Venue: Field
Objective: Finish all the stations as quickly as possible. All classes will compete at the same time.
Rules
Number of Participants: Total 8 (2 female pairs and 2 male pairs).
All have to go through the stations as a pair unless stated otherwise. Reserves (1 boy, 1 girl) to wait at the designated reserve cone (at the side).
Stations
First pair will start from cone 1 (High-Five Sit Ups), the next pair will go only after the 1st pair has started station 4 agility ladder.
1. High-Five Sit Ups (10 reps) – Both hands to be raised above the head to high-5 partner after each sit up.
2. Partner Burpees – (10 reps) 1 person does a plank while the other person does burpees while jumping sideways over their partner's leg. Only 1 person needs to do the burpees.
3. Skipping (20 reps) – Use the skipping rope to skip 20 times each.
4. Agility Ladder - Double leg hop in and hop out
5. 10m Leopard Crawl - Crawl with hands and torso on the ground
6. Partner Squats - (10 reps) hold and pass a medicine ball while squatting.
7. Sprint – Sprint back to the start line.
Other Rules
Students who do not execute the required techniques will have the reps identified as ‘no-count’ and will have to redo the rep.
In the event that someone is unable to complete the obstacle, the reserve will travel from the reserve cone to the respective station.
Reserve will have to start from 0 counts and NOT continue from where his/her classmates stopped at.
In the event where the reserve is also unable to complete the task, the class will be penalised with an additional 15 seconds to their overall time.
Timer will stop when the last pair runs back and crosses the first cone. Timing taken to complete the course will determine their final position.
Time cap for the entire course is 15 mins. For classes that cannot finish within the time cap, official will note the rep count of the last attempted station.
Venue: Field
Objective: Players work together in pairs to push the ball along a 30m lap course through 3 pairs of cone gates as fast as possible.
Rules:
Number of Participants: Total 8 (4 girls and 4 boys to form 4 pairs in any combination)
First pair will push the ball from the start line while the next pair will push the ball back in the opposite direction.
Each pair will take turns to push the ball. After all pairs have completed their respective legs, the 1st pair will go again.
Kicking the ball is not allowed.
The ball should remain on the ground
Scoring:
Teams will be given 4 mins to move the ball for as many laps as possible. Team which pushes the ball the overall longest distance wins.
If the ball contacts the cone, the team will incur a penalty of 10m per cone (deduction) to their score.
Venue: Running Track
Objective: Run as many rounds as possible in 15 mins.
Rules:
Number of participants: the whole class will participate. CCs are also encouraged to participate.
Coloured cone gates will be placed along the track
Each class will be assigned a coloured cone. When students complete 1 round, they will have to run through the coloured cone corresponding to their class for the lap counter to register their laps.
Mascots may choose to participate in the life run if able.
Scoring:
Every round completed will be considered as 1 round for students and 2 rounds for CCs. i.e. CCs rounds will count as double the points.
The average number of rounds will determine the overall position of the class.
Venue: Field
Objective: Obtain as many tags as possible from other classes by snatching them from the opponents’ waist belt while defending theirs, within the game time (3 mins).
Rules:
Number of participants: Total 8 (4 boys and 4 girls per class)
For safety reasons, players with long fingernails will not be allowed to play in this game. A check will be made before each game begins.
Each class will be designated a coloured Home Base (Y/R/G/B hula hoop).
Each player will start the game with 2 tags placed at the side of the belt. Home bases will be empty at the start.
Before the start, each class must position 1 student in each quadrant.
Upon hearing the whistle, players can move freely in the DDOS Court in their attempt to snatch tags from the opponents. Only 1 tag can be snatched at any time.
Strictly no pushing, shoving, diving, blocking, holding an opponent down, pulling of shirts/shorts is allowed. Belt must be on top of t-shirt, tags must be visible, cannot be folded and should not be held down against the waist using the hands.
All players must remain in the DDOS Court at all times during the game.
Any violation of the rules or foul play will result in one warning followed by a Disqualification (DQ) of the whole team.
When a player has no more tag on his/her belt, he/she must proceed to his/her Home Base (hula hoop). If there is any tag at the Home Base, he/she can use the tag to get back into the game.
A player with 2 or more tags has the option to pass the extra tag/s to ‘save’ his/her teammate who is without any tag at their Home Base. This must be done only at the Home Base.
Players are allowed to deposit additional tags at their Home Base. However, the Home Base can only contain a maximum of 2 tags at any one time. If there are more than 2 tags, the excess will be taken away by the officials.
Scoring:
Teams will first play in a preliminary round and the top 4 teams in the level will proceed to the final round.
If there is a tie in the preliminary round, the classes will participate in a 30-sec extra-time round.
After the final round, the champion class will be determined by adding the overall positions of the boys' and girls' teams. E.g. 4H boys 2nd position and 4H girls 5th position. Overall points: 2 + 5 = 7. The team with the lowest overall points will win DDOS.
If there is a tie between 1st and 2nd in the final round, the team with more points in the preliminary round will be declared the champion.
Safety:
This is a high-intensity game. Students are to do their own warm-up to prevent any injuries during the game.
Due to the close-contact nature of the game, students are reminded to practice "hand first, head away' technique when snatching the tag from the opponents.
Students are also reminded to stay on their feet at all times to prevent abrasions.
Students are highly-encouraged to be strategic in their play to enable them to last throughout the 4 mins game.
•Must be created, not bought
•Must depict any of the G.R.E.A.T. values
•Must be made from/of recyclable materials
•Must have verbal presentation to explain significance of mascot.
•CCs are to guide and monitor their respective class progress
Judging Criteria as follows:
Creativity/ 10pt
Green Efforts/10pt
Original/10pt
GREAT Values/10pt
Presentation/10pt
TOTAL POINTS / 50
•8 x 100m Relay Race
•Each team should send 8 runners (4 boys and 4 girls).
•Each team consisting of 2 CCAs should send an EQUAL number of participants per CCA/
•Teams with 3 CCAs should send participants in the following combination (3 + 3 + 2). Teams with 3 CCAs may decide amongst themselves which CCA will send 2 participants.
Teams:
1. Basketball + Guzheng + Choir
2. Floorball + Anklung
3. Football + Dance + Red Cross
4. Wushu + Band
5. Judo + Girl Guides
6. Netball + Boys Brigade
7. NPCC + Speech and Drama
8. NCC + Media Resource + Girls Brigade