Warm-up Skills

  • December 2019
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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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