SHAPE STANDARDS
S1.E3.K-Performs jumping and landing actions with balance.
S4.E1.K-Follows directions in group settings

CASEL STANDARDS
Self-Management- Impulse Control

ASSESSMENT RUBRIC

 

Objective: Jump over a non-moving object

Jumping Unit | Level 3

TECHNIQUE
Today we are going to learn how to jump over a non-moving object.

IMPORTANCE
Jumping over an object is important because it helps strengthen your leg muscles and improves your spatial awareness.

VOCABULARY
Jump:
push yourself off a surface and into the air by using the muscles in your legs and feet.

When jumping over an object that does not move, it is important to:

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1. Bend your knees and jump.

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2. Lift your knees up while you are in the air

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3. Land on your toes with you knees bent.

PRACTICE

  1. Line up along the baseline shoulder-to-shoulder and take one giant step back. When I say, “GO!” jump over the baseline.
  2. Repeat as many times as needed.

KANGAROO TAG

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
None

STORYLINE
Today we are playing Kangaroo Tag. In this game, you are all kangaroos that have escaped from the San Francisco Zoo and now you are trying to escape the zookeeper (tagger). Your goal is to help your fellow kangaroos escape the zoo by jumping over their legs once they have been caught.

INSTRUCTIONS

  • I will start as the zookeeper.  
  • When I say, “GO!” begin running to avoid being tagged by the zookeeper.
  • If you are tagged or go out-of-bounds, you are down and must sit with your legs and feet together sticking straight out in front of you with both arms out to the sides.
  • Another kangaroo can free you by jumping over your legs with both feet. You cannot free another kangaroo by just stepping over him/her.
  • You cannot be tagged while hopping over another kangaroo.
  • We will begin a new game when all kangaroos have been tagged or when a new zookeeper(s) is chosen.
 

Game 1: Play with the teacher as the zookeeper.
Game 2: Add one zookeeper assistant (or multiple depending on your class size).
Game 3: Kangaroos must hop over tagged kangaroos with only one foot.
Exit Ticket: Students hop all the way to the exit location, picking something on the ground to jump over with each jump.

 

TEACHING TIPS

  • Approach:
    • Consider playing short rounds to give other students a chance to be taggers.
  • Safety:
    • Make sure students are tagging each other with a two-finger tag and jumping properly over each other’s legs.
  • 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:
    • When I jump over something that does not move it is important to ...?
    • I encouraged a friend by ...?

LEAP FROG TAG

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
Optional: 6 hula-hoops

STORYLINE
Today we are playing Leap Frog Tag. In this game, you are frogs trying to jump away from the raccoon (tagger). Your goal is to jump over a frog who has been caught by the raccoon.

INSTRUCTIONS

  • At the beginning of the game, I will start off as the raccoon.
  • The tagger(s) must use a two-finger butterfly tag.
  • When I say, “GO!” you must run to avoid being tagged.
  • If you are tagged or go out-of-bounds, you must shield yourself by curling up into a little ball.
  • The only way you can be freed is if another frog leaps over you (like a leap frog).
  • We will begin a new game when I select or add new raccoons.
 

Game 1: Play with teacher as the raccoon.
Game 2: Add a second raccoon (or multiple depending on class size).
Variation: Add lily pads (hula-hoops) as safe zones for frogs to stay in for up to 10 seconds.
Variation: For increased difficulty, reduce the field to half the size.
Exit Ticket: Students hop all the way to the exit location, picking something on the ground to jump over with each jump.

 

TEACHING TIPS

  • Approach:
    • Consider having occasional jailbreaks to keep students moving and not curled up for too long.
  • Safety: 
    • Make sure that raccoons are tagging properly and students know how to safely leap frog over other students.
  • 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:
    • When I jump over something that does not move it is important to ...?
    • I encouraged a friend by ...?

OVER THE RIVER

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-25 students per game

EQUIPMENT
1 Chinese jump rope
2 short conesd

STORYLINE
Today we are playing Over the River. In this game, you are on a journey through the woods and have discovered a giant river (Chinese jump rope) running straight across the trail. Your goal is to jump over the river safely.

INSTRUCTIONS

  • I will divide the class into two groups.
  • Before the game begins, line up with your group behind a marker cone.
  • I will select two students who will be guards (posts) for the river.
  • When I say, “GO!” one student at a time will try and jump over the river – taking off with two feet and landing on two feet.
  • You may not take a running start.  
  • If you jump over to the other side without touching any part of the river, you may join the other line.
  • If you touch the river, you have “fallen in” and must hop in place five times before returning to your line.
  • We will begin a new game when I select new guards.
 

Game 1: Jump across with two feet, facing forward.
Game 2: Jump across with two feet, facing sideways.
Game 3: Jump facing backwards.
Game 4: Increase the height every time all students have jumped.
Exit Ticket: Students hop all the way to the exit location, picking something on the ground to jump over with each jump.

 

TEACHING TIPS

  • Approach:
    • Play 3-4 minute rounds to allow students to rest and have plenty of water breaks.
  • Safety:
    • Remind jumpers to stay focused on their jumps to avoid injury.
  • 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:
    • When I jump over something that does not move it is important to ...?
    • I encouraged a friend by ...?