Milo Session 1
Milo Session 1
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’
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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’
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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
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