Sports Exploration Program Guide
Program Guide & Playbook
MATTAHUNT SPORTS EXPLORATION
Empowering Teen Leaders through Highly Active Play & Mentorship
PLAYMAKER CORE
The Mission
No Standing. No Boredom. Constant Energy.
The Mattahunt Sports Exploration program is a 7-week framework that turns teenagers into confident, highly active gym leaders. This manual provides detailed game setups, custom-coded court diagrams, and precise playbook pacing to keep both kids (ages 8-13) and teen leaders fully engaged for the entire 75-minute session.
The Symmetrical 75-Minute Daily Timeline
00-15 Min
1. Launch
Arrival huddle, daily goals, and dynamic stretching.
Mins 0-15
15-40 Min
2. Game A
Foundational play. 5m explanation, 20m match.
Mins 15-40
40-45 Min
3. Half-Time
Water break, huddle, and court restructuring.
Mins 40-45
45-70 Min
4. Game B
Progression play. 5m variation rules, 20m match.
Mins 45-70
70-75 Min
5. Cool Down
High-fives, MVP award ribbon, and quick sweep.
Mins 70-75
Teen Playbook: Pacing the 75-Minute Session
00-15
The Spark Launch
Create a "high-five tunnel" at the gym door as kids enter. Run dynamic warm-ups (high-knees, butt-kicks, and lunges) in a large circle. This prevents early horseplay and establishes active boundaries immediately.
15-40
Game A Execution
Ensure Game A explanation is under 120 seconds. Rotate taggers or teams every 3 minutes to keep the energy fresh. If kids appear tired, the Teen Sparkplug must sub in to inject lighthearted play.
40-45
The Half-Time Refresh
Mandatory water break. While kids sit along the sidelines hydrating, Teens huddle for a 60-second operational shift, swap coaching roles, and rapidly arrange cones for Game B.
45-70
Game B High Peak
Game B is the high-energy progression of the day. At the 55-minute mark (midway through Game B), introduce a "Chaos Modifier" (e.g., adding a second ball, reversing game direction) to spark excitement when natural fatigue kicks in.
Pacing Gold Standard: Never let explanation exceed 2 minutes. The secret to 75 minutes of energy is simple: keep kids moving. If they stand in lines, you lose their focus. Design all setups to maximize active trials and eliminate long queues.
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Active Leadership
THE ENGAGEMENT PLAYBOOK
SECTION 02
Coordinating Playmaker Roles (Rotate at Half-Time)
To keep teens engaged and prevent burnout, teens must swap roles at the 40-minute half-time mark. Each role has a direct responsibility for keeping kids active and excited.
The Broadcaster
Explains rules, blows referee whistles, directs transitions, and announces scores like a real sports caster.
The Sparkplug
Plays directly in the game. Encourages low-participation kids, passes to isolated players, and models crazy hype.
The Peacekeeper
Monitors safety, resolves kid disputes in under 15 seconds, and handles cooling-down mini huddles on the side.
The Architect
Controls all equipment, sets up boundaries in advance, and runs lightning-fast cone layouts to prevent downtime.
Tactical "Engagement Hacks" to Keep Kids Activated
1
The "No-Stand" Rapid Revival Zone
Avoid games where tagged or "out" players sit on a bench doing nothing. When a player gets tagged out, they must run to the "Revival Zone" (a 5x5ft square of green cones), complete 5 jumping jacks, high-five the Teen Peacekeeper, and instantly re-enter the game!
2
The "High-Five Audit" Challenge
Every 5 minutes, teen Sparkplugs must complete a "High-Five Audit." Run through the field and physically high-five or fist-bump at least 5 different kids who are struggling or standing in a corner. It immediately sparks connection and pulls them back into the action.
3
The "Boss Encounter" Wildcard
If the energy of a game starts lagging around the 12th minute, the Broadcaster blows a triple-whistle and screams "BOSS ENCOUNTER!" The Teen Sparkplug jumps into the court wearing a colorful crown/pinny as a "wildcard speed-boss" with extra tagger speed, prompting energetic screaming and laughter from the kids.
The "One-Sentence Resolution" Rule: When kids argue over tags, lines, or rules, do not debate. The Peacekeeper blows a short whistle and grants both kids exactly one sentence to state their side. If they cannot agree in 10 seconds, they play a rapid, single game of Rock-Paper-Scissors. The winner's side is final.
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Setup & Tactics Playbook
WEEKS 1 - 3 GYM FIELD PLANS
SECTION 03
Week 1: Tag Teamwork (Freeze Tag & Line Tag) Required: 16 Cones, 4 Pinnies
REVIVAL ZONE
40' x 40' Grid
Weekly Setup & Active Rules
The Setup: Architect places 4 orange corner cones to build a 40x40ft grid. A 5x5ft "Revival Zone" of pink cones is set at the bottom center.
Instructions for Teens: Assign 2 kids as taggers (wearing pinnies). When tagged, players must freeze and stretch arms out. To be unfrozen, teammates must crawl through their legs. Ensure Sparkplugs play along to help block tags for frozen kids!
Week 2: Crossing Oceans (Fishy Fishy & RPS Hula) Required: 12 Cones, 12 Hula Hoops
SAFE
SAFE
1
2
3
4
5
6
7
8
RPS Hula Serpentine Hoops Path
Weekly Setup & Active Rules
The Setup: Fishy Fishy: standard baseline-to-baseline open court. RPS Hula: Architect builds a serpentine line of 10-12 interlocking hula hoops down the court center.
Instructions for Teens: Fishy Fishy: Taggers in center shout "Fishy, fishy, cross my ocean!" as runners try to reach opposite safe wall. RPS Hula: Teams start at opposite ends. Run, meet, play Rock-Paper-Scissors. Sparkplugs must stand at the duel-points to referee instantly and prevent delays.
Week 3: Relay Racers (Instruction & Lane Dynamics) Required: 16 Cones, 4 Baton Rings
BATON
Weekly Setup & Active Rules
The Setup: Architect sets up 4 parallel lanes. Each lane has an indigo starting cone, a mini hurdles hurdle/cone in the center, and a far rose turnaround cone (40ft away).
Instructions for Teens: Divide kids into equal teams. Runners carry a baton, hop over the middle hurdle, circle the far cone, and return. To keep waiting kids engaged, the Peacekeeper leads team chants, awarding "Hype Points" to the loudest cheering lane.
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Championship Operations
WEEKS 4 - 7 ADVANCED PLAYBOOKS
SECTION 04
Weeks 4-6: High-Stakes Ball & Invasion Games Required: 6 Foam Balls, 2 Flags, 4 Pinnies
JAIL A
JAIL B
F
F
Weekly Setup & Active Rules
The Setup: Court split exactly in half by gymnasium center line. Opposing corners feature 5x5ft square "Jail" zones for tagged out players.
Instructions for Teens: Dodgeball: hits must be below shoulders. Capture the Flag: cross center to steal flag. If tagged, enter opponent's jail. Teens serve as Referees: stand directly on the centerline to spot boundaries, rule infractions, and control safety whistles.
Week 7: Graduation Tournament (Grand Championship) Required: Bracket Poster, Medals
Grand Championship Bracket
Team Blue
Team Red
Grand Final
Team Green
Team Orange
Weekly Setup & Active Rules
The Setup: Build a physical, visible bracket poster. Prepare medals, stickers, or award certificates.
Instructions for Teens: Week 7 is the program culmination! Teens step back from co-playing and serve completely as commissioners, head referees, and award announcers. Coordinate a rapid, high-stakes 4-team elimination tournament. Conclude with a closing circle and leadership certificates.
The "Legacy Medal" Handout: At the tournament graduation, teens present the "Mattahunt Playmaker Medal" to kids demonstrating exceptional cooperation and active play. Each teen must personally deliver a 10-second speech to each kid, naming their specific character strength.
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Sports Exploration Pocket Cards
Print-and-Cut Playbook
TEEN LEADER POCKET CARDS (1 OF 2)
Cut along dashed lines • Keep on lanyard
1. Freeze Tag
W1 PLAY
120s Kid Pitch (8-13 Years)
"Taggers are trying to freeze you into solid ice statues! If tagged, freeze with your arms wide open. Teammates can break your ice by crawling through your legs or doing a double high-five!"
8-13 Engagement Booster
The Heatwave: To prevent kids standing still too long, the teen leader randomly shouts "HEATWAVE!" Every frozen player instantly melts and sprints back into play!
Playmaker Spark
"Sprint alongside kids! Shout, 'Icebreaker rescue squad! Let's go unfreeze [Name]!' Model high-energy saves."
Safety: Safe two-hand shoulder tags only Card #1
2. Line Tag
W1 PLAY
120s Kid Pitch (8-13 Years)
"The lines on the floor are roller coaster tracks! All runners and taggers must stick strictly to these tracks. If you step off a line, your coaster crashed and you are frozen!"
8-13 Engagement Booster
Pac-Man Portals: Place 4 hula-hoops on court corners as "safe portals". Players can stand inside for 5s max. If a tagger guards a portal, players must jump lanes!
Playmaker Spark
"Stand on the key! Enforce tracks in a fun way: 'Whoa, coaster derailment! Do 5 star-jumps to rebuild your tracks!'"
Safety: No jumping lanes near other runners Card #2
3. Fishy Fishy
W2 PLAY
120s Kid Pitch (8-13 Years)
"We are school of fish crossing the ocean floor! Taggers in the center are sharks. If a shark tags you, you root into the sand and become seaweed—feet frozen, waving arms to help sharks tag!"
8-13 Engagement Booster
Megalodon Blast: If fish are too fast, the leader shouts "Megalodon Blast!" central sharks can jump 3 times; seaweed seaweed arms can take 1 massive step.
Playmaker Spark
"Chant with deep shark-voice enthusiasm: 'Fishy, fishy, cross my ocean!' Model the seaweed sway with kids."
Safety: Avoid collisions at shoreline bases Card #3
4. RPS Hula Hoop
W2 PLAY
120s Kid Pitch (8-13 Years)
"This is a speed-hop duel! Hop hoop-to-hoop. When you crash into an opponent, freeze and duel: Rock, Paper, Scissors! Winner keeps hopping, loser runs back, and their next team hopper launches!"
8-13 Engagement Booster
Double Stream: Lay two parallel curved paths. Teams run dual lines at once. It reduces standing time and turns the game into a fast-paced team battle!
Gym Briefing Slides
Mattahunt Sports Exploration
BRIEFING DECK • 01
Welcome Gym Leaders
THE PLAYMAKER
ARENA
You are not just watching the gym. You are designing the action, building the confidence, and driving the fun.
Project this slide during entry & attendance check-in
Active Leadership
The Daily Formula
BRIEFING DECK • 02
THE 75-MINUTE SYMMETRICAL TIMELINE
15m
1. Ignite
Leader role huddle followed by dynamic stretching circle.
25m
2. Game A
5m quick kid rule brief followed by 20m of foundational play.
05m
3. Break
Team hydration, rest, and strategic cone shifts on court.
25m
4. Game B
5m progression brief followed by 20m of tournament action.
05m
5. Cool Down
Sportsmanship MVP awards and active court clean-up sweep.
Symmetrical play blocks ensure equal game pacing and high focus
Pacing Control
The Code
BRIEFING DECK • 03
THE PLAYMAKER CREED
1. ENERGY IS CONTAGIOUS
If you walk, they walk. Run, cheer, and celebrate to drive the physical action!
2. LEAVE NO CHILD BEHIND
Find kids on the margins. Pass them the ball, run alongside, and pull them in.
3. SAFETY IS THE FOUNDATION
Enforce double-knots, clear equipment boundary zones, and stop danger instantly.
Read the creed together during team huddle
Leader Philosophy
On-Court Roles
BRIEFING DECK • 04
WHAT ROLE ARE YOU RUNNING TODAY?
THE REFEREE
- Blow whistle loudly to start/stop play.
- Stand on margins for best court vision.
- Make fast, neutral, and decisive calls.
THE CO-PLAYER
- Play hard but keep focus on the kids.
- Intentionally pass to left-out players.
- Model high fives and great sportsmanship.
Ensure team is divided equally between these roles
Role Distribution
On-The-Spot Resolves
BRIEFING DECK • 05
THE 30-SECOND DISPUTE RESOLUTION
1
STOP & LISTEN
Whistle check. Bring players in. Listen to each for exactly 10 seconds.