SHAPE STANDARDS
S1.M24.7- Demonstrates correct technique for a variety of skills in 1 self-selected individual-performance activity.
S3.M18.7- Practices strategies for dealing with stress, such as deep breathing, guided visualization, and aerobic exercise.

CASEL STANDARDS
Self-Management: Stress Management

ASSESSMENT RUBRIC

 

Objective: Handstand

Gymnastics Unit | Level 30

TECHNIQUE
Today we are going to learn how to do a handstand.

IMPORTANCE
Handstands are important because they help build your shoulder stability and increase your upper body and core strength.

VOCABULARY
Handstand: a gymnastics balancing and tumbling skill.

When performing a handstand, it is important to:

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1. Begin with your dominant foot forward and back foot planted firmly on the ground while keeping your arms straight in the air.

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2. Lunge forward, placing both hands in front of you on the floor, shoulder-width apart.

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3. Use the momentum from your lunge to kick your legs up.

PRACTICE

  1. Spread out onto the field so that you are at least an arm’s length away from the person standing next to you. When I say, "GO!" kick your legs up and hold your handstand for as long as possible. If you are having difficulty getting into a handstand position, practice against a wall for extra balancing support.

MUSTANGS VS STALLIONS IV

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
2 balance beams
1 flag per 2 students
5 short cones
4 hula-hoops

OBJECTIVE
Today we are playing Mustangs vs. Stallions IV. In this game, the objective is to do a handstand in order to rejoin your team to help them capture the two barrels of hay (flags).   

INSTRUCTIONS

  • I will divide the class into two teams – mustangs and stallions, using flags to tell who you are.
  • When I say, “GO!” try and steal the hay from the opposing team.
  • You are safe while you are on your side.
  • If you cross the midline, you can be tagged. Only proper tagging techniques are allowed.
  • If you are tagged, you must go to the corral (balance beams) and do a handstand to be allowed back in the game.
  • Once the hay is captured, it cannot be passed or thrown.
  • When guarding your hay, you must remain three feet away from the hula-hoop.
  • There are no safe zones around the hay.
  • We will begin a new game when one team has captured all the hay.
 

Game 1: Play as indicated above.
Game 2: Increase the number of handstands a student needs to do before entering back in the game.
Game 3: If a student is tagged, he/she must go into the opposing team’s corral. The only way to be freed is if one of their teammates enters the coral and does a handstand. The opposing team cannot puppy guard a corral. 
Exit Ticket: Along a wall, students demonstrate a handstand (or donkey kick) before lining up to leave class.

 

TEACHING TIPS

  • Approach:
    • If students are not ready to do a handstand, have them try a donkey kick.
  • ELL Accommodation: 
    • Post labeled pictures of skills and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation: 
    • Set individual goals for physical or behavioral modifications. 
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
  • Reflection: 
    • Describe how to perform a handstand.
    • What was the most challenging part of performing a handstand?
    • Who could help you master this skill?

NINJA MISSION II

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
1 long jump rope

OBJECTIVE
Today we are playing Ninja Mission II. In this game, ninjas are on a mission to save the innocent villagers being held inside the great fortress. The objective is to complete the obstacle in your way so that you may bring the villagers back from holding a handstand.

INSTRUCTIONS

  • I will divide the class evenly into ninjas and villagers. I will choose two students to hold the obstacle rope and two students to be pirates (taggers).
  • Before the game begins, ninjas will line up shoulder-to-shoulder on the baseline and villagers will spread out inside the great fortress.
  • When I say, “GO!” villagers will begin holding a handstand for as long as they can while ninjas clear the obstacle rope. Multiple ninjas can go at one time. If a ninja touches the rope or is tagged by a pirate, he/she must start back at the baseline.
  • Ninjas are safe as soon as they enter the fortress. They then may bring one villager back to safety by walking around the obstacle.
  • A villager becomes a ninja once he/she is on the baseline and may begin saving other villagers.
  • We will begin a new game when either all the villagers are saved or pirates have outlasted the ninjas for longer than 3-4 minutes.
 

Game 1: Have ninjas jump over the rope forwards, sideways, or on one leg.
Game 2: Ninjas must run through the rope as it is being turned.
Exit Ticket: Along a wall, students demonstrate a handstand (or donkey kick) before lining up to leave class.

 

TEACHING TIPS

  • Safety:
    • Remind students to be aware of their surroundings when coming down from a handstand.
  • Set-up: 
    • Have the fortress be against a wall for students to lean against.
  • ELL Accommodation: 
    • Post labeled pictures of skills and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation: 
    • Set individual goals for physical or behavioral modifications. 
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
  • Reflection: 
    • Describe how to perform a handstand.
    • What was the most challenging part of performing a handstand?
    • Who could help you master this skill?

BOOT CAMP

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TIME
15-25 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
4 short jump ropes
1 short cone
6 hula-hoops
6 tall cones
Optional: 20 short cones and 20 dots

STORYLINE
Today we are playing Boot Camp. Your goal is to challenge your strength as you complete each obstacle and do a handstand to finish the boot camp challenge!  

INSTRUCTIONS

  • Before the game begins, I will select eight students (depending on class size) to be posts in the boot camp.
  • Four students will hold ropes at knee height so students must crawl underneath them.
  • The other four posts will hold the ropes at ankle height for students to jump over.
  • When I say, “GO!” one student will go through the course at a time.
  • The next student may go when the student ahead has reached the last set of cones.
  • When students finish the last obstacle, they must try their best to do a handstand. 
  • We will begin a new game when I select new students to be posts.
 

Game 1: Play as indicated above. Each student has a chance to go through the course once.
Game 2: Add challenges students have to do inside the hoops (i.e. jumping jacks, push ups, sit-ups).
Variation: Add short cones or dots that students have to avoid stepping on when going through the course.
Exit Ticket: Along a wall, students demonstrate a handstand (or donkey kick) before lining up to leave class.

 

TEACHING TIPS

  • Approach:
    • Depending on the class size you may have more or less posts.
    • Avoid students being eliminated – focus on everyone doing their best through the course.
  • Student Role:
    • Have a student on the sidelines throw fuzzy balls at another obstacle to be avoided.
  • ELL Accommodation: 
    • Post labeled pictures of skills and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation: 
    • Set individual goals for physical or behavioral modifications. 
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
  • Reflection: 
    • Describe how to perform a handstand.
    • What was the most challenging part of performing a handstand?
    • Who could help you master this skill?