Prep a playing field, explain the rules of kickball, and discuss the four Navigator Compass Points – Mind, Body, Planet, and Freedom
This activity can take place within a gymnasium, school yard, or a large open space that is safe for the Navigators to run.
Split the participants into two even teams, Catchers and Kickers. Catchers will start in the “outfield” to receive the kicked ball. One of the catchers will need to “pitch” or throw the ball to each kicker. Kickers will “bat” or kick the ball to put it into play.
Flip a coin to see which team will start as Kickers and which team will start as Catchers.
Place four Hula-Hoops around the far points of the space in a diamond formation allowing space between each hula-hoop for the Navigators to run around safely.
The four hula-hoops (Bases) will represent the four Navigators COMPASS POINTS (Mind, Body, Planet, and Freedom) and are placed down in that order. Navigators start and finish where the Mind Base is located.
A pitcher rolls the ball to the kicker who then kicks it and runs to the first compass point (Mind). The Catchers will be spread across the space as the Kicker kicks the kickball.
Once a ball is kicked the kicker will begin to run the bases while the catchers try to get to the ball.
As the running Navigator steps inside of each hula-hoop with their foot, they must call out the name of the correct COMPASS POINT before moving on to the next hula-hoop (Base). The Kicker Navigator completes their run when returning to the last hula-hoop (Mind) and calling out “Navigators!”
The Catcher Navigators now catch the ball and form a single file line in the middle of the open space (without obstructing the Kicker from running around the bases). Once in line they must pass the ball over their heads to the person behind them until it reaches the last player before the Kicker Navigator completes their run. The final Catcher in the line will call out “Kickball” when the ball comes to their possession. Could also have the catchers chant Mind, Body, Planet, Freedom with each pass over their head
The team that completes their task first gets a point for the turn. Catcher Navigators switch sides with the Kickers when they complete their task three times before the Kicker Navigators completes their run OR when all Kicker Navigators have had one chance to kick the ball and run indicating the end of the round.
The team with the most points at the end of six rounds or as times allows will be declared “Compass Point Champions”.
IT IS ENCOURAGED FOR BOTH TEAMS TO CHEER ON THEIR TEAMMATES!
Navigator Feedback (In a group setting follow-up on what was learned?)
Ask the Navigators what they learned from this activity.
What were their favorite parts of the activity?
What would they like to have been done differently with this activity
Sportsmanship: Have the Navigators share how it felt having their team’s support during the activity.