You are on page 1of 22

SELANGOR CRICKET ASSOCIATION

MAKE CRICKET FUN


COACHING CLINIC

Introduction MAKE CRICKET FUN


The MAKE CRICKET FUN lesson has been
devised by Selangor Cricket Association. It
provides a comprehensive program for the
enjoyment of boys and girls at primary school
level and plays an important role in junior
Cricket Policy of Selangor Cricket Association.
The following lesson plans are designed to
develop a positive attitude by children towards
sport and specifically cricket.
There
There are
are 6
6 lessons
lessons concentrating
concentrating on
on 2
2 skills
skills
per
section
per section
1. Basic Bowling and Pull Shot
2. Catching and Front Foot Drive
3. Fielding and Throwing
4. Revision Bowling and Front Foot Drive
5. Catching and Pull Shot
6. Running between wickets and Pick up
and Throw
In addition several modified minor games are
included. The modified games are designed
to give students the opportunity to put into
practice the skills learnt, maximizing
participation
and
providing
equal
opportunity.

Recommended
Recommended Lesson
Lesson Format
Format
1.
2.
3.

Warm Up 5 min
Skill Drills 15-20 min
Modified Games 20-25 min

Equipment
Equipment
The well research and specially produced
MAKE CRICKET FUN equipment has been
designed specifically for use by schools. This
assists both teachers and students to obtain
the maximum benefits and organizational
flexibility in implementing these activities.
Balls : A specifically designed soft ball
which has similar characteristics to a hard
ball, yet eliminates the need for protective
equipment and reduces the likelihood of
injury.
Bats: Lightweight molded plastic bats
which are ideally suited to primary school
children.
Stumps : Plastic, easy to assemble, pull
apart and pack. Can also be used with the
batting Ts for pull, hook and cut shots. Base
can be filled with water.
Batting Tees : Very durable, can be used

LESSON 1 -

BOWLING & HORIZONTAL BATTING (PULL SHOT)

WARM UP 5 MINUTES
SNOWBALL TAG

EQUIPMENT : 4 cones / markers


(to define area of play)
1 Ball per player
Divide players into groups of 5 each. Players must attempt
to
Tag the opponents team players with underarm throw. If the
opponent manage to catches the ball 1 player the team that is
out can come back into the game. This will continues till all
players are out from a team / give a time frame for this
activity.

Drop the ball and catch it on top. Keep


your hand above the ball at all time
change hands. Repeat using alternate
hands increased speed.

Pass from hand to hand around


different body parts, e.g waist, leg, etc.

SKILL DRILLS AND TEACHING POINTS 20 MINUTES


EQUIPMENT : 1 Ball per pair
1. Bowling
Bowl ball to partner who bowls
back pairs.

1.Stand side on.

2. Stretch the string.

Grip
1st and 2nd fingers
are placed on the
seam. Thumb is
underneath
on the seam.
Last two fingers
are tucked into
the palm.

3. Pull the string.

4. Put your hand in the


back pocket,
i.e. follow through.

2. HORINZONTAL BATTING
Equipment : 1 Bat, ball, stump
and tee. Two markers
per group.

PULL SHOT
Step with right foot
for R.H. bat onto marker
and hit towards goals.

CRICKET GAME

CONTINUOUS CRICKET 15 MINUTES

Equipment : 3 Bats, 1 Ball, 4 Markers, 2 sets of


Stumps and Bonus Run Markers.
1.
2.

3.
4.
5.
6.
7.
8.

There are 4 bowlers 90 degrees apart with batter


in the middle.
When batter hits the ball, they must run and
touch the marker at the point the bowler bowled
from and return to the batting position (this
scores 1 run).
The ball is return by the fielder to any of the 4
bowlers who may bowl immediately, whether
the batter has returned or not.
The batter may be dismissed bowled, caught or
hit-wicket. When a batter is dismissed the next
batter quickly comes in.
The bowlers may continue to bowl whilst the
batters change over.
Teams change over when all the batters are
dismissed.
The team scoring the most runs wins.
Additional markers may be scattered around the
field, which attract, 10 bonus runs if hit by the
ball at any time.

LESSON 2 -

CATCHING & FRONT FOOT DRIVE

WARM UP 5 MINUTES
EQUIPMENT : 1 pair of stumps, 1 ball
Divide players into 2 groups evenly. Players must attempt to
Scorers by hitting the stumps of the opponent team. Passing
and throwing the ball with underarm throw. The team scores
the most wins.

Kneel, throw, stand & catch

Jump & catch

SKILL DRILLS AND TEACHING POINTS 20 MINUTES


1. CATCHING
With knees bent and feet apart, throw the ball between
the legs from in front to behind. Attempt to catch at
rear. In reverse throw from behind to front and catch.

3. SPIN & CATCH


Throw in air and catch it after making a circle.

2. CLAP & CATCH


Highest number of claps per single throw.
Throw must be caught to count.

4. SIT, THROW, STAND AND CATCH

BATTING FRONT FOOT DRIVE


GRIP
Place the bat face down. Pick the bat up, with
Vs, made by the thumb and index finger,
pointing down the spine of the bat.

Drive to partner. Players step to ball (tee) to


drive towards partner. In larger groups the
other players can be the fielders and they
take turns to bat.

STANCE & BACKLIFT


Stand in a comfortable side-on position with
Feet a shoulder-width apart. Lift bat pointing
towards the off stump.

CRICKET GAME

PAIRS CRICKET 20 MINUTES

Batters can be out in three ways :1.


2.
3.

Bowled if the ball hits the stumps.


Caught if the ball is caught by any of the
fielders before it hits the ground.
Run Out if the batter does not reach their safe
ground before the ball hits the stumps.
If batters go out they simply swap ends and
continue to bat.
After two overs (6 balls per over, therefore 12
balls per pair), the batting pair retire and the
next number pair have their turn to bat.
So everyone gets to bat and everyone gets to
bowl.
Each student bowls one over of 6 balls while
their partner wicketkeeps at the batters stumps.
After they have completed their over, they swap
with their partner to wicketkeep and their
partner bowls.
The idea of the game is to score as many
runs as possible in your turn at bat.
You do not have to run if you hit the ball. If the
ball is missed, batters may still run.

The ball must be bowled (with a straight


arm), not thrown. If a pair is not batting
or
bowling, they are fielding, so there is no
time spent doing nothing.

LESSON 3 -

FIELDING & THROWING

WARM UP 10 MINUTES
CHINESE WALL
Equipment : 8 markers, 1 ball per player
Start with one wall guard.
Children cannot cross wall with ball in hand.
They must lob the ball over the wall and catch
it on the other side without being tagged by the
wall guard.
If tagged or they drop the ball they become a
wall guard.
If tagged or they drop the ball they become a
wall guard.
Last child caught becomes first wall guard for
next game.
Mark a wall on the ground.

Throw over shoulder and turn to catch or catch


behind back.

Hold ball above elbow, drop the ball and hit it


with the elbow joint by straightening and
extending the arm quickly.

Belly catch. Drop at eye


level to roll down the chest
and catch at Belly button
(naval)

SKILL DRILLS AND TEACHING POINTS 20 MINUTES


THROWING
1. Partner Throw

Throw to partner with preferred


arm,
kneel on preferred knee, i.e. right
knee for repeat standing.

2.

GRIP
Finger on top of ball. Fingers across the seam.

Throw at a target, (in pairs). On missing take a step toward the marker.
Each time the marker is hit the thrower takes two steps back.

FIELDING
Equipment : 1 ball per player, 1 Volleyball, 4 markers.
Bombardment Ball
In pairs A rolls to B. Roll it either to the left or
to the right.

Teams stand in straight line facing each other 10 metres apart.


The volleyball (or similar) is placed in the middle 5 metres from each line.
On teachers signal, students throw balls at volleyball trying to hit it and
knock it over their opponents goal line to score a point.
Teachers may periodically stop the game for students to collect the balls.
After each goal volleyball is replaced in the middle.

CRICKET GAME

ROLL A GOAL 20 MINUTES

Equipment : 1 Ball, 2 sets of stumps.


Divide in to two teams.
No offside.
Game is played on a field with a set of stumps at each end.
Aim is roll the ball along the ground between team members to hit the
stumps.
The ball must be rolled underarm below knee height.
You cannot run with the ball and no tackling is allowed.
If ball is fumbled the team loses possession.
You cannot hold the ball for anymore than 3 seconds.
If the ball passes outside the boundary of the playing field you lose
possession.

LESSON 4 -

REVISON : BOWLING & FRONT FOOT DRIVE

WARM UP 5 MINUTES

Drop & Catch

Drop Clap & Catch

Drop Circle & Catch

SKILL DRILLS AND TEACHING POINTS 20 MINUTES


TARGET
BOWLING
In pairs, bowl at
targets on ground.
Score 10 points for
landing in the
target + 10 for
hitting the stumps

BOWLING
Bowl ball to partner who
bowls back pairs.

1. Stand side on.

2. Stretch the
string.

3. Pull the string.

4. Follow through.

BATTING Front Foot Drive


Drop & Drive
In pairs batter holds bat with hand
closer to target and drops ball with
other hand.
The batter then steps to the ball
attempting to hit it on the 2nd bounce :
aiming too hit between the markers.
Score 10 points each successful shot.
Change roles after 6 attempts.

CRICKET GAME

DIAMOND CRICKET 25 MINUTES

One bowler, 2 equal teams.


The game is played around a diamond, using 4 bases as in baseball.
Batting team commences with 4 batters, one at each base, the remainder waiting to
the side.
Fielding team has 4 w/keepers and one bowler, the remainder act as fielders.
Bowler bowls from marker in the centre to any batter, overarm or underarm.
Rotate the bowler with w/keepers after 6 deliveries.
Whenever a batter hits the ball all batters must run anticlockwise to the next base.
Batters may run more then one base at a time.
Batters may be dismissed caught, bowled, hit wicket, run out.
The team bats either until all batters dismissed or specific time is over.
Batters carry their own bat with them at all times.
The team that scores the most runs wins.

LESSON 5

CATCHING & HORIZONTAL BATTING (PULL SHOT)

WARM UP 5 MINUTES
SNOWBALL TAG

EQUIPMENT : 4 cones / markers


(to define area of play)
1 Ball per player
Divide players into groups of 5 each. Players must attempt
to
Tag the opponents team players with underarm throw. If the
opponent manage to catches the ball 1 player the team that is
out can come back into the game. This will continues till all
players are out from a team / give a time frame for this
activity.

Bounce the ball as high as possible and catch.


Bounce the ball spin and catch (turn 360).

Kneeling, bounce the ball or throw into the air


stand and catch, stand, turn around and catch.

SKILL DRILLS AND TEACHING POINTS 20 MINUTES


CATCHING

1.

OUTFIELD CATCHING
2 vs 2 or 4 vs 4.
One team lobs the ball into other
teams are who attempts to catch.
1points if the opposition drops the ball
or if they fail to land it in the others
area

2.

Throwing in pairs over varying distances.


Progressions :
i.
Two hands one ball.
ii. Two hands two balls.
iii. Two hands three ball.
iv. Two hands four balls.

BATTING PULL SHOT

In a groups of threes or fours, the thrower gently


(underarm) lobs the ball at the batters body.
The batter steps back and towards the thrower
hitting towards the target.
Each person has 5 hits and then all players swap
positions. Score 10 pts for each successful hit.

CRICKET GAME

Variation : For more advanced groups. Thrower


throws ball at a target on the ground, the batter steps
back and across with back foot, i.e. the right foot for
right hand batters, left foot for the left hander's.

DIAMOND CRICKET 20 MINUTES

One bowler, 2 equal teams.


The game is played around a diamond, using 4 bases as in baseball.
Batting team commences with 4 batters, one at each base, the remainder waiting to
the side.
Fielding team has 4 w/keepers and one bowler, the remainder act as fielders.
Bowler bowls from marker in the centre to any batter, overarm or underarm.
Rotate the bowler with w/keepers after 6 deliveries.
Whenever a batter hits the ball all batters must run anticlockwise to the next base.
Batters may run more then one base at a time.
Batters may be dismissed caught, bowled, hit wicket, run out.
The team bats either until all batters dismissed or specific time is over.
Batters carry their own bat with them at all times.
The team that scores the most runs wins.

LESSON 6

RUNNING BETWEEN WICKETS & FIELDING (GATHER & THROW)

WARM UP 5 MINUTES
HOT POTATO
i.
ii.
iii.
iv.
.
.
.
.
.

In groups of 10 15. Playing area clearly


defined, e.g. square, rectangle, etc.
Half the players are inside the are and each of
these has a ball.
The other players on the boundaries.
On the signal those with a ball run to give the
ball to a player at the side..
By hand
By an underarm throw from 1 metre
By a bounce throw
By rolling along ground
The ball cannot be given to the person beside
you on the line or back to the player it was
received from.

Sit throw, stand & catch

With clenched fist hit from fist to fist.

SKILL DRILLS AND TEACHING POINTS 20 MINUTES


FIELDING
1.
In pairs A rolls to B. Roll it either to the left
or
to the right as in Lesson 3.

2. In small groups each 4 6.


. Number 1 rolls to number 2 who picks up and
throws.
. The thrower scores a point if it reaches the
keeper on the full.
. Number 2 takes number 1s place after every
player has had a turn.
* Turn the above activity into a relay between
groups.

SHUTTLE RELAY WITH BATS


(Running Between Wickets)
In small groups 4 -6 players.
Player runs, placing bat, held in one hand over line to
turn.
Slide bat over line in 3rd run.
Then run around the rest of the team and handle the bat
to the next runner.

CRICKET GAME

DIAMOND CRICKET 20 MINUTES

You might also like