Frequently Asked Questions (FAQ's)
1. What is 'Compete Online Virtual Leagues'?
Compete Online's Virtual Leagues are a 'bank' of age appropriate games that are simple to play, fun, educational and easy to score. If scores are submitted online, the results are automatically updated to family leagues. You will also be able to compare your achievements against your wider partnership schools and at a national level.
2. How do we sign up for virtual leagues?
In the first instance, Partnership development managers will be asked to register their schools using www.competeonline.net webpage. This will involve entering the Login tab at the top of the home page and then filling in the fields under the 'register' sub-heading to the left of the page. The details can then be submitted. Compete Online will then activate the partnership allowing schools to self register under their name.
3. How much will it cost?
Here at Compete Online, we pride ourselves in providing a product that is both a fantastic resource to schools, but we also aim to provide one that is available to all without discrimination.
We are offering in the first instance all School Sports Partnerships in England the opportunity to buy subscription on behalf of all schools they work with. Prices are set as follows:
- For all School Sports Partnership who sign up to Compete Online Virtual Leagues, there is a basic fee of £500 for the year. This will cover all administration to the site and the first 25 schools within that partnership.
- For each school that a partnership signs up between 26 and 50 schools, there will be an additional fee of £15 per school. For example, if Oldfield (9) School Sports Partnership signed up with 38 primary schools, they would incur the flat fee of £500 for administration and the first 25 schools registered, then a further £195 for the remaining 13 schools registered, this making their costs a total of £695 for the year.
- For each school above 50 a partnership signs up, the extra schools, from 51 upwards will be charged at a further £10 per school. For example, if North Somerset School Sports Partnership signed up with 68 primary schools, they would incur the flat fee of £500 for administration and their first 25 schools, £375 for their next 25 school at £15 per school, and then a further £180 for the remaining 18 schools they register. In total the charge to their partnership would be £1055 for the year.
- If a school wishes to sign up on an individual basis, there will be a flat fee of £25 to cover the administration and registration for the year.
As you can see, it is recommended and more beneficial for School Sports Partnerships to sign up as a collective body to maximise value for money. In real terms, for a year's worth of competitive activity, a partnership that has 25 schools registered would be providing a whole school product at a cost of £20 per school, that is less than £3.34 per class, or less than 12 pence per child in a class of 30.
4. How do we pay once we have registered?
You will be sent an invoice from the site to your postal address, once the registration process has been completed. All details of how to pay and where to send payments will be on this invoice.
NB: At this time we will not be operating an online payment system, please contact us if you have further questions regarding payments.
5. How soon after registration are we able to access the games and input scores?
Once we receive your payment and that payment has cleared, your account will be activated and you will be notified that you are able to start using Compete Online Virtual Leagues.
6. Where should we play these games?
It is recommended that where possible these games are played outside on a playground. Many of these games can also be played in a school hall or on grass. Rolling games are best played on a playground or similar surface. Please note that some games require a minimum of 10 meters between the action spot and token spot.
7. When should we play the 'Compete Online Virtual Leagues' games?
Virtual Leagues are non prescriptive in terms of delivery. You can play as often or as little as you like. Our motto is, "Any time, any place, anywhere", as long as the criteria of 5 teams is met, age related distances are adhered to and all necessary health and safety issues are considered.
8. What age groups is 'Compete Online Virtual Leagues' for?
The leagues are for pupils in years 1-6. Each year group has its own specific set of activities/leagues, as detailed in the game cards.
9. I have a mixed year group, can they be included?
Yes, you must enter the leagues for the oldest children in your class. For example, a mixed class of year 1/2 pupils should enter the year 2 leagues. However, your year 1 pupils should still play at the year 1 distance as detailed on each game card in their own teams.
10. I have a pupil with a disability. Can they be included?
The Compete Online Virtual Leagues activities have been designed to allow most children to participate in most circumstances. The Inclusion Card suggests ways to make activities inclusive, or differentiates appropriately for a variety of situations.
11. Can Foundation/Reception children play these games?
Any aged children can access these games. Foundation/Reception children have successfully engaged with and enjoyed these activities, but at present we feel that leagues are inappropriate for this age group.
12. How many teams should there be and how many pupils in a team?
It is essential that you have 5 teams. There are no limits to the number of players in a team. Ideally, there would never be one child in a team. These games are best suited for a class of children. Compete Online recommend that teams are no bigger than 8 in numbers to ensure that all participants get a fair opportunity to play each game.
13. How many classes can a school enter?
A school may enter all the classes from year 1 to year 6 in its school as Virtual Leagues is a class based event. For example if you are a 3 form entry school from year 1 to year 6, you could enter up to 18 classes. Each class should have its own name which will be its own unique identity in the league tables.
14. How many activities do we need to do?
You can practise as many games as you like as often as you like, but you will only be able to submit scores for the games listed as 'open' in the leagues for your age group in each given term. You may choose to enter scores for all these listed games or only one or two at your discretion. This has been done to ensure that there are lots of scores to compare against.
15. How is each game scored?
Each game is scored by collecting tokens (cones) for each successfully completed action. At the end of the game period each of the 5 teams counts their tokens. These scores are recorded onto the generic score card, and totaled to achieve the class score.
There is one game that is scored based on time. This game is Cone Ball Relay, see game card for details.
16. How do I submit the scores for my class?
The person who registered your school onto the website will have set up a staff user account as part of this process. To submit a score, any member of staff can login using the school's staff password and then select the required year group, game and type in the score and click submit. By navigating to the score button, the school can then see how they are fairing against other schools.
Please note that you can only submit scores once in a 24 hour period.
17. What happens if we miss the date for submission of results?
You will be unable to submit a score for that particular league. So, you will need to be aware of when the dates for submission end. If you miss a date, you can simply compete in the new games that are available and submit those scores.
18. Do the children get recognition for taking part?
Yes. There are 2 types of certificate, the first is a class certificate which can be downloaded and displayed in the classroom. The second is a certificate for individual participants, which teachers/AOTTs may choose to present to their children.
19. Do the children need to get changed to play these games?
This depends on whether you are playing the games as part of a PE lesson or using just one or two as a 'breaker' between lessons. We would recommend that children are always wearing appropriate footwear, tie long hair back and remove any jewellery.
20. Do we need specialist equipment to play these games?
The games have been designed to use equipment that most Primary schools will already have access to. Any additional equipment is easily accessible through all mainstream suppliers. See equipment card for specific item details.
We are currently working to secure a package deal where you will be able to purchase a bag of equipment that will contain everything you need to 'Compete online'.
21. What are 'Safety Spots' and 'Action Spots'?
The 'Action Spot' is placed on the floor as shown in the game set up card. It shows the children where they should stand when it's their turn in an activity.
The 'Safety Spot' is placed on the floor approximately 1 metre behind the action spot. It shows the next child where to stand whilst waiting for their go, and at the same time maintaining a safe working distance for the active pupil.
22. What is meant by the term 'Tokens'?
Tokens are the method by which most games are scored. In the games that involve the collection of tokens, teams are encouraged to count the tokens they have collected at the end of a particular activity. Some younger children may need help when counting their own scores.
Soft marker cones that are colourful and easy to handle make good tokens, however please ensure that children only pick up one at a time.
23. What is meant by the term 'Scooping'?
Scooping refers to the action used when propelling an object, e.g. a ball or bean bag, with a scoop (see equipment card). It is best to consider the scoop as an extension of the arm and the action needed for these activities should reflect this. For example, if the activity requires a rolling action, the ball should leave the scoop from the side of the body close to the ground.
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