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Cricket, Striking and Fielding Games (Part I)


BEAT THE FIELDER

- One tennis ball per six participants

- Cones

This is an activity that develops fielding skills. Arrange the participants into groups of six, then split each group into two teams of three. Cone out a goal and a throwing line for each team. Between the throwing lines is an area called "no-man's land" that participants must not enter when they are throwing the ball or defending their goal. A participant from team 1 starts by throwing the ball past team 2 to score a point. To do this the ball must pass through the goal below waist height. The opposing team tries to stop the ball going through the goal using fielding techniques.


If team two catches the ball before it bounces, the catcher scores a point for their team. One of team 2 now attempts to throw the ball past team 1. Participants take turns attempting to score points, alternating between teams, and the game continues for a set time (e.g., 3 to 4 minutes) or until one team scores a set number of points (e.g., 5 to 10).


- Ensure participants are suitably warmed up before playing the game, as it involves ballistic movements.

- Ensure participants do not throw in no man's land.

- The size of no man's land is dependant on age and experience. It should be challenging yet safe.


- When defending, the participants should stand with the middle participant in front of the other two. This si so that participants do not dive into each other when defending.

- Instruct the correct throwing, catching and fielding techniques.


EASIER/HARDER: The game can be played with different numbers on a team.

HARDER: Instead of throwing the ball, it can be hit with a bat by the attacking team. The game can be adapted for hitting a variety of different shots.

SPORT-SPECIFIC: This game can be adapted for use in other sports using the same rules. Examples, might be kicking the ball in soccer or throwing in softball.

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CIRCUIT CRICKET

- One tennis ball per 12 to 14 participants

- Four bats

- Four wickets

This is a game well suited for use inside a sports hall, but it can also be played outdoors. It should be played with 12 to 24 participants per game. Arrange the group into teams of four, giving each team a letter. For example, four teams would be called teams A, B, C and D. Team A begins by batting and each member gets a bat and stands in front of a wicket. Those in team B become wicketkeepers and each member stands behind a wicket. The rest of the players become fielders standing anywhere except the centre area between the wickets. You stand in the centre of the area and bowl underarm to one of the batters. The batter tries to hit the ball away so that the team can score runs. To do this, the whole team must run to the next wicket, moving in an anti-clockwise direction.


When batting, participants are allowed to score more than one run per bowl by running to more than one wicket. Normal cricket rules apply when trying to get the batting team out. You always bowl to the same wicket. When a wicket is taken the whole team out, so team B moves on to bat and team C to keep wicket. Teams A and D would field when Team B is batting. The game continues until each team has had a specific number of innings (e.g., 2 to 4) of for a set time (e.g., 20 to 30 minutes)


- Warn participants to be careful of collisions when flelding.

- Ensure the fielders stand at least 7 metres away from the batter.


- Batters will need to communicate to score runs and avoid run-outs.

- Make sure a member from each team keeps their total of runs.


GAME VARIATION: Give each batting team an allocated number of deliveries or get the team to bat for a set time. Each team bats for all of the deliveries or for the full time but has three runs removed from their total each time a participant is given out.

HARDER: You can bowl to any of the wickets.

ROUNDER, SOFTBALL, BASEBALL: This game can be modified for use in a rounders, softball or baseball session. This can be done by using bases instead of wickets and adapting the rules to suit the sport.

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DROP, BOUNCE, HIT

- Six tennis balls

- One wicket per four participants

- Cones

This activity is used to develop batting and fielding skills. The instructions given here are how to set the game up to work on the straight drive shot, but this activity can be adapted for use with other shots. Arrange the participants into groups of four. Put a wicket where a batter and a feeder should stand. Place two cones 20 to 25 metres away from the batter's wickets. The cones should be 8 to 10 metres apart and form a target for the batter. Of the remaining participants one should stand in front of the target (the fielder) and the other should stand behind the target (the retriever). The fielder's job is to stop any balls hit by the batter from going through the target. The retriever collects any balls that have been hit past the fielder.


A ball is dropped in front of the batter, who tries to hit the ball through the target, below head height to score a point. If the ball is hit in the air and the fielder catches it before it bounces then the batter loses a point. The batter is fed six balls and should keep score of how many shots are hit through the target. Rotate positions so that each participant has a chance to bat. Continue until all players have had three to five turns to bat.


- Make sure the feeder is dropping the ball in front of the batter to avoid being hit by the bat during the batter's follow through. It is vital that the feeder drops the ball and then moves his or her hand and arm out of the way.

- Make sure groups are not set up too close together to avoid participants being struck by stray hits from other groups. It helps if groups work away from the centre of the field. This also makes it easier to instruct the group.

- Make sure the feeder is in front of the batter (face to cafe; i.e., for a left-handed batter, the feeder and batter would stand opposite).


- Change the size of the target area to suit the participants' age and ability. Make the target area smaller to challenge the participants.

- Encourage participants to hit the ball along the floor rather than in the air.

- The distance between the wicket and the target can also be changed to suit the participants' age and ability.

EASIER: To make the activity easier, do not have a fielder trying to stop the ball from going through the target. This is advisable for younger or less experienced participants.

GAME VARIATION: Different shots can be practiced but the position of the feeder should be changed. For the hook, sweep, pull and cut shots the feeder should throw the ball from a position around 7m in front of the batter. Set up cones in the relevant target areas for these shots.

HARDER: For more able participants, change the feed to an underarm then an overarm throw from in front of the batter.

ROUNDERS, SOFTBALL, BASEBALL: This game can be modified for use in rounders, softball, or baseball session. The ball feed is changed to a normal bowl and the targets will need to be slightly bigger.

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LINE AND LENGTH

- Six hoops

- One tennis ball between two

- One wicket each


This is an activity used to develop accurate bowling techniques. Arrange the participants into pairs and give each pair a ball, two wickets and six hoops. Three hoops should be placed on the ground, 2,4, and 6 metres in front of each wicket. One participant starts by bowling at a set of hoops and a wicket. Their partner acts as a wicketkeeper standing behind the wicket. Before bowling, the participant must nominate which hoop they are aiming for. The bowler tries to hit this hoop and the wicket.


One point is awarded for hitting the nominated hoop, one for hitting the wicket and three if the participant hits the hoop and the wicket. After one bowl, participants swap roles so that the wicketkeeper bowls at the other wicket and the former bowler becomes the wicketkeeper. Participants take turns bowling and the winner of the game is the one who has scored the most points after taking a specific number of deliveries (e.g., 12), or the first person to reach a specific total (e.g., 15).


- Make sure groups are not working too close together to avoid participants being hit by stray bowls from other groups.

- Make sure the hoops do not impede participants' follow through after taking their turn to bowl.


- Ensure bowlers bowl using correct techniques.

- The ball should land straight in the hoop to score. It should not bounce two or more times before hitting the nominated hoop.


GAME VARIATION: If equipment is limited, set up the participants to work in larger groups (e.g., three to five). Each group bowls at one wicket, taking turns to bowl and to be the wicketkeeper.

GAME VARIATION: Play in teams of two or three. Participants take turns bowling, but points are added together to make a team total.

HARDER: Partners nominate which hoop to aim at.

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NON-STOP BATTING

- One cricket bat

- Tennis ball

- Wicket per 10 to 14 participants

- Cones

This is a team game which develops batting and fielding skills. The wicket should be placed on the ground and a cone should be placed on either side, 5 to 7 metres away. Arrange the participants into groups of 10 to 14, then split each group into two teams. One team starts batting, while the other team starts fielding. The fielding team nominates one participant to be the wicketkeeper, who stands behind the wicket. The rest of the team spreads out, trying to cover as much of the outfield as possible. Batters stand or sit behind the wicket well out of the way of the fielders. One of the batters steps up to the wicket to bat. You should do all the bowling from a coned area about 12m from the wicket.


To start the game, the ball should be delivered at the wicket with an underarm action. The batter tries to hit the ball away or defend by stopping the ball from hitting the wicket. Whether batters hit the ball or not, they have to run around one of the side cones and back. The batter tries to do this before the fielding team collects the ball and returns it to you to bowl again immediately. Every time batters get back to the wicket after running around one of the cones they score one run for their team.


Batters can score two or more runs each delivery by running round the two cones alternatively. The fielding team tries to collect the ball and return it to you as quickly as possible. If the fielding team passes the ball to you before the batter gets back to the wicket, you may bowl at the wicket. This means there is a strong change of bowling out the batter. The batter tries to score as many runs as possible until they are out. As well as being bowled out, batters can lose their wicket by being caught out or by hitting their own wicket with the bat. If the batter loses their wicket, he or she should sit down and the next batter steps up to bat.


A team's inning ends when all the batters have taken a turn to bat. At the end of the innings the teams swap roles, with the fielding team now batting and vice versa. Each team bats for a set number of innings (e.g., one to three), and the winning team is the one that scores the most runs.


- Ensure the fielders stand at least 7m away from the batter.

- Fielders should not stand between the wickets and the cones as the batter may run into them.

- Warn the fielders to be careful of collisions when chasing the ball.


- With older or more experienced groups, one of the fielding team could bowl.

- It may be advisable to use a bigger target as the wicket (e.g., six stumps instead of three) so there is more chance of the bowler hitting the wicket.


GAME VARIATION: Batters take a strike for six deliveries. If they are given out they do not sit down but lose three runs from the team's total. Each innings lasts until all the batters have taken their turn to bat.

GAME VARIATION: If any batters are caught out, that is the end of their team's innings. This encourages batters to hit the ball low.

SMALL GROUPS: With smaller groups, participants can play individually by competing against the rest of the group. All participants field when they are not batting and try to beat the rest of the group by scoring the most runs.

SPORT-SPECIFIC: This game can be adapted for use in soccer sessions. A larget target must be used for the wicket (e.g., five footballs placed on cones in a straight line). You kick the ball at the wicket and the batter tries to kick the ball away.

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BEAT THE RUNNER

- One cricket bat

- One wicket

- One tennis ball

- Five cones per eight participants

Arrange the participants into groups of eight, and then separate each group into teams of four. One team starts as fielders; the other team starts as runners. For each group, place a wicket and three cones on the ground to make an area of approximately 20 by 20 metres. Place another two cones (called run cones) approximately 1 metre apart and approximately 5 metres away from the cone where fielder number 4 is standing. If the surface of your playing area is suitable, use chalk to draw a line between the run cones. The chalk line is the equivalent of a batting, or popping, crease.


One of the fielders starts with the ball and stands beside the wickets (call this fielder number 1). The remaining participants on her team each stand beside one of the cones. Number these fielders 2, 3, and 4, working in an anti-clockwise direction from number 1. One runner stands with the bat by the wickets. You can draw another batting crease on the floor (to the side of the wickets) using the chalk to indicate where the runner must start and finish her two runs. The runner does not use the bat to hit the ball, but carries it when running between the wickets. This will improve the batters ability to use and carry the bat when they are running to score runs during cricket match play. When running between the wickets, batters will touch the bat over the batting crease line when running two runs, or slide it along the floor to give themselves extra reach when they are close to being run out. The remaining runners line up approximately 5 metres away from the wickets.


When the participants are set up, shout "go" to start the game. The fielding team tries to throw the ball to each other around the outside of the square. Fielder number 1 throws to number 2, number 2 to 3, number 3 to 4 and number 4 throws the ball at the wickets or into number 1's hands so she can break the wickets. The runner sprints to the run cones and back to the start as quickly as possible. When she gets to the run cones, the runner touches the end of her bat on the floor between the two run cones or over the line if you have drawn one. To score a point, the runner has to get to the run cones and back to her start position before the fielders can pass the ball around the square and break the wickets. If the fielders run out the runner, they prevent the runner from scoring a point. Runners take turns to compete against the fielders. Once they have all had three turns running, the team swap roles. When both teams have taken a turn being the runners, the team who has the most points wins.

- Runners who are not competing against the fielders should stand well out of the way and keep their eyes on the ball to avoid being hit by stray throws.

- The runner who is competing against the fielders should not run too close to where the fielders are likely to throw the ball. Draw the batting creases at least 5 metres from the wickets and the cone where the fielder number 4 is standing.


- Set the distance from the start to the run cones so that the race is competitive. If the runners are scoring points too easily, move the run cones slightly farther away, but move them closer if the runners are struggling to score points.

- Do not allow participants to run or throw the ball before you have started the game.

- Instruct the runner to slide her bat in when she is approximately 3 metres from the wickets when she is finishing the run. This gives her an extra reach and means she is less likely to be run out.

- Fielders should throw the ball to each other so it is easy to catch. Fielder number 4 should throw the ball at the wickets or to number 1 so it is just above the wickets. Throwing the ball so it lands just above the wickets makes it easier for number 1 to catch the ball and hit the wickets with it. If you are unempiring this game, stand to the side of the wickets so you can judge whether the runner is run out when the fielders break the wickets.

EASIER/HARDER: To change the level of difficulty, change the distance the runner has to run. This can also be combined with having the fielders throw the ball over shorter or longer distances.

GAME VARIATION: This game can be adapted for various throwing and fielding techniques, using similar rules. For example, the ball could be rolled along the floor or thrown so it must bounce once.

GAME VARIATION: The runner does not have to return from the run cones back to the start. She can decide to run only to the run cone and stop if she thinks she is going to be run out. Only 1 point is scored in this instance. She scores 2 points if she gets to the run cone and back. The runner should call 'stay' if they decide to only go for 1 run. They should then walk back to the end of the team's line.

GAME VARIATION: Place run cones at three different distances. The runner can decide which cone to run to. One point is scored for running to the first cone and back. Two points are scored for running to the second cone and back, and three points are scored for running to the third cone and back.

GAME VARIATION: Runners continue taking turns to run until the fielders have got a set number of tunners out (e.g., 10).

HARDER: The fielders must catch the ball using only one hand.

HARDER: The runner must try to score 4 runs by running to the run cones and back twice. The fielders must pass the ball in sequence twice, reversing the direction on the second lap ( e.g., fielder number 1 to 2 to 3 to 4 for the first lap then 4 to 3 to 2 to 1 for the second).

From the books: More Fun and Games: 100 new sport-related activities (Anthony Dowson) and Fun and Games: 100 Sport-Related Activities for Ages 5-16 (Anthony Dowson and Keith Morris)

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