SHAPE STANDARDS
S1.E27.1a-Jumps forward or backward consecutively using a self-turned rope.
S4.E1.1-Accepts personal responsibility by using equipment and space appropriately.

CASEL STANDARDS
Self-Management- Self-Discipline

ASSESSMENT RUBRIC

 

Objective: Jump: Take off with two feet and land on two feet

Jumping Unit | Level 7

TECHNIQUE
Today we are going to learn how to jump taking off with two feet and landing on two feet.  

IMPORTANCE
Taking off on two feet and landing on two feet is important because you improve your balance and stability when jumping.

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

When taking off on two feet and landing on two feet, it is important to:

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1. Bend your knees and jump off of both feet.

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2. Land on both feet with your knees bent.

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3. Maintain your balance when you land.

PRACTICE

  1. Line up along the baseline shoulder-to-shoulder. When I say, “GO!” jump forward off of the line practicing the technique. When you are finished, line back up on the baseline.
  2. Repeat as many times as needed.

SLEEPING GIANTS II

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
1 fuzzy ball

STORYLINE
Today we are playing Sleeping Giants II. In this game, you are all sleeping giants curled up like giant boulders. Your goal is to take off with two feet and land on two feet, as you stampede through the countryside with your giant jumps when you are awakened.

INSTRUCTIONS

  • Before the game begins, you must be in sleeping giant position- balled up in a crouch with your head down and arms around your knees.
  • When I say, “Waking giants, hop on one foot!” you have to quickly stand up and start hopping big giant hops on one leg.
  • We will begin a new round when I say, “Sleeping giants!” and you have to go back in sleeping position.
 

Game 1: Hop on two feet.
Variation: Consider adding an “elf” the sleeping giants have to chase once they wake up. While giants are sleeping, place a fuzzy ball in one of the giant’s laps. When the giants are awakened they have to jump three times then try and catch the giant that has been turned into an elf.
Exit Ticket: Students jump off two feet and land on two feet all the way to the exit location.

 

TEACHING TIPS

  • Safety
    • Remind students to find an open space on the field between you and other sleeping 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:
    • What was the most challenging part about jumping off two feet and landing on two feet?
    • How could you improve jumping off two feet?

OVER THE RIVER

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
1 jump rope
2 short cones

STORYLINE
Today we are playing Over the River. In this game, you have been 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 by taking off with two feet and landing on two feet.

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 any part of your body touches 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 jump off two feet and land on two feet all the way to the exit location.

 

TEACHING TIPS

  • Safety
    • Remind jumpers to stay focused on their jumps to avoid injury.
  • Approach
    • Play 3-4 minute games to allow students to rest and have plenty of water breaks.
  • 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:
    • What was the most challenging part about jumping off two feet and landing on two feet?
    • How could you improve jumping off two feet?

SEA VOYAGE

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
1 dot per student
1 cone per 4 students

STORYLINE
Today we are playing Sea Voyage. In this game, you and your crew are on a sea voyage. Your goal is to jump, by taking off with two feet and landing on two feet, from dot to dot as you follow your captain across the sea.  

INSTRUCTIONS

  • I will divide the class into crews (teams) of four.  
  • Before the games begins, I will decide who will be your crew’s captain. The captain will be the first in line behind your crew’s marker cone on the baseline.
  • When I say, “GO!” the captain will begin the lead by jumping from dot to dot in the sea. All shipmates must take off with two feet and land on two feet while jumping as they follow the captain.
  • The captain must keep in mind his/her crew while jumping because if shipmate falls in the ocean, the crew must start back at their marker cone.
  • Only one student can be on a dot at a time.
  • We will begin a new game when all crews have made it to the baseline and crews choose new captains.
 

Game 1: Play as indicated above. Students do not race.
Game 2: Have students race to the end line.
Game 3: Students race from the baseline and back.
Game 4: Students cannot jump to the same color dot twice in a row.
Exit Ticket: Students jump off two feet and land on two feet all the way to the exit location.

 

TEACHING TIPS

  • Approach
    • Remind students that this is a team game and the captain should be mindful not to go too fast or too far and leave the crew behind.
  • 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:
    • What was the most challenging part about jumping off two feet and landing on two feet?
    • How could you improve jumping off two feet?