Team Games: Continuous Cricket 51-52
Team Games: Continuous Cricket 51-52
Team Games: Continuous Cricket 51-52
Continuous Cricket 51-52 Racing Cricket 53-54 Caterpillar Cricket 55-56 Conveyor Belt Cricket 57-58 Match Cricket 59-60
Skill
Continuous Cricket
30mins To improve basic striking, fielding and decision making skills 2 bats, 1 tennis/soft ball (foam indoors), 2 sets of stumps/chairs (together) & 2 cones
Organisation Instructions
If you are slow, you will miss your go!
5m Batters 10m 5m (w/k)
1 Split into 2 teams, decide which team bats. 2 Batting team line up as in diagram. 3 Fielding team spread out in front of the stumps, minimum 10m away for safety. 4 One fielder acts as wicketkeeper (see w/k).
6 Whether they hit it or not the batter has to run. 7 Batter scores one run each time they travel round the cone and back. More than one run at a time can be scored. 8 Fielders return the ball every time to the teacher who continuously serves. 9 Each batter keeps going until they are bowled, caught or hit wicket. 10 Highest team score wins.
10m
Catchphrase
Teacher
5 Teacher serves ball one bounce underarm at the stumps. Batter attempts to hit it.
51
Teaching Points
Batters: (i) Do not stand so close that you hit your own stumps. (ii) Stand side on and watch the ball. Fielders: (i) Be ready every ball. (ii) Aim your throw straight to the teacher as quickly as possible. (iii) Catch in two hands.
(ii) Have a boundary line (approx 40m from stumps), if the ball crosses having bounced first = 4 runs, without bouncing = 6 runs. Two innings per team. Set a time limit, (i.e. 10 mins per batting team). Batters continuously rotate whether they are Out or Not Out.
Games
52
Skill
Racing Cricket
30 mins To improve basic striking, fielding and decision making skills 3 bats, 1 tennis/soft ball (foam indoors), 2 sets of stumps/chairs (together) & 4 cones
Organisation
(w/k) Batters Running Cones 20m 10m 10m
Instructions
1 Split into 2 teams, decide which team bats. 2 Batting team line up as in diagram. 3 Fielding team spread out in front of the stumps, minimum 10m away for safety. 4 One fielder acts as wicketkeeper (see w/k). 5 Teacher serves ball underarm at the stumps, the batter attempts to hit it. 6 Whatever happens, even if out, the batter has to then run immediately around the three running cones, to return the bat to the team. They 7 then join the back of the team to await their next turn. One run is scored each time the ball is hit in front of the stumps. If the ball is missed or hit behind the stumps, no run is scored. If Out (caught, bowled or hit wicket), one run is deducted. Fielders return the ball every time to the teacher who continuously serves, even if the bats have not been returned! Each team bats for 10 minutes. Highest score wins.
Teacher
Catchphrase
9 10
53
11
Teaching Points
Batters: (i) Watch the ball closely and attempt to hit the ball between the fielders. (ii) Run with the bat as fast as possible to make sure your team does not run out of bats. Fielders: (i) Spread out to cover the whole area. (ii) Return the ball to the teacher as quickly as possible to try to make the batters run out of bats.
If the fielders waste time then add one run. Have an out zone. After returning the bat to the team, if the batter was out they sit in a designated zone a minimum of 20m behind the stumps. The team bat until they are all out. Highest team score wins. Two innings of 5 minutes per team. Introduce a harder ball where safe and appropriate. (Not a cricket ball).
Games
54
Skill
Caterpillar Cricket
30 mins To encourage teamwork and improve basic striking and fielding skills 1 bat, 1 tennis/soft ball (foam indoors), 2 kwik cricket bases and 4 stumps 1 hoop & 8 cones
Gate
Link Cards
41
Organisation
Dont be late... get through the gate!
Instructions
1 Split into 2 teams, decide which team bats. 2 Fielding team spread out behind target line. 3 Batting team line up as in diagram. 4 In turn a batter strikes the ball from the top of the ball stand (placed in front of them) towards the target line. 5 That batter then runs around the box and through the gate followed in a straight line by the whole batting team. 6 On return, that batter joins the back of the line for the next batter to repeat. 7 The batting team do not run if the ball does not cross the target line or if the batter is caught. 8 Left handed batters strike the ball from the other side of the ball stand. See L/H. 9 Once the ball has crossed the target line and been stopped by a fielder, the rest of the fielding team must form a line behind them. The ball is passed overhead in a straight line until it reaches the 5th fielder who then runs to touch the ball on the set of stumps.
L/H 15m
Catchphrase
10m 20-30m
Ball stand = 1 Base, 1 Stump inserted upside down so ball rests on top. Target Line
55
Teaching Points
Each team bats until each batter has had an attempt at hitting the ball. The number of batters who have run through the gate before the ball is touched on the stumps determines the number of runs scored that turn. No runs are scored if the ball does not cross the target line or if the batter is caught. Highest team score wins.
Games
56
Skill
Organisation
Watch and learn while you wait your turn!
Instructions
(w/k) Batters 10m
2 There must always be a batter at each end. 3 One run is scored each time the batters switch ends. No boundary, so no limit on the amount of runs scored on each turn. 4 If either batter is out no runs are scored for that turn. 5 After each ball the batter at the striking end joins the back of the line to be replaced by the next batter.
10m 15m
1 One acts as wicketkeeper (w/k), the rest spread out in front of the stumps (minimum 10m away for safety). 2 Each fielder in turn bowls two balls, under or overarm. Rotate clockwise. Batters: 1 Line up as in diagram.
57
Catchphrase
Teaching Points
Each team bats for 10 mins. The fielding team bowl as many balls as possible in that 10 mins. Batters can be out: bowled, caught, run out or hit wicket. Wide = the ball is unreachable or No Ball = it rolls. For these 2 runs are added, the batter stays to receive the next ball. The highest team score wins.
The above decisions must be judged by an umpire, usually a teacher. See page 82. Introduce a harder ball where safe and appropriate. (Not a cricket ball).
Games
58
Skill
Match Cricket
5 mins A match requiring batters to co-operate in pairs. 2 bats, 1 tennis/soft ball (foam indoors), 2 sets of stumps, 5 cones (or 1 if already existing creases).
Organisation Instructions
(w/k) Batters in pairs 10m
1 Due to the waiting time for the batters, this is best used as an after school practice (class size 12-20).
15m
Batters: 1 Line up in pairs as in diagram. 2 In turn each pair bat for two overs. Even if they are out. 3 One run is scored each time the batters switch ends. No boundary, so no limit on the number of runs scored on each turn. 4 Batters do not have to run each ball. 5 To communicate, batters call yes or no to decide whether to run or not.
10m
2 Split into 2 teams, decide which team bats. Fielders: 1 One acts as wicketkeeper (w/k), the rest spread out in front of the stumps (minimum 10m away for safety). 2 Each fielder in turn bowls one ball, under or overarm. Rotate clockwise. See page 64 for how many balls in an over.
59
Catchphrase
Rules
Each team starts with 200 runs. Each team bats until every pair has had 2 overs. Batters can be out: bowled, caught, run out or hit wicket. See page 82. If a batter is out the pair switch ends and the team lose 5 runs. Wide = the ball is unreachable or No Ball = it rolls. For these 2 runs are added, the batter stays to receive the next ball. The highest team score wins.
Have a Test Match. Two innings per team (perhaps over two sessions). Highest grand total wins. Use a harder ball where safe and appropriate. (Not a cricket ball).
Pairs per team
4 7
4 3
6 4
8 6
E.g. = 45 minutes available, 4 pairs in each team will allow 6 balls per over.
Games
60