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Acrosport Stunt Bingo

Each group of four gets a bingo card with nine acrosport stunts for pairs, trios and groups of four. To mark a square they must build the stunt and hold it 3 seconds in front of a judge; students practice cooperation, a wide range of stunts and group decision-making.

PhaseMain activitie
Duration20 min
Ages12–14
SpaceGym or classroom
Equipmentmats, Cardstock
IntensityModerate

How to play

  1. Groups of 4 get a 3-by-3 card with drawings: the top row is pair stunts, the middle row trio stunts and the bottom row four-person stunts. Each group has its own mat area.
  2. Explain in 2 minutes: to mark a stunt, the group builds it using the calls, holds 3 seconds and comes down cleanly; a judge from another group approves it.
  3. Play (14 minutes): each group chooses the order of its squares. When they get three in a row they shout "Bingo line!" and the teacher records the time.
  4. Every 4 minutes, one member of each group judges the neighboring group for 1 minute, so everyone judges and no one sits out long.
  5. If a group completes the card, it shouts "Bingo!" and repeats its hardest stunt to show the class.
  6. Two-minute wrap-up: count lines and stunts completed, and each group names its hardest stunt.

Rules

Variations

Easier

Use six-square cards with only pair and trio stunts and simple drawings.

Standard

Play with the nine-stunt card covering pairs, trios and groups of four.

Harder

Require a 5-second hold and a different base for every square.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Make different cards for each group to avoid copying. If a group races ahead, check the quality of its dismounts before awarding the line.

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