Fair Play Under Pressure: Orders from the Bench
Small-sided games where one student coaches and gets secret orders from the teacher, some tactical and some unsportsmanlike. The team decides whether to accept them, symbolically, or refuse, and the class discusses what each choice gains and costs.
How to play
- Form four teams of six, each with a coach, plus one observer per field; explain that accepting an unsportsmanlike order is only signaled by raising a red card and is worth one goal, but it is never actually carried out (3 min).
- First half of futsal or team handball, 5 on 5: every 2 minutes the coach gets an order (press high, fake an injury to break the rhythm, argue every call, waste time on restarts...) and the team decides (8 min).
- Reflection break: observers report how many unsportsmanlike orders were accepted and why (3 min).
- Second half with a new coach and new orders; teams can refuse out loud by saying 'fair play,' which earns one point in the sportsmanship standings (8 min).
- Final discussion: compare the goals standings with the sportsmanship standings and write a three-commitment code together (6 min).
Rules
- Unsportsmanlike orders are never carried out: they are only signaled with the red card.
- Minimal contact and the usual futsal or handball rules.
- The coach role rotates each half so everyone plays.
- Respect the referee's calls with no real arguing.
Variations
Easier
All orders are tactical except for two obvious ones.
Standard
A mix of tactical and unsportsmanlike orders over two 8-minute halves.
Harder
Include gray-area orders, such as 'commit a tactical foul,' that the group must classify with reasons.
Adaptations
- Limited mobility: acts as coach or referee and takes part in the team's decision.
- Hearing impairment: orders are given in writing and referee signals use gestures.
- Autism: is told beforehand that the orders are part of a game and nobody will actually fake anything.
Learning goals
- Recognize common unsportsmanlike behavior and how it affects the game.
- Make ethical group decisions under pressure to win.
- Build a shared fair-play code.
Equipment for a class of 25
- balls: 2
- pinnies: 24
- cones: 16
- cards: 20
Teacher tip
Prepare about 16 orders and shuffle them face down. If a team accepts every order, do not criticize them: use it to ask how much the score weighs in their decisions.
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