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Sparks-A-Rama

Sparks-A-Rama. Coaches Training Part 1 of 12. Introduction to Sparks-a-Rama. Sparks-a-Rama is a day of fun for Sparkies. It’s a day of exciting participation with new friends. It is not a day of high pressured competition. Sparkies play games for the fun of playing them.

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Sparks-A-Rama

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  1. Sparks-A-Rama Coaches Training Part 1 of 12

  2. Introduction to Sparks-a-Rama • Sparks-a-Rama is a day of fun for Sparkies. • It’s a day of exciting participation with new friends. • It is not a day of high pressured competition. • Sparkies play games for the fun of playing them. • The central focus of the meet is to present a clear Gospel message to unsaved parents, friends and family members.

  3. Good Sportsmanship • An important aspect of the Awana ministry is teaching good Sportsmanship. • Circle Directors, Line Judges, Coaches and Team members should put their own testimony for Christ before others as of utmost importance.

  4. Circle Director Scorekeepers LineJudges TeamCoaches TeamMembers Chain of Command • Remember, your line judge is responsible to communicate between the circle director and the coach.

  5. Sparks-A-Rama Coaches Training Part 2 of 12

  6. What is a Line Judge? • JUDGE - A line judge determines whether or not players violate the game rules. • SERVANT - A line judge, by his attitude and actions, is a servant to Clubbers and their coaches. • WITNESS - A line judge, by his emotions, attitude and actions, strives to be a testimony to unsaved parents and Clubbers. • LEADER - A line judge is a leader; an example to coaches, Clubbers and spectators in all situations.

  7. The KEY-Proper Communication • Relax the coaches! • Line Judges NEVER “coach” players. • Understand the coaches! • Never get upset or take offense. • Always remain non-argumentative and calm.

  8. The KEY-Proper Communication • Never be pushy! • Encourage coaches that might be having trouble. • NEVER coach teams, or players! • Be helpful.

  9. The KEY-Proper Communication • Tell Players “Do your best” • Keep coaches informed. • Congratulate and thank the coach after the meet is over. • Never look at your responsibility as being against the coaches or dispute them in any way.

  10. Before Sparks-a-RamaLine Judge • Review several times what you have learned. • Practice officiating at your own club practices. • Select the proper dress. Awana requires that all Line Judges wear dark pants (no jeans) and gym shoes. • A proper shirt will be supplied for you on the day of the meet.

  11. Game Day Schedule • Welcome - Prayer - Flag Ceremony • Be prepared to help with flags and teams • Gospel Presentation • Help coaches to keep Clubbers quiet and seated • Presentation of Teams • Sparks-a-Rama Events (total of 6) • Awards • Help with awards tables, hand out awards to your assigned color line • Preparation for next group or cleanup

  12. On Sparks-a-Rama DayLine Judge • Arrive at least 90 minutes early. (Some of you may be asked to be earlier to help with setup and the circle tape.) • Report to the Line Judge coordinator. He will give you your shirt and instructions for the day. • Help teams and spectators to stay off circles before meet. • Help direct teams to their color lines and make sure all are wearing gym shoes. • Attend Line Judges meeting before the meet.

  13. General Instructions Line Judge • Raise your hand when your team is ready. • Help Circle Director determine “finish order”. • False start: immediately stop play. • Tell coach reasons for disqualification. • Report any un-sportsmanship to Circle Director.

  14. Sparks-A-Rama Coaches Training Part 3 of 12

  15. Coaches • Two coaches per team • Coaches may ask their Line Judge to review a decision with the Circle Director • Coaches are allowed to position players for the next event • Coaches must remain behind team lines while events are in progress (except Sparky Crawl)

  16. Game Day Schedule • Arrive at least 60 minutes early(check-in, pictures) • Coaches meeting before start • Welcome - Prayer - Flag Ceremony – Sparkle Time • Gospel Presentation • Help keep Clubbers quiet and seated • Presentation of Teams • Events • Awards

  17. Team Members • Players must stay seated behind team line when not playing • Coach must have on the floor a permission slip for each team member. • Team Outfits: • Christian standards of dress • NO shorts • Must wear gym shoes

  18. Team Member Qualifications • All Sparky clubbers in 2nd grade or lower who did not reach their 9th birthday by September 1 prior to the meet may participate. • Every team member must have passed 10 sections this club year.

  19. Sparks-A-Rama Teams • Minimum 10 players • Maximum 14 players • Must have at least 5 boys & 5 girls • 5 boys & 9 girls – OK • 4 girls & 10 boys – Not OK • Every player must participate in at least one game

  20. Sparks-A-Rama Coaches Training Part 4 of 12

  21. General Rules - Definitions • Adherents: None, no not one! • Balloons: 9” inflated to 8”. • Center Pin & Bean Bag: 1st and 2nd place • Circle Pins: Passed inside, jumped over, or knocked over = disqualification. • False start: 2 strikes and you’re out!

  22. General Rules - Disqualification • Unnecessary roughness or poor conduct. • Knocking over a circle pin, jumping pin, or running inside of pin. • Causing interference to other participants. • Breaking other game rules not listed, but described elsewhere in the rule book. • Play which is not according to the spirit of the game. • Line Judges are responsible for communicating to the coach the reason for disqualification.

  23. DQ General Rules - Floor Markings • Colored or white tape, if toe crosses line (“breaks the vertical plane”) then clubber is disqualified! Disqualified OK OK

  24. General Rules - Interference • May be declared if a team’s fair chance of winning is impaired by something other than normal “breaks” and “hazards” of the game. (i.e. hampering, spectators, coaches, non-participating players on opposing teams.) • Results in disqualification for that event. • Game will be rerun minus the interfering team

  25. Sparks-A-Rama Coaches Training Part 5 of 12

  26. Team Zone General Rules - Passing Zone • This diagram is an example of the Team Zone

  27. General Rules - Definitions • Possession: pin or bag in hand ( for Sparky Crawl only) • Scoring - Players should notleave circle or set down center pin or beanbag until scoring hasbeen determined. • Scoring Pins: Scoring pins are placed on the three foot mark on the diagonal line for all other events. The clubber only needs to touch the pin to score.

  28. General Rules - Definitions • Tie Game (Event): If the Circle Director determines that 2 teams gain possession of the center pin or beanbag at the same time, a tie is declared. Available points are divided equally between the tied teams. • Tie Score: Replay one heat of Sparky Balloon Pop – coaches choose who plays (Boy or Girl for player 10)

  29. Official AwanaGames Circle Key to diagram: A - Circle Pins B - Center Pin; Center Beanbag C - Diagonal or Starting Line D - Team Lines or Square Starting position of player(s) is indicated with the rules for each event. Make sure your team is familiar with the Awana Circle. The Awana Circle is 30 feet in diameter surrounded by a 37-40 foot square. Each team is designated by a color and occupies a quarter-circle or one side of that square.

  30. Sparks-A-Rama Coaches Training Part 6 of 12

  31. Sparky Crawl Event #1 • 2 heats - 10 players • Non rigid knee pads (tube socks work well) • Players line up on their team line, spread out on hands and knees • At signal players crawl across to opposite team line. • Once entire team crosses line coach sends player in for center pin or beanbag • 2nd heat teams will crawl back to their team line. C ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ J

  32. Sparky Crawl Event #1 Line Judge • Count 10 players • Check knee pads there should be no Rigid knee pads • Make sure players are spread out on hands and knees • At signal players crawl across to opposite team line. • Make sure entire team crosses line before coach sends player in for Center pin or beanbag • Determine place your team finished. C ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ J

  33. Sparks-A-Rama Coaches Training Part 7 of 12

  34. Sparky Beanbag – In and Out Event #2 • 10 players - two heats • 1st Heat – Girls • 2nd Heat – Boys • Players line up on their team's circle line. Container is set in team's small triangle, and the beanbag is given to player #1 (farthest from his/her team's starting diagonal). • At signal, player #1 runs to container and places beanbag into container, returns to team line and tags player #2. Player #2 retrieves beanbag and brings it back to player #3. • Players may not proceed into the circle before being tagged or given the beanbag. Action continues until all team members have participated. • The last player with beanbag in hand runs into touch the scoring pin with his/her hand. The winners must retain possession of their beanbag when they touch the scoring pin.

  35. Sparks-A-Rama Coaches Training Part 8 of 12

  36. Balloon Battle Event #3 • 2 heats of 5 different players each • Coaches will hold ropes • 60 sec. time for each heat • Players may not hold balloons • Ropes are a help, floor markings for zone boundaries • Two 9” balloons are used • Balloon is restarted from center of team zone after scoring or when out of bounds • Players should NOT step out of play area (cross floor markings) J C C J J C C J

  37. Balloon Battle Event #3 Line Judge • 2nd heats of 5 different players each heat. • Help coaches with ropes before start • Use 2 balloons • Count players (5) • Balloon is restarted from center of team zone after scoring or when out of bounds. • Keep up with number of hits in your zone. J C C J J C C J

  38. Sparks-A-Rama Coaches Training Part 9 of 12

  39. Rabbit Hunt Event #4 • 4 heats - team in center (rabbits) has 10 players • Other teams (hunters) spread evenly around circle (entire team) • 30 sec. for each heat • Hunters feet behind circle when throwing the ball • Rabbits that step out of circle are disqualified • Rabbits remaining in center are counted • Coaches: remind players to leave circle immediately after being hit with ball J J J J

  40. Rabbit Hunt Event #4 Line Judge • 4 heats - team in center (rabbits) has 10 players • Other teams (entire team) spread evenly around circle • Players feet behind circle when throwing the ball • Keep track of players hit with ball. Make sure they leave the circle if they are out. • At end keep players remaining in center J J J J

  41. Sparks-A-Rama Coaches Training Part 10 of 12

  42. Sparky Train Event #5 • 2 heats – 1 lap • Heat 1 - 5 girls • Heat 2 - 5 boys • Each player grasps the swimming noodle • At start all players should be on same side of noodle • If train breaks up, stop until all “cars” rejoin to continue • All 5 players must cross starting line before “Caboose” (player #5) can run into the center to score 5 1 J

  43. Sparky Train Event #5 • 2 heats – 1 lap • Heat 1 - 5 girls • Heat 2 - 5 boys • Each player grasps the swimming noodle • If train breaks up, stop until all “cars” rejoin to continue • All 5 players must cross starting line before “Caboose” (player #5) can run into the center to score 5 J 1

  44. Sparky Train Event #5 Line Judge • 2 heats – 1 lap • Heat 1 - 5 girls • Heat 2 - 5 boys • Check players’ hand holds each player must grasp the noodle on same side • Watch your team quadrant - if train breaks up, stop it until all “cars” attach • All 5 players must cross starting line before “Caboose” can run into the center to score • Determine place your team finished 5 1 J

  45. Sparky Train Event #5 Line judge • 2 heats – 1 lap • Heat 1 - 5 girls • Heat 2 - 5 boys • Check players’ hand holds each player must grasp noodle. • Watch your team quadrant - if train breaks up, stop it until all “cars” attach • All 5 players must cross starting line before “Caboose” can run into the center to score • Determine place your team finished 5 J 1

  46. Sparks-A-Rama Coaches Training Part 11 of 12

  47. Sparky Balloon Pop Event #6 • 2 heats - 10 players • Player 10 standing on eight-foot mark • Heat 1 – girl last • Heat 2 – boy last • Other players (1-9) are straddling their diagonal team line with backs toward center. • Player #1 starts with balloon (on back of head) • Balloon must pass thru each players’ legs • Player #10 must sit on balloon to pop in inner triangle • NO fingernails used to pop balloons 10 Balloon moves towards center J 1

  48. Sparky Balloon Pop Event #6 • 2 heats - 10 players • Player 10 standing on eight-foot mark • Heat 1 – girl last • Heat 2 – boy last • Other players (1-9) are straddling their diagonal team line with backs toward center. • Player #1 starts with balloon (on back of head) • Balloon must pass thru each players’ legs • Player #10 must sit on balloon to pop in inner triangle • NO fingernails used to pop balloons J 10 Balloon moves towards center 1

  49. Sparky Balloon Pop Event #6 Line Judge • 2 heats - 10 players • Player 10 standing on eight-foot mark • Heat 1 – girl last • Heat 2 – boy last • Count players (10) • Have second balloon to put in play if first one pops • Other players (1-9) are straddling their diagonal team line with backs toward center • Player (1) starts with balloon • Balloon must pass thru each players’ legs • Player 10 must sit on balloon to pop in inner triangle • Determine place your team finished. 10 Balloon moves towards center J 1

  50. Sparky Balloon Pop Event #6 Line Judge • 2 heats - 10 players • Player 10 standing on eight-foot mark • Heat 1 – girl last • Heat 2 – boy last • Count players (10) • Have second balloon to put in play if first one pops • Other players (1-9) are straddling their diagonal team line with backs toward center. • Player (1) starts with balloon • Balloon must pass thru each players’ legs • Player 10 must sit on balloon to pop in inner triangle • Determine place your team finished. J 10 Balloon moves towards center 1

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