Notes
Slide Show
Outline
1
Sparks-A-Rama
Line Judges Training
2
What is a Line Judge
  • A Line Judge is a man who knows the Sparks-A-Rama events and rules and assists the Circle Director in the administration of the games on the circle.
  • Sparks-A-Rama officiating requires efficiency and attention to details. Note these four primary roles that a line judge assumes:
3
Line Judge Roles
  • JUDGE — A line judge determines whether or not players violate the rules.
4
Line Judge Roles
  • WITNESS — A line judge, by emotions, attitude, and actions, strives  to be a testimony to the unsaved parents and clubbers of the life-changing power of trusting Christ as Savior.
5
How to Become a Line Judge
  • Read the Sparks Rulebook.
  • Complete the coaches training. You do not have to take the coaches test if you don’t want to.
  • Complete the following training.  This training was taken from the Line Judges Manual. Click here if you wish to download this manual.
  • Complete the Sparks Line Judges Test. (Test is found at the end of the training)
  • Show up the day of the event ready to have fun!
6
Line Judge Communication
  • Remember, line judges are responsible to communicate primarily with the circle director and the coaches. Line judges never “coach” the players. Any coach has the right to request that you join him in discussing an issue with the circle director. However, a coach does not have the right to discuss any situation with the circle director without you being present.
7
Line Judge Communication
  • Each Line Judge must realize the crucial importance of accurate communication. Here are some important guidelines:
8
Line Judge Communication
  • Never get upset or take offense when a coach complains or asks a question. Concentrate on what the coach is saying, rather than on your feelings or emotions.
9
Line Judge Communication
  • Never be pushy. If there is confusion, help the circle director slow things down, so the confusion is cleared up.
10
Line Judge Communication
  • Don’t GUESS! If you don’t know how to make a call, tell the circle director what you know and let him make the decision!
11
Line Judge Communication
  • As they are ready to start, tell the players, “Do your best,” and  encourage them.
12
Line Judge Communication
  • Never look at your responsibility as being against the coaches or disputing them in any way. We are partners together in this ministry for the Lord! Remain professional, friendly, and helpful, but never become emotionally involved.
13
Before the Event
  • Review the manual and rulebook(s) several times.
14
Day of the Event
  • Arrive at least one hour early.
15
Day of the Event
  • If needed, obtain the roster sheets from your coaches; check the ages of the children competing.
16
General Instructions
  • Line up on your assigned line for the flag ceremony. Move to the next team for the first event, going counterclockwise. You will continue to rotate counterclockwise for each event.
17
General Instructions
  • Raise your hand when your team is ready to begin an event. The circle director will then raise his hand to indicate the circle is ready.
18
General Instructions
  • Help the Circle Director determine the order in which the teams finish. Always remember the place your team finishes. If your team is disqualified, watch the other teams to determine which team is awarded the point.
19
General Instructions
  • Sparks may step outside of the square during all events.
20
General Instructions
  • No player may leave the floor without your permission.  If they leave the floor without permission, they are not eligible to return.
21
General Instructions
  • Players waiting to run in a relay own their section inside the circle.  They do not have to move for other players from other teams.
22
Sparky Crawl
Line Judge Position
  • Your position is at the corner of the square by your team’s colored diagonal line.
23
Sparky Crawl
Before the Event
  • Make sure all team members are behind the line assigned to you.
  • Help the team spread out equally along the entire line.
  • Get ready to watch the team line assigned to you.
24
Sparky Crawl
During the Event
  • Judge the team assigned to you.
  • Make certain all the team members are across the line before the coach sends in a runner.
  • Determine the place that the team finished.
25
Sparky Safari
Line Judge Position
  • Your position is just inside the circle next to the team.
26
Sparky Safari
Before the Event
  • When the runners are in position, give the first runner a beanbag.
27
Sparky Safari
During the Event
  • Check that each team member runs one lap.
  • Watch that clubbers’ hands do not touch the beanbag while the player is moving.
  • If a clubber drops the beanbag, it must hit the floor.  The player must stop before picking up the beanbag and then place it back on their head before resuming.
28
Sparky Safari
During the Event
  • If clubber doesn’t allow bag to hit the floor, stop them briefly to take away the advantage.
  • Make certain the beanbag is passed within the passing zone.  After the bag is passed, the next player must quickly position the bag, and their hands must go down (even in the passing zone)
29
Sparky Safari
During the Event
  • Check to make sure that the beanbag is on the head of the final player as they enter the circle.  Allow 1 step grace.
  • Determine the place that your team finished.
30
Sparky Bowl
Line Judge Position
  • Stand on the team starting diagonal out of the running area. When player has completed one lap and is ready to toss, go near the 12’ hash mark.
31
Sparky Bowl
Before the Event
  • When the runners are in position, give them the bean bags.
32
Sparky Bowl
During the Event
  • Check that the runner runs one lap.
  • Make sure that they are behind the 12’ hash mark when throwing.
  • Watch to see which beanbag (solid or striped) your team used to knock over their pin.
33
Rabbit Hunt
Line Judge Position
  • Three Line Judges need to stand on the circle and watch for foot violations, and one Line Judge is in the center helping the Circle Director remove players who have been hit.
34
Rabbit Hunt
Before the Event
  • Make sure the team in the center has the correct number of players to start.  Remember that the maximum number of players on team events is the number of players on the smallest team (12 minimum)
  • Help balance the other teams equally around the circle.
35
Rabbit Hunt
During the Event
  • Watch to see which players are hit (anywhere on the body) and remove them from the circle.  (Must be the person hit)
  • Help get the ball out of the center to keep the game moving.
  • Make sure players are behind the circle line when throwing the ball.
36
Rabbit Hunt
During the Event
  • Make sure players stay in when hit by a ball thrown by someone who stepped in the circle.
  • At the end of event, quickly help the Circle Director gather together the “rabbits” (players who were not hit) into the center square to be counted.
37
Sparky Train
Line Judge Position
  • Stand just inside the circle next to the team.
38
Sparky Train
Before the Event
  • Check the players’ handholds. (No belt loops)
  • Make certain players are lined up one behind another. If not, instruct the coach to line them up correctly.
39
Sparky Train
During the Event
  • Follow your team around the circle to make sure the players stay together.
  • If the team disconnects, stop the first player.  Wait for the others to connect before letting them continue.
  • Make sure last player crosses team starting line and then goes into center.
40
Sparky Balloon Pop
Line Judge Position
  • Begin next to player #1, then move down the line with the balloon.
41
Sparky Balloon Pop
Before the Event
  • Count the number of players (Remember maximum team number).
  • Make sure the team is straddling the diagonal line.
  • Make sure the last player is on the eight-foot mark.
42
Sparky Balloon Pop
Before the Event
  • When the players are in position, hand the balloon to player #1
  • Have a 2nd balloon ready to give to players if the 1st balloon pops.
43
Sparky Balloon Pop
During the Event
  • Make sure the balloon goes through each player’s legs.
  • Make sure the last player goes into their inner triangle to sit on the balloon to pop it.
  • Make sure fingernails are not used to pop the balloon.
  • Supply a 2nd balloon if first one breaks.
44
Award Ceremony
  • Aid the coaches during the speaker presentation by sitting with the clubbers and helping them be attentive.
45
Ending the Day
  • Help clear the floor of the teams in a timely manner.
46
Sparks Line Judge Training
  • Congratulations on completing the Sparks Line Judges Training. Your church will receive 6 points if you pass the Line Judges Test, bring the completion certificate with you the day of Games, and are available to help the day of the Sparks Games.
  • If you have any questions, please direct them to the Sparks Coordinator.
  • Sparks Coordinator
  • wreish@msn.com
47
Conclusion
  • Please click on the link below to take the Line Judge test so that your church can earn their points.  If you do not complete the test and bring your certificate of completion the day of the Games, your church will not earn the points.
48
Return to Awana Games Page