I have been trying out the ‘video game based design’ approach to cricket practices over the last month, — that the games should be easy to learn but hard to master, and that learning achievement is rewarded by the opening up of new and more challenging ‘levels’ in the game.
I have settled on a couple of games that seem to meet some of the key criteria — I give you “Knock ‘em down” and “Lock ‘em up”. Continue reading ““Knock ‘em down” & Lock ‘em up” — first attempts at ‘video game’ style activities”
In ‘lock ‘em up’, the batting team earn ‘upgrades’ (more open spaces to hit the ball into) by ‘locking’ fielders into disadvantageous fielding positions by successfully hitting the ball into designated target areas.
It is, in many respects, a gamified version of the old ‘Lord’s game’. I have played it only with a front foot drive, but I can see no reason not to adapt it to for other attacking strokes.
This game has developed from an idea shared by @imsporticus , modified to include concepts from @davidhinchliffe and @ianren21 — thanks to all of my fellow coaches for the inspiration, and also to @AmyPrice_10 et al. for the theoretical underpinnings of sports coaching informed by digital game design.
Continue reading “Lock ‘em up — ‘video game design’ pt 2”
Nice variation on the leg-side game this morning, thanks to Oli Rae.
Batsman set up close to net on off-side, leg-side with targets at mid-on and square leg; random feed — short-of-a-length (for the pull stroke), bobble-feed on leg stump (on-drive).
Batters aware of leg-side options, but not able to set-up for pull or drive in advance of delivery.
- Outcomes: much improved striking by all members of the group. They were able to predict the stroke, but had to retain their stance until the ball was delivered.
- Additional learning: be aware of the gaps in the field, and target them when the opportunity arises.