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Warm up:

1. 3-man weave

Learner: 28x year 8 male and female students at a developing level of skill
Equipment: 4 cones, 9 soft cricket balls and 1 set of stumps
Space: a 20x20 meter space on oval
Time: 7-10 mins

Explanation:
1. 3 players line up on the green, blue and white cones, with the player on the
middle cone starting with the ball
2. After the student over-arm throws the cricket ball to either the student on
the white or red cone they run behind the receiver
3. This occurs repeatedly with the thrower always running around the outside
of the student they throw to
4. After a number of these the player who has the ball when they reach the red
cone they throw the ball at the stumps
5. The player who threw the ball at the stumps will collect it and the group will
jog back to the back of the group on the square

KTP’s:

Overarm Throw:
• Step, point, release and follow through
• Generate momentum through stepping forward onto opposite leg to opposite arm
• Follow through to maximum distance and accuracy of throw
• Face the target

Catching:
• Track, reach and give
• Create ‘M’ shape with fingers for low shape
• High catch, create ‘W’ shape with fingers
• Absorb velocity of the catch, by giving
• Position behind the ball
• Keep eyes on the ball
• Fingers spread apart to maximise surface area

Variations:
• One variation would be to add an extra group on each end of the 3 cones, resulting
in a 5-man weave
• The cones could be moved apart to allow longer throws if students are finding it too
easy or shortened if students are struggling
Individual progressions

Low ability:
• Students who are struggling could catch and throw while stationary
• Students of lower ability may require the use of both hands to catch

High ability:
• Students with prior ability or fast learners may use just their opposite hands
• High achieving students may attempt to hit the wickets from before the red cone
2. Around the Clock Catching

Learner: 28x year 8 male and female students at a developing level of skill divided
into 4 teams of 7
Equipment: 2 bats per team, 20x cones, 2 x balls
Space: a 20x20 meter space on oval
Time: 7- 10 mins

Explanation:
Split into 4 teams.
Running team in a straight line, catchers in a circle. (As diagram).

Rules
- Runners:
1. Run fast in a straight line
2. Reach out and touch the bat down over the crease at each end
- Catchers:
3. Throw the ball to each player clockwise around the circle
4. Each clean catch counts as one point
Batters:
5. In turn, runners run to the batting line (crease) and back, as in a relay
6. When all batters have run once, the catchers stop. Record the clean catches score
7. Teams changeover - two innings
8. The Team with most catches wins.

KTP’s:

Overarm Throw:
• Step, point, release and follow through
• Generate momentum through stepping forward onto opposite leg to opposite arm
• Follow through to maximum distance and accuracy of throw
• Face the target

Running with the bat:


• Batter on strike calls “no” or “yes” after striking the ball as good communication is
essential for a successful partnership
• Keep body bent and centre of gravity low for efficient movement when running
between creases
• Grip bat with both hands and run with it outstretched and slide bat when close to
crease
• Lean forward and arch back when taking off to increase acceleration whilst taking
large steps
• Grip bat at the end of the handle to maximise reach

Variations:
• Direction of throwing around the circle changes every time the whistle blows
Individual progressions

Low ability:
• Students use both hands and can throw under-arm if they feel more comfortable

High ability:
• Students who excel can only use opposite hand to catch and if they are still finding
this easy, throw with opposite hand too
3. Roll or bowl

Learner: 28x year 8 male and female students at a developing level of skill split into
4 teams of 7
Equipment: 16 cones, 8 soft cricket balls, 8 wickets
Time: 10-15 mins

Explanation:

1. The class is split into 4 groups of 7 that have a 3x3 square each
2. Each square has 2 sets of stumps, students will roll or bounce the ball through
other group’s squares
3. If a ball is bounced through a square, a player gets 1 point, if it rolls through a
player gets 2 points and if the ball hits either of the two wickets, the team gets 6
points
4. Students can only hold on ball at a time and only for 3 seconds
5. This continues for 10-15 mins and then all teams add up scores and decide on a
winning team
KTP’s:

Overarm Throw:
• Step, point, release and follow through
• Generate momentum through stepping forward onto opposite leg to opposite arm
• Follow through to maximum distance and accuracy of throw
• Face the target

Underarm Throw
• Step, stretch and swing
• Lean forward and push weight onto front foot prior to release
• Throw ball at low trajectory to minimise time spent in the air
• Look at target before releasing the throw

Fielding
• Foot behind the ball to minimise chance of missing it
• Fingers spread to increase size
• Body low and centre of gravity close to the ground
• Watch the ball

Variations:
• The squares can be taken back to make the distance between wickets is larger and
harder to hit

Individual progressions

Low ability:
• Students who are struggling could simply have 10 seconds instead of 3 seconds to
release the ball
High ability:
• Students with prior ability or fast learners may use just their opposite hands with the
other hand held behind their back
• Stronger students could be only allowed to pass forwards toward their respective
wickets once the variation is made
4. Kookaburra’s nest

Learner: 28x year 8 male and female students at a developing level of skill split into
4 teams of 7
Equipment: 4 hoops, 20 soft cricket balls, 4 bats
Space: 10x10 meter spaces on oval
Time: 7-10 mins

Explanation:
1. Four teams are evenly spread in a diamond shape 5 meters apart and
lined up behind a hoop each (containing 5 cricket balls), with the first
student holding a bat
2. Upon the start of the game, students must take the bat and run to an
opposition team’s hoop and use the bat to paddle the ball back toward
their hoop, once they have successfully placed the ball in the hoop they
will pass the bat to the next team member and join the back of the line
3. Once the game ends and the whistle are blown the teacher will count
which team has the most balls in their hoop, this team are the winners

KTP’s:

Running with bat:


• Keep body bent and centre of gravity low for efficient movement when running
between hoops
• Lean forward and arch back when taking off to increase acceleration whilst taking
large steps
• Grip bat at the end of the handle to maximise reach

Variations:
• Distance between hoops can
be increased to 10 meters
• Players must skip between
hoops rather than running
Individual progressions

Low ability:
• If players are really
struggling with the drill, they
can leave the bat and collect
the balls with their hands
High ability:
• Players can attempt to steal
2 balls at a time from
opponent’s hoops

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