out in the following ways: bowled, caught,
run out, stumped or hit wicket
There is no Leg Before Wicket (LBW)
The only penalty for being Out is that players swap ends
(this does not apply for a run out) and the bowling team
receives 5 bonus runs
The next batting pair must be ready to bat immediately
following the previous pairs innings
BOWLING
Eight players must bowl and wicketkeep for one over each
(there is no designated wicketkeeper)
All overs are bowled from the same end. At the end of each
over the batters swap ends
There is a maximum six deliveries in one over
WIDES AND NO BALLS
A ball that bounces over shoulder height shall be deemed a
No Ball
Any full toss above waist height shall also be deemed a No
Ball
Two plastic cones shall be placed at 90 degrees, 120cms
from the middle stump at the batters end.
Any ball that passes outside this area shall be deemed a
Wide
Two runs are awarded to the batting team for every Wide
or No Ball bowled by the bowling team
Any delivery that bounces more than once or rolls along the
ground shall be deemed a fair delivery
FIELDING
At the moment of delivery, no players may field closer than
10 metres from the bat (except for the wicketkeeper or slips
fielder)
SCORING
All runs and extras are scored according to the rules of
cricket
Every wicket taken by the bowling side results in the
bowling side receiving fie bonus runs to their score
Scoring sheets are available on the CD-Rom
UMPIRING
Two umpires, one or both can score.
Each umpire should encourage the players to play within
the spirit of the game
Session 05
WARM UP ACTIVITY
Warm Up (10 min)
Wrap Up - 5 mins maximum
Remind them of the key elements from the session eg. Batting watch the ball, grip stance, Bowling straight arm, follow
through, Throwing point your front arm at the target, follow through etc
Thank the volunteers and parents
Congratulate the children on a job well done
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Session 6
10 MIN
LONGEST THROW CONTEST
MAIN GAME
50 MIN
GAME ON
ACTIVITY
The Game
Balls
Place cones/markers at distances 10, 20, 30 and 40m from the throwers
Cones/Markers
Participants must try to throw the ball as far as possible
Each game is played between two teams with a minimum
of eight players
Substitutes may be used in any combination providing that
no more than eight individuals bat and eight individuals
bowl or field at one time
A coin toss is used to decide which team bats first in each
game
Equipment
Each participant takes turns to have 3 throws.Mark each players longest throw
Equipment
Wooden or plastic bats
Soft balls should be used
Batters can wear pads or gloves, but it is not a necessity
Plastic Stumps
BATTING
Each pair will bat together for 2 overs
Pairs remain batting irrespective of the number of times
they are dismissed, until they have batted for 2 overs
Batters swap ends at the conclusion of each over
Players can be Out in the following ways: bowled, caught,
run out, stumped or hit wicket
There is no Leg Before Wicket (LBW)
The only penalty for being Out is that players swap ends
(this does not apply for a run out) and the bowling team
receives 5 bonus runs
The next batting pair must be ready to bat immediately
following the previous pairs innings
BOWLING
Eight players must bowl and wicketkeep for one over each
(there is no designated wicketkeeper)
All overs are bowled from the same end. At the end of each
over the batters swap ends
There is a maximum six deliveries in one over
WIDES AND NO BALLS
A ball that bounces over shoulder height shall be deemed a
No Ball
Any full toss above waist height shall also be deemed a No
Ball
Two plastic cones shall be placed at 90 degrees, 120cms
from the middle stump at the batters end.
Any ball that passes outside this area shall be deemed a
Wide
Two runs are awarded to the batting team for every Wide or
No Ball bowled by the bowling team
Any delivery that bounces more than once or rolls along the
ground shall be deemed a fair delivery
FIELDING
At the moment of delivery, no players may field closer than
10 metres from the bat (except for the wicketkeeper or slips
fielder)
SCORING
All runs and extras are scored according to the rules of
cricket
Every wicket taken by the bowling side results in the bowling
side receiving fie bonus runs to their score
Scoring sheets are available on the CD-Rom
UMPIRING
Two umpires, one or both can score
Each umpire should encourage the players to play within the
spirit of the game
Include variations:
Session 06
WARM UP ACTIVITY
Warm Up (10 min)
Batters get double runs for scoring down the ground.
If a bowler bowls a batter middle stump, this counts for 2
wickets
Wrap Up - 5 mins maximum
Remind them of the key elements from the session eg. Batting watch the ball, grip stance, Bowling straight arm, follow
through, Throwing point your front arm at the target, follow through etc
Thank the volunteers and parents
Congratulate the children on a job well done
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Session 7
10 MIN
TARGET THROWING
MAIN GAME
50 MIN
GAME ON
Equipment
ACTIVITY
The Game
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
Each game is played between two teams with a minimum
of eight players
Substitutes may be used in any combination providing that
no more than eight individuals bat and eight individuals
bowl or field at one time
A coin toss is used to decide which team bats first in each
game
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
Equipment
Wooden or plastic bats
Soft balls should be used
Batters can wear pads or gloves, but it is not a necessity.
Plastic Stumps
BATTING
Each pair will bat together for 2 overs
Pairs remain batting irrespective of the number of times they
are dismissed, until they have batted for 2 overs
Batters swap ends at the conclusion of each over
Players can be Out in the following ways: bowled, caught,
run out, stumped or hit wicket
There is no Leg Before Wicket (LBW)
The only penalty for being Out is that players swap ends
(this does not apply for a run out) and the bowling team
receives 5 bonus runs
The next batting pair must be ready to bat immediately
following the previous pairs innings
BOWLING
Eight players must bowl and wicketkeep for one over each
(there is no designated wicketkeeper)
All overs are bowled from the same end. At the end of each
over the batters swap ends
There is a maximum six deliveries in one over
WIDES AND NO BALLS
A ball that bounces over shoulder height shall be deemed a
No Ball
Any full toss above waist height shall also be deemed a No
Ball
Two plastic cones shall be placed at 90 degrees, 120cms
from the middle stump at the batters end
Any ball that passes outside this area shall be deemed a
Wide
Two runs are awarded to the batting team for every Wide or
No Ball bowled by the bowling team
Any delivery that bounces more than once or rolls along the
ground shall be deemed a fair delivery
FIELDING
At the moment of delivery, no players may field closer than
10 metres from the bat (except for the wicketkeeper or slips
fielder)
SCORING
All runs and extras are scored according to the rules of cricket
Every wicket taken by the bowling side results in the bowling
side receiving fie bonus runs to their score
Scoring sheets are available on the CD-Rom
UMPIRING
Two umpires, one or both can score.
Each umpire should encourage the players to play within the
spirit of the game
Include variations:
Session 07
WARM UP ACTIVITY
Warm Up (10 min)
If batters hit a 4 or 6 they get those runs plus any others they run
The fielding team gets 5 runs added to their batting score for
every run out (good throw to the wicketkeeper/bowler or a direct
hit)
Wrap Up - 5 mins maximum
Remind them of the key elements from the session eg. Batting watch the ball, grip stance, Bowling straight arm, follow
through, Throwing point your front arm at the target, follow through etc
Thank the volunteers and parents
Congratulate the children on a job well done
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Session 8
WARM UP ACTIVITY
10 MIN
KIDS FAVOURITE WARM UP ACTIVITY
Have-A-Game
Warm Up Activities
Session 08
Warm Up (10 min)
Warm Up (10 min)
GAME
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10 MIN
KIDS FAVOURITE GAME
Session 01
Session 02
LONGEST HIT
TARGET HITTING
Session 03
Session 04
TARGET BOWLING
FIELDING SOCCER
Session 05
Session 06
Session 07
RUN OUT GAME
LONGEST THROW CONTEST
TARGET THROWING
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Session 9
10 MIN
TARGET BOWLING
Equipment
ACTIVITY
Balls
Bowling at stumps from the marker approximately 6m apart
Stumps
Other group members are the Wicket Keepers
Markers
1 point for hitting the stumps
10 points for knocking the stumps over
100 points for a hat-trick
3 turns each then swap
MAIN GAME
50 MIN
GAME ON
The Game
Each game is played between two teams with a minimum
of eight players
Substitutes may be used in any combination providing that
no more than eight individuals bat and eight individuals bowl
or field at one time
A coin toss is used to decide which team bats first in each
game
Equipment
Wooden or plastic bats
Soft balls should be used
Batters can wear pads or gloves, but it is not a necessity
Plastic Stumps
BATTING
Each pair will bat together for 2 overs
Pairs remain batting irrespective of the number of times they
are dismissed, until they have batted for 2 overs
Batters swap ends at the conclusion of each over
Players can be Out in the following ways: bowled, caught,
run out, stumped or hit wicket
There is no Leg Before Wicket (LBW)
The only penalty for being Out is that players swap ends
(this does not apply for a run out) and the bowling team
receives 5 bonus runs
The next batting pair must be ready to bat immediately
following the previous pairs innings
BOWLING
Eight players must bowl and wicketkeep for one over each
(there is no designated wicketkeeper)
All overs are bowled from the same end. At the end of each
over the batters swap ends
There is a maximum six deliveries in one over
WIDES AND NO BALLS
A ball that bounces over shoulder height shall be deemed a
No Ball
Any full toss above waist height shall also be deemed a No
Ball
Two plastic cones shall be placed at 90 degrees, 120cms
from the middle stump at the batters end.
Any ball that passes outside this area shall be deemed a
Wide
Two runs are awarded to the batting team for every Wide or
No Ball bowled by the bowling team
Any delivery that bounces more than once or rolls along the
ground shall be deemed a fair delivery
FIELDING
At the moment of delivery, no players may field closer than
10 metres from the bat (except for the wicketkeeper or slips
fielder)
SCORING
All runs and extras are scored according to the rules of cricket
Every wicket taken by the bowling side results in the bowling
side receiving fie bonus runs to their score
Scoring sheets are available on the CD-Rom
UMPIRING
Two umpires, one or both can score.
Each umpire should encourage the players to play within the
spirit of the game
Include variations:
Session 09
WARM UP ACTIVITY
Warm Up (10 min)
Instead of getting 6 runs when the ball goes over the boundary
on the full, batters receive 1 run, for hitting a 4 they receive 2
runsetcfor scoring a single they actually score 6 runs. This will
encourage kids to look for the singles
The fielding team gets 2 runs added to their batting score for
every diving save they do in the field
Wrap Up - 5 mins maximum
Remind them of the key elements from the session eg. Batting watch the ball, grip stance, Bowling straight arm, follow
through, Throwing point your front arm at the target, follow through etc
Thank the volunteers and parents
Congratulate the children on a job well done
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Session 10
10 MIN
RUN-OUT GAME
GAME 1
50 MIN
GAME ON - PARENTS VS. CHILDREN
Number of players
ACTIVITY
The Game
BOWLING
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
Each game is played between two teams with a minimum
of eight players
Eight players must bowl and wicketkeep for one over each
(there is no designated wicketkeeper)
Substitutes may be used in any combination providing that
no more than eight individuals bat and eight individuals bowl
or field at one time
All overs are bowled from the same end. At the end of each
over the batters swap ends
A coin toss is used to decide which team bats first in each
game
WIDES AND NO BALLS
35m x 15m
Duration
Parallel, set up another set of stumps and position a tee with a ball on top, 25m
away
10 minutes
On the coaches call of go the first runner sets off to run two runs and the first
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
Two balls
One bat
Equipment
Wooden or plastic bats may be used by Batters
SKILL AND ACTIVITY MODIFICATIONS
Cricket Australia recommended balls or tennis balls may be
used for the program
Restrict/increase running distance for both teams
Batters can wear pads or gloves, but it is not a necessity
Running team carrying equipment (with/without bat, pads etc)
It is strongly recommended that the Wicket Keeper stands
behind the fielding disc during delivery
Fielding team returns (over the stumps or broader area)
BATTING
Each pair will bat together for 2 overs
Pairs remain batting irrespective of the number of times they
are dismissed, until they have batted for 2 overs
Batters swap ends at the conclusion of each over
Players can be Out in the following ways: bowled, caught,
run out, stumped or hit wicket.
There is no Leg Before Wicket (LBW)
The only penalty for being Out is that players swap ends
(this does not apply for a run out) and the bowling team
receives 5 bonus runs
The next batting pair must be ready to bat immediately
following the previous pairs innings
Session 10
WARM UP ACTIVITY
Warm Up (10 min)
There is a maximum six deliveries in one over
A ball that bounces over shoulder height shall be deemed a
No Ball
Any full toss above waist height shall also be deemed a
No Ball
Two plastic cones shall be placed at 90 degrees, 120cms from
the middle stump at the batters end
Any ball that passes outside this area shall be deemed a
Wide
Two runs are awarded to the batting team for every Wide
or No Ball bowled by the bowling team
Any delivery that bounces more than once or rolls along the
ground shall be deemed a fair delivery
FIELDING
At the moment of delivery, no players may field closer than
10 metres from the bat (except for the wicketkeeper or slips
fielder)
SCORING
All runs and extras are scored according to the rules of cricket
Every wicket taken by the bowling side results in the bowling
side receiving five bonus runs to their score
Wrap Up - 5 mins maximum
Remind them of the key elements from the session eg. Batting watch the ball, grip stance, Bowling straight arm, follow
through, Throwing point your front arm at the target, follow through etc
Thank the volunteers and parents
Congratulate the children on a job well done
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