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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
11
55
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
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
11
55
JJ
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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
11
55
JJ
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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
11
55
JJ
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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
11
1010
Balloon moves towards centerJJ
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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
11
1010
Balloon moves towards center
JJ
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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
11
1010
Balloon moves towards centerJJ
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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
11
1010
Balloon moves towards center
JJ