Back to Activity Guides
: Get the Acrobat Version
By Global Games Unlimited/Sportime
#1-26898
INTRODUCTION
Global Games and Sportime introduce an exciting and safe product � the Whuck2. The foam Whuck2 is used in a variety of individual and group games and activities at the early childhood, elementary, middle and secondary levels. Adults also enjoyed many of the activities used with the Whuck2. Ideal for physical education, recreation, club, camp and social settings. The playing surface for the Whuck2 can be any smooth surface such as a wood floor or court, tile, carpet or ice. The Whuck2 should be rolled only, when playing on blacktop, cement surfaces, tennis and volleyball courts or short grass areas.
Whuck2: Is made of foam, coated with super skin for durability. Its dimensions are 10" in circumference and 2" in thickness with a 2" circle hole in the center.
Appropriate for all ages and abilities, join the fun today with your �roll �em, throw �em and slide �em� Whuck2!
GAMES AND ACTIVITIES
Whuck2 Floor Hockey
You can put your sticks away and come to play Whuck2 floor hockey. Played by the rules of regular floor hockey with a few exceptions. Players use eye-foot or eye-hand coordination and team strategies while kicking, passing or trying for a score. This is a fun, safe, quick decision-making and action-packed game.
Options:
Use hands only for rolling and passing the Whuck2 and trying to score.
Use feet only for passing the Whuck2 and trying to score.
Use feet if Whuck2 is flat on the floor and hands if Whuck2 is rolling to pass and score.
Use floor hockey sticks if desired.
RULES:
Playing Surface: Is a wood floor or court, tile or other smooth surface.
Net: Use regular floor hockey nets, soccer nets or set up goals between standards like Big Red� Bases or Cones.
Players: Official teams are made up of six players: a goalie, two defensive guards and three offensive forwards.
More players can be added to a side, but limited numbers are recommended for player maneuverability.
Begin Play:
Play is started at center court by an offensive forward (determined by flip of a coin) who passes the Whuck2 to one of their forwards (similar to soccer). This begins play. The center jump circle on a basketball court or a kick spot can be marked on an unmarked surface.
*Defensive and offensive players not involved in the face off must be at least 6' away and cannot intercept the first pass.
Play Action:
Players play the way they would in floor hockey, except they control, dribble and pass the Whuck2 with their feet. Note: Unless playing rolling option.
Scoring: One point (1) is awarded per successful goal. The Whuck2 must pass completely into the goal.
Out of Bounds: The team not causing the Whuck2 to go out of bounds begins play at the closest face off spot. Action is the same as at the beginning of the game except it may be a defensive or offensive player who passes the Whuck2 to their teammates, depending on the area or the face off.
Length of game: Usually played in 15-minute halves or three 10-minute periods. Change goals at the end of each time period.
PENALTIES:
1. Holding, pushing, blocking, standing in the crease, standing on, holding or carrying the Whuck2 with hands.
2. Harmful play such as tripping, hitting, shoving or being an unfair sport.
RESULTS:
1. Opposite team puts Whuck2 in play at closest face off spot.
2. Free shot on goal from the top of crease without goalie or defensive player defending goal.
INDIVIDUAL AND GROUP GAMES AND ACTIVITIES
Individual, Dual and Small Group Activities
Rolling
- Roll the Whuck2 in various innovative ways between players. Examples: use right or left hand, tap with left or right foot, between legs, backward with heel tap, elbow push, side of foot, use a wand, roll off head and down back.
- Roll and chase. Roll Whuck2 and run to catch up and then run around it before it falls. Roll and chase again. Roll and have partner run and catch up, then run around it before it falls.
- Roll and Run Around. See how many times after rolling the Whuck2 you can catch up and run around it before it stops or falls over.
- Roll between another player or players with continuous taps. (Do not hold the Whuck2.) See how many times you can tap it and keep it going without the Whuck2 falling down. Set a world record!
- Roll two Whuck2s to another player at the same time. Each person has a Whuck2 and rolls them between each other at the same time without hitting each other.
- Bumper Rolls. Players stand parallel to each other with some distance between them. They then roll their Whuck2s at the same time, trying to intersect and bump each other over. Players could also face each other a certain distance apart and roll their Whuck2s so as to bump each other.
- Roll the Whuck2 against a wall and have it return to you or up an incline (mat or ramp), and return.
- Roll so it goes between partners legs. If short, partner jumps as it is about to go through legs.
- Roll as slow as possible. Roll two Whuck2s between players and see who can roll the slowest.
- Roll Whuck2 for a moving target. As it moves across in front of you, try to hit it down with bean bags, soft foam balls, whiffle balls or other Whuck2s.
- Roll at targets. Try to knock pins down, send into goals, for distance, to stop on certain marks/locations.
Option: Don�t Knock Me Down Games, like between pins, cones or other Whuck2s.
- Form a circle (three or more players) and roll between players. Try to have more than one going at a time. If five players, use the five star rolling pattern. If a large group, remember who you rolled to (cannot be players on either side of you). Continue until everyone has rolled to someone new. Now repeat order and once the routine is known, add additional Whuck2s.
- Roll Relays: Two or more teams, roll around an object set a certain distance away and back to line. See who can finish first or time and see if they can beat their time. COOPERATIVE: have two lines face each other and beat the time they can complete the task of rolling a Whuck2 between them. (Players cannot start until Whuck2 crosses the group�s line.)
Stacking
- Time a group(s) in stacking and un-stacking Whuck2s. (cooperative game) Have each group roll the Whuck2 a distance one at a time and stack. Then run down and un-stack one at a time and roll their Whuck2 back to the spot and re-stack. See if they can beat their time.
Option: Have rollers roll to stackers and then go back to their starting place. After stacked, stackers become rollers and roll them back to the original rollers who again stack them. (Judge neatest stacks.)
- Cooperative Stacking � Give a group of 6 participants each a different color Whuck2. Give them a verbal command to roll the Whuck2 a certain distance and then stack them in a certain order according to color. Once completed, return to starting point and stack them in reverse color order.
Option 1: Have 12 students working in pairs. Each pair is assigned to a color Whuck2. One person rolls the Whuck2 and stacks one way, and the partner stacks coming back.
Option 2: Students try to better their own time record with correct order of stacking.
Balance On Body Parts
- Have players balance the Whuck2 (flat or on edge) on their head, foot, arm, hand, thigh, etc. Have them walk around or certain distance while balancing the Whuck2. Exchange balance with another player, i.e., hand-to-hand.
- Have players with different colored Whuck2s exchange hand-held Whuck2s, i.e., red exchange with orange, blue with green and purple with yellow. This is difficult if both have their Whuck2s in the same hand, but let them figure it out themselves.
- The teacher has those students with a blue Whuck2 balance it on their head, red on their hand, yellow on their foot, purple on their knee, orange on their back and green on their elbow.
Bounce To Others
- Holding the Whuck2 with both palms on the flat service and edge facing vertical, bring it over the head and then in a downward motion release the Whuck2 so it bounces on its edge to another person. Play one bounce or two bounces. It can also be played tossing backwards.
Toss And Catch
- By holding the edge of the Whuck2 in a vertical position, toss to another player (like a Frisbee). Toss through targets like the Global Ball Net. Players can also hold with both palms against the surface of the Whuck2 and with an upward motion, pass to another player or at a target. Or hold with palms together, facing away from partner, throwing over your head backwards to partner (can also catch on bounce).
Moving With Feet
- Kick the Whuck2 making it slide towards a target such as a goal, pins, cones, between cones, from one player to another the same as one might roll it. Use both left and right foot.
Stepping Stones
- Lay out a pattern on the floor and have participants use the Whuck2s to cross a river.
Option: Set out a pattern on the floor and have participants run around or over the Whuck2s.
Juggling
- Have 2 players toss between them 2 different-colored Whuck2s. One tosses high and the other tosses low.
- With a group of 5, each with a different-colored Whuck2, have students try 5-star juggling. Begin with only 1 Whuck2, then add 2, then 3, then the 4th, and finally to be world champs add the 5th Whuck2.
Option: Tossing or rolling.
New Games
- Have participants or the group create their own activities and games with the Whuck2. Encourage them to create new ways to pass and kick between players.
GROUP GAMES
Whuck2 Shuffle Board
- Using either a slide (kick) or roll (hands) technique have participants move the Whuck2 towards a shuffle board target or numbered spots set out on the floor. Add up points to see who made the most.
Options: Use non-dominant foot or hand or set Whuck2 on edge and have students tap with foot at target.
Whuck2 Baseball
- Played like regular baseball except the Whuck2 is positioned on its edge so it is vertical. Player at bat kicks the Whuck2 so it rolls inbounds (it may go airborne) and runs to first base. Runners advance on the kick or roll. No lead off allowed. Fielders retrieving the Whuck2 place it on edge and propel it with hands so it rolls to a base, trying to beat the runner for an out. If the Whuck2 is airborne and caught, it is a fly out.
Option: One, two or three bases can be used. See diagram.
Whuck2 Golf
- Using cones or other objects as pins, lay out a 9- or 18-hole golf course. Have each tee and green numbered. Give each hole a distance and par value as well as bunkers, sand traps, dog legs and water holes. Participants roll their Whuck2 toward the pin. If it stops or falls over before hitting the pin, it is considered a stroke. The number of rolls before hitting the pin gives them their stroke total for the hole. The game is played by golf rules and scoring such as bogey, par, birdie and eagle. Play indoors or outdoors.
Options: Use obstacles to make each hole different, such as mats, barrels, boxes for things like trees, water and traps. Determine if the game is to be played with feet, hands or choice of dominant hand or foot or non-dominant. Set up a miniature golf course that goes through boxes, over logs, past swinging objects and rebound shots against walls.
Matching Colors
- Using beanbags, GrabBalls�, foam disks or spot markers (all with Sportime�s 6 colors), have students roll or slide the yellow Whuck2 to the yellow object, touching color to color. Or designate colors for students, i.e., purple to yellow, red to orange and so on.
Add �Em Up
- Give each color a number value (i.e., 1 - 6 or 12, 14, 15, 22, 5). Roll from various distances in to goal. Then add them up.
Option 1: Have students try to beat their own score.
Option 2: Cooperative � Have students add points together with another player and see if they can beat the score together.
Option 3: Change distance � See if students can beat their best score with this change.
Option 4: Have students roll with their feet, elbow, knee, between their legs, backwards and so on.
©1999 Sportime International Atlanta, GA USA 30340
Customer Service 1-800-283-5700 or 1-770-449-5700
Or reach us via e-mail at: [email protected]
1-YEAR GUARANTEE OF SATISFACTION
|