BATTING /FIELDING GAME

 

Principles of play see Hopper (1998) -

·        http://web.uvic.ca/~thopper/articles/Cahperd/principle.htm

 

Batting

Fielding

  • Score Runs
  • Stop scoring runs
  • Send ball to allude fielders
  • Field the ball
  • Stay In
  • Get out

 

 

When playing consider how the SPACE, FORCE and TIME components apply to the game.

TACTIC notes for space, force, time, self and other components 

 

Station cards for Batting/Fielding

 

Play games in following pattern:

  1. Play to co-operate
  2. Play to compete
  3. Play to win.

 

Organization to increase involvement

Arrange the class into three teams so that one team bats, one team fields and one team is responsible for the bases.

 

Introductory Task

 

Hot potato squat down catching.  Partners stand 2m apart, facing each other.

 

AIM:  Send ball for partner not to catch.

Rules:

  1. Ball must be in partners range
  2. Ball cannot go over partners head
  3. Ball sent with no swing.

 

Rapid throw and catch.

 

 

French Cricket.  Groups of 3 or more.

 

AIM:  How many hits as batter.

Rules:

  1. Hit batter beneath knee then batter out.
  2. If catch ball on fly. Batter out
  3. Cannot move with ball.
  4. Batter cannot move unless ball on the ground.

 

CANADIAN KICK BALL

 

AIM:  Score runs by getting to each mat without getting out.

Rules:

  1. Out if caught on fly or if do not get to mat before the ball
  2. Only one batter to each mat
  3. Ball rolled over the mat is in play and must be kicked.
  4. Three outs then whole team is out

 

        Figure 1  Set-up for California KickBall with crash mats.

 

Equipment

·        4 crash mats

·        1 medium ball

·        1 hoop

·        1 mat


 

 

 

DANISH ROUNDERS

 

AIM:  Get around four bases before the ball is passed around bases.

 

Rules:

  1. If ball tossed over mat and between knee and shoulder height than batter must run if hit or not.
  2. Out if ball caught on the fly.
  3. Ball must be passed from first base to backstop to get batter out (without being dropped an extension)

 


             Figure 2 Set-up for Danish Rounders

 

Equipment

·        4 base-ball bats

·        1 small ball

·        4 hoops

·        1 mat

 

 

CANNYCAN

 

        AIM:  Score runs by running between wickets (CAN or target), swapping ends with team-mate.

 

Rules:

  1. Out if ball caught on the fly or if ball reaches wicket before the batter reaches the mat.
  2. Bowler has six bowls from behind the mat to the wicket (CAN or target).
  3. If ball hits the wicket from a bowl or when the batter is not behind or touching the mat then the batter is out.

Conditioning Rules

 


        Figure 3 - Set-up for Cannycan game

 

 

Equipment

·        6 juggling pins as wicket

·        1 small ball

·        2 pylons

·        2 mats

 


NON-STOP CRICKET

 

AIM:  Get to pylon and back before ball is pitched to hit target

 

Rules:

1.     Batter must touch pylon before running back to target

2.     Pitcher must pitch from hoop but can do so as soon as ball retuned

3.     If target hit or ball strike caught on fly then batter out

 

 

 

EQUIPMENT

·        2 pylons

·        Chair as target

·        1 bat

·        1 ball

·        1 hoop