What If? Incident Drill in the Middle of the Event
While the class plays at stations, the teacher hands out realistic incident cards and the event staff has to handle them live. It covers the Check-Call-Care protocol and organizing safety at an event.
How to play
- The teacher reviews Check-Call-Care and assigns roles: coordinator, first aid station, a lead for each station, and adult liaison (4 min).
- Set up four simple game stations and play normally (4 min).
- The teacher hands out surprise incident cards: twisted ankle, a missing kid, heat dizziness, a storm coming in, a ball over the fence, an argument between teams; staff respond live (14 min).
- Review: for each incident, write down what was done, who called for help, and what to change; add it to the event guide (8 min).
Rules
- Injuries are acted out sitting down, no dramatic falls.
- Nobody moves a pretend injured person.
- Nobody leaves school grounds for a ball; tell an adult.
- The 911 call is only simulated, no dialing.
Variations
Easier
Three incidents announced in advance.
Standard
Six surprise incidents.
Harder
Two incidents at once, and the coordinator has to set priorities.
Adaptations
- Limited mobility: runs central coordination or the first aid station.
- Hard of hearing: agree on a visual emergency signal (arms in an X) as well as the whistle.
- Students who get anxious about emergencies: start with minor incidents and may observe the first round.
Learning goals
- Apply Check-Call-Care at an event.
- Prevent risks in large-group activities.
- Share safety responsibilities among event staff.
Equipment for a class of 25
- first aid kit: 1
- incident cards: 8
- cones: 20
- whistles: 5
- foam balls: 4
Teacher tip
Use six incidents at most so there's time to resolve them. Common mistake: all the staff rush to the injured player and abandon the stations; only the coordinator and first aid go.
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