Leader Guide
Game
- Ten coins
- Two unbreakable bowls to hold the coins
- Optional: painters or masking tape
Place five coins in each bowl.
Place a mark or line near one end of the room.
Put the bowls directly behind the mark. Leave a few feet of space between the bowls.
Place a line or mark 15–20 feet away from the first mark.
Why did Chris, Joy and Gizmo think that Naaman was a zombie? He had a disease called leprosy.
How did Chris and Joy scare Gizmo in Chris’ backyard after their SuperBook adventure? Joy played the zombie ring tone that Chris had downloaded on her phone.
Zombies are not real. However, the disease that Naaman suffered from is real. Today, leprosy can be cured with medicine. Back in Bible times, though, there was no medicine to cure it. That’s why Naaman was so relieved and thankful to be healed by God. He brought silver, gold and clothing as gifts to Elisha. The prophet refused to take any gifts because he felt he was only a servant of God. Elisha did not want to claim any of God’s glory for the healing!
Hold up the bowls. Let’s say that Naaman’s gifts of silver and gold are the coins in these bowls. In this game, you will return Naaman’s gifts to him.
Naaman had to follow Elisha’s exact instructions to receive his healing. You will follow my instructions on how you will travel, the number of coins you should get, and how you will carry them. If any coins fall to the ground, you must stop, pick them up, and continue from that point.
Divide the class into two teams. Divide each team in half again.
Have half of each team form a line behind one mark, and the other half of each team stand behind the mark at the opposite end of the room.
Choose from the instruction list below or add your own; repeat as desired.
Shout the instruction; it is the same for both teams. The players will move to the other end with the “gift” and then pass it to a teammate.
That player then follows the same instruction to return the gift to Naaman’s bowl again.
Repeat until one team’s players have all taken a turn. That team is the winner. Play again, starting with players who may not have taken a turn in the first game.
Whenever possible, pair older children with each other and give them more challenging instructions.
Instruction list: Pair any movement with any gift.
Movements: walk quickly, big steps, shuffle, sideways, backwards, skip, hop on one foot, hop on two feet, tip toes, etc.
Gifts:
- Place a coin on back of hand, two coins, or a coin on each hand.
- Stack two coins, three coins, etc.
- Place a coin on a finger, one on two fingers, etc.
- Place a coin on one arm, or one coin on each arm.
- Balance coin/s on top of head.
- Place coin/s on shoulder.
Conclusion: You did it; all the expensive gifts were returned!