Milo Session 7

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Session 7

USE ANY OF THESE ACTIVITIES TO WARM UP

PREPARE TO PERFORM 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 • One player begins with a ball and is the tagger
or larger with a • The tagger attempts to catch other players by
bigger group 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
• Last player caught wins
Equipment
• One ball per SKILL AND ACTIVITY MODIFICATIONS
member of • Restrict/increase playing area
the group • Impose time limits

PREPARE TO PERFORM 2 MIN LOCOMOTION RELAYS


Number of Players GAME RULES
• Pairs • Children Line up across ‘halfway’ line in pairs facing each other – half are #1’s & half
are #2’s
Area Size
• Take it in turns to go Up & Back to own end using various forms of locomotion:
• Large open space approx. 20m long
Eg. Running, Skipping, Hopping, Jumping, Leaping, Side Stepping, Grapevine
Equipment • #1’s go first & then tag #2’s who copy what #1’s do & then repeat process
• Marker cones at each end of space
and across ‘halfway’ as start/finish

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PREPARE TO PERFORM 2 MIN HURRICANE HANDLING

Session 07
Number of Players • “Switch” – ball between knees with 1 • Throw ball under one leg & catch
• All children hand in front & the other behind. Drop with other hand. Repeat with
the ball & switch hands to catch (with opposite hand & leg
Area Size or without bounce). Add ‘Gorilla Walk’ • Bounce & catch with one hand. Try
• As much as required by taking a step forward with each non-preferred hand. Alternate hands
switch to bounce & catch
Equipment
• ‘Yo-Yo’ – hold ball in one hand out in • Dribble like a basketball. Try non-
• 1 ball per child front. Drop ball & catch before it hits preferred hand
All children with a ball & trying to follow the ground with hand on top of ball.
• Hit the ball on an open hand to self. Try
exactly what the leader does with their Try non-preferred hand. Alternate
non-preferred hand
ball. hands to drop & catch
• Throw ball in the air to self & clap/
Keep it fast & fun. • ‘Circle & catch’ - hold ball in one hand
touch ground/spin around etc. before
out in front.
catching
SUGGESTED ROUTINE Drop ball & circle hand around the
ball before catching it again. Try non- • Stand side on, step & throw overarm
• Around head/waist/knees/ankles to get maximum bounce. Catch ball &
(several times in each direction) preferred hand
repeat
• Figure 8 around knees • Add ‘Pairs Reaction Catch’ if time
permits

PREPARE TO PERFORM 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
• Large open space approx. 20m long • Turn & run back to opposite end
• Turn & race back to middle/starting point
Equipment
• Use the bat to turn & finish
• Marker cones at each end of space
and across ‘halfway’ as start/finish
• One cricket bat per child

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ACTIVITY 10 MIN TARGET BOWLING
Equipment
• Balls
• Stumps
• Markers

GAME RULES
• Bowling at stumps from the marker
approximately 6m apart
• Other group members are the Wicket
Keepers
• 1 point for hitting the stumps
• 10 points for knocking the stumps over
• 100 points for a ‘hattrick’
• 3 turns each then swap

ACTIVITY 15 MIN TEAM RAPID FIRE BATTING


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
• Large open space approx.
• An adult should feed the ball to the batters - 1 adult to 1
Equipment batter
• Bats, Balls, person feeding balls, 2 x sets of stumps. • Fielders retrieve the balls and return to the adults
• 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

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ACTIVITY 25 MIN DOUBLE CHANCE PAIRS CRICKET

Session 07
Game focus • When partner is bowling, other partner Wicket Keeps
• Batting: Grip, stance, hitting, • If ‘bowled’ ball is missed, and does not hit the stumps or can’t be reached, batter
judgement hits ball from a tee of their choice
• Fielding • Only the hit ball is in play
• Bowling: Grip, straight arm • Batters can be ‘out’ Bowled, Caught or Run Out only
Number of players • If Batters go out they swap ends and continue to bat
• Group activity • If pairs are not batting or bowling they are fielding
• Everyone Bats, Bowls, Fields and Wicket keeps
GAME RULES
• Set up stumps 13 – 16m apart SKILL AND ACTIVITY MODIFICATIONS
• Place 2 batting tees with a ball on each • Introduce fielding restrictions (i.e. two slips) to increase the number of gaps
either side of pitch just forward of • Match evenly-skilled players to bat/bowl to each other
batter • Use coloured tape to highlight the seam on the ball and encourage players to bowl
• Organise players into pairs and with seam spinning upright
number each pair • Implement a double score zone in various places on the field
• Maximum 10 per group (2 batting, 8 • Only allow underarm throwing for all fielders to increase underarm skills
fielding)
• Place batting tees on a stump to increase catching opportunities
• Each pair bats for 2 overs and bowls
for 2 overs). Bowling can be underarm • Only allow throwing with non-preferred hand
if required Session can be finished off with a game of ‘Pairs Cricket’ if time permits.

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

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