1 Sparks-A-Rama Coaches Training Part 1 of 12. Sparks-a-Rama Coaches Training Ohio 2 Introduction to...

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

Transcript of 1 Sparks-A-Rama Coaches Training Part 1 of 12. Sparks-a-Rama Coaches Training Ohio 2 Introduction to...

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Introduction to Sparks-a-RamaIntroduction 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.

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Good SportsmanshipGood 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.

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Chain of CommandChain of Command

Remember, your line judge is responsible to communicate between the circle director and the coach.

Scorekeepers

TeamCoaches

LineJudges

Circle Director

TeamMembers

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What is a Line Judge?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.

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The KEY-Proper CommunicationThe KEY-Proper Communication

1. Relax the coaches!

2. Line Judges NEVER “coach” players.

3. Understand the coaches!

4. Never get upset or take offense.

5. Always remain non-argumentative and calm.

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The KEY-Proper CommunicationThe KEY-Proper Communication

6. Never be pushy!

7. Encourage coaches that might be having trouble.

8. NEVER coach teams, or players!

9. Be helpful.

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The KEY-Proper CommunicationThe KEY-Proper Communication

11. Tell Players “Do your best”

12. Keep coaches informed.

13. Congratulate and thank the coach after the meet is over.

14. Never look at your responsibility as being against the coaches or dispute them in any way.

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Before Sparks-a-RamaLine Judge 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.

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Game Day ScheduleGame 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

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On Sparks-a-Rama DayLine JudgeOn 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.

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General Instructions Line JudgeGeneral 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.

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CoachesCoaches

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)

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Game Day ScheduleGame 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

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Team MembersTeam 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

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Team Member QualificationsTeam 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.

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Sparks-A-Rama Teams 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

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General Rules - DefinitionsGeneral 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!

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General Rules - DisqualificationGeneral 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.

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General Rules - Floor MarkingsGeneral Rules - Floor Markings

Colored or white tape, if toe crosses line (“breaks the vertical plane”) then clubber is disqualified!

Disqualified

OK

OK

DQ

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General Rules - InterferenceGeneral 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

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General Rules - Passing ZoneGeneral Rules - Passing Zone

This diagram is an example of the Team Zone

Team Zone

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General Rules - DefinitionsGeneral 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.

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General Rules - DefinitionsGeneral 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)

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Official AwanaGames CircleOfficial AwanaGames Circle

Key to diagram:A - Circle PinsB - Center Pin; Center

BeanbagC - Diagonal or Starting LineD - 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.

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Sparky CrawlSparky Crawl 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.

Event #1

JJ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑

C

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Sparky CrawlSparky Crawl 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.

Event #1 Line Judge

JJ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑

C

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Sparky Beanbag – In and Out Sparky Beanbag – In and Out 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.

Event #2

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Balloon BattleBalloon Battle 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)

Event #3

CC

CCCC

CCJJ

JJ

JJ

JJ

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Balloon BattleBalloon Battle 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.

Event #3 Line Judge

CC

CCCC

CCJJ

JJ

JJ

JJ

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Rabbit HuntRabbit Hunt 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

Event #4

JJ

JJ

JJ

JJ

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Rabbit HuntRabbit Hunt 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

Event #4 Line Judge

JJJJ

JJ JJ

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Sparky TrainSparky Train 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

Event #5

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Sparky TrainSparky Train 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

Event #5

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Sparky TrainSparky Train 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

Event #5 Line Judge

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Sparky TrainSparky Train 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

Event #5 Line judge

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Sparky Balloon PopSparky Balloon Pop 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

Event #6

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Sparky Balloon PopSparky Balloon Pop 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

Event #6

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Sparky Balloon PopSparky Balloon Pop

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.

Event #6 Line Judge

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Sparky Balloon PopSparky Balloon Pop

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.

Event #6 Line Judge

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JJ