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Milo Session 1

The document outlines a session plan for a youth cricket program, including warm up activities like locomotion relays and Red Rover, skill-building activities like target bowling and hurricane ball handling, and modified cricket games like line up thunder cricket and rapid fire batting to work on fielding, batting, and running skills. The session is designed to be engaging and fun for both children and their parents through competitive relay races and modified cricket games.

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0% found this document useful (0 votes)
62 views

Milo Session 1

The document outlines a session plan for a youth cricket program, including warm up activities like locomotion relays and Red Rover, skill-building activities like target bowling and hurricane ball handling, and modified cricket games like line up thunder cricket and rapid fire batting to work on fielding, batting, and running skills. The session is designed to be engaging and fun for both children and their parents through competitive relay races and modified cricket games.

Uploaded by

api-401963473
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Session 1

INTRO (5 MIN.) “PRE-SEASON” - BRING A FRIEND


• PICK A KFC T20 BIG BASH LEAGUE TEAM
• PARENTS WELCOME

USE ANY OF THESE ACTIVITIES TO WARM UP

PREPARE TO PERFORM 5 MIN RED ROVER - PARENTS VS CHILDREN


Number of Players • All the runners try to get past all the catchers to get the ‘safe zone’ which
is the other side of the square
• Roughly even teams
• Catchers must try to tag the children as the run past
• Play Parents vs. Children (this is a great
way to get the parents involved right from • Any runner that is tagged then becomes one of the catchers
the start) • Coordinator continues to call out “all over Red Rover” until there is just one
Area size runner left that hasn’t been tagged by the catchers. They are the winner
• Approximately 20m x 30m • If time permits you can reverse the roles so that the parents become the
grass or court area runners and the children become the catchers.

Equipment
• 4 markers set up in a
large square

GAME RULES
• Start all the parents in the middle of the
square, making a line.
They are the catchers
• Start all the children on one side of the
square facing the parents.
They are the runners
• Coordinator calls ‘All Over Red Rover’

PREPARE TO PERFORM 5 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 5 MIN HURRICANE HANDLING
Number of Players All children with a ball & trying to follow
• All children exactly what the leader does with their ball.
Keep it fast & fun.
Area Size
• As much as required SUGGESTED ROUTINE
Equipment • Around head/waist/knees/ankles
• 1 ball per child (several times in each direction)
• Figure 8 around knees
• “Switch” – ball between knees with 1 hand in front & the other behind. Drop the
ball & switch hands to catch (with or without bounce). Add ‘Gorilla Walk’ by taking
a step forward with each switch
• ‘Yo-Yo’ – hold ball in one hand out in front. Drop ball & catch before it hits the
ground with hand on top of ball. Try non-preferred hand. Alternate hands to drop &
catch
• ‘Circle & catch’ - hold ball in one hand out in front
Drop ball & circle hand around the ball before catching it again. Try non-preferred
hand
• Throw ball under one leg & catch with other hand. Repeat with opposite hand &
leg
• Bounce & catch with one hand. Try non-preferred hand. Alternate hands to bounce
& catch
• Dribble like a basketball. Try non-preferred hand
• Hit the ball on an open hand to self. Try non-preferred hand
• Throw ball in the air to self & clap/touch ground/spin around etc. before catching
• Stand side on, step & throw overarm to get maximum bounce. Catch ball & repeat
• Add ‘Pairs Reaction Catch’ if time permits

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ACTIVITY 10 MIN TARGET BOWLING
Number of Players SUGGESTED CHALLENGES
• All children in pairs and in own space • Bowl in pairs at stump or hoop in between partners
or 2 parallel lines • Throw at stump, hoop or cone in between partners
Area Size • Underarm roll between 2 x cones in middle of partners to score a ‘goal’ & trap/field ball
• As much as required • Underarm throw & catch and take a step back if caught
Equipment KEYS
• 1 ball per pair, stumps, cones, hoops • Teach technique as appropriate, otherwise, ask questions to get children to guide
own learning about, ‘What is the best way to do it?’
• Make each one a game or challenge with own objective and scoring system etc.
rather than just a ‘drill’

ACTIVITY 15 MIN LINE UP THUNDER CRICKET


Game focus GAME RULES
• Hitting • Number each player in batting order
• Running between wickets • An adult should underarm the ball to the batter to start the game.
Number of players • Position the 2 markers at each side of the wicket forward of the batter (near batter
= easy, further away more difficult)
• Group activity
• Each batter in turn aims to hit the ball between the foul markers and then run
Area size between the running markers
• Optional • A fielder collects the ball
Duration • All others run and line up behind the fielder
• 20 minutes • The ball is passed back until the last player in the
line has it
Equipment
• The last person then runs to touch the stumps
• One ball
at the bowler’s end with the ball to stop the
• Cones or markers (as needed) batter running
• Two sets of stumps • Repeat for each batter in turn
• One bat • Batter with the most
runs wins.
• Coordinators may need to replace
children as a bowler to ensure the
ball is reaching the batsman,
especially during an early session
or for younger participants

SKILL AND ACTIVITY MODIFICATIONS


• Introduce teams with larger numbers
• Increase/decrease the distance between foul marker

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ACTIVITY 20 MIN RAPID FIRE BATTING

Session 01
Game focus GAME RULES
• Fielding: stopping the ball and catching • Teams of 4 – 6
• Batting: grip and swing • The object of the game is for the batting team to hit the ball underarmed by an
adult, through the goals which are guarded by the fielding team. Fielders cannot
Number of players move forward of the goals (Safety Zone) until the last ball is hit
• Teams of 4 – 6 players or group of 4-6 and • The goals should be approximately 20m from the batters. (This will vary with
play as individuals to see who gets highest age/ability)
score
• Each time the ball passes through the goals the batter scores ten
Area size • Batter has 3 – 6 hits
• A 20m distance between batters and
• After the last ball is hit the batter runs between A – B or C – D scoring single runs
fielders
to be added to those acquired from hitting through the goals
Duration • To stop the batter from running the fielders have to retrieve the balls and put
• 15-20 minutes them back on the tees in the designated area
Equipment • When all players from one team have batted, the teams reverse roles
• Amount of equipment dependent on SKILL AND ACTIVITY MODIFICATIONS
number of teams
• Decrease playing area
• Bats
• Increase/decrease number of balls hit
• Markers (for goals)
• Increase distance to score a run
• Stumps
• Allow only underarm throwing
• Width of goals (increase/decrease)
• Impose time limits
• Fielding team can place a hoop to return balls to in the field rather than back on tees

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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