SHAPE STANDARDS
S1.E3.3-Jumps and lands in the horizontal and vertical planes using a mature pattern.
S4.E1.3-Exhibits personal responsibility in teacher-directed activities.

CASEL STANDARDS
Self-Management- Impulse Control

ASSESSMENT RUBRIC

 

Objective: Jumping for height: part 1

Jumping Unit | Level 15

TECHNIQUE
Today we are going to learn how to jump for height focusing on the take off form. 

IMPORTANCE
Having the proper take off form when jumping for height is important because it helps you be a much more effective jumper and adds inches to your jumping height, which is useful during games like basketball and volleyball. 

VOCABULARY
Jump:
push yourself off a surface and into the air by using the muscles in your legs and feet.
Height: the measurement from the bottom to the top.

When jumping for height, it is important to:

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1. Bend your knees, lean forward and swing your arms back.

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2. Swing your arms straight up as you jump.

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3. Extend and stretch your body upward while in the air.

PRACTICE

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

ROLLER BALL

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
24 fuzzy balls
1 hula-hoop
10 short cones
Optional: 10 short cones and 10 tall cones

STORYLINE
Today we are playing Roller Ball. Your goal is to jump for height to keep from being hit by a roller ball by (fuzzy ball) and be the last jumper remaining.

INSTRUCTIONS

  • Before the game begins, line up on the baseline shoulder-to-shoulder.
  • I will select one or more students to be the rollers (throwers).  
  • Rollers must remain in the roller zone when throwing/rolling.
  • If you are hit below the waist or go out-of-bounds, you have to join the rollers for the next round.
  • All hits must be below the waist and there are no headshots and no neck shots allowed.
  • We will begin a new round, once everyone has made their way to the end line or the baseline.
  • The rollers may only leave their zone to retrieve balls in between rounds, but never during a round.
  • We will start a new game once there is one jumper left.
 

Game 1: Teacher is the first roller and referee.
Game 2: Allow jumpers to go between the baseline and end line on their own until all balls have been rolled.
Variation: Add obstacles on the field (tall cones, short cones, etc.) for jumpers to jump over.
Exit Ticket: Students perform three jumps for height before stepping in line to go back to class.

 

TEACHING TIPS

  • Approach:
    • If students disagree about being hit consider adding a Three Life Rule, where jumpers get three lives OR add a Rollers Choice rule where the rollers make the final decision.
  • Student Role:
    • Add a ball master on the side of the field opposite of the rollers to retrieve balls.
  • 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. 
    • Model skills in a small group.
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
    • Use standards from previous grade levels to measure growth and progress.
  • Reflection:
    • How can being an effective jumper help you in other games like volleyball or basketball?
    • How can you improve the height of your jump? Who can help you practice?

TAPS II

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-20 students per game

EQUIPMENT
1 small playground ball per 5-6 students
Optional: 1 dot per student

STORYLINE
Today we are playing Taps II. Your goal is to jump for height each time you pass the ball around the circle.   

INSTRUCTIONS

  • I will divide the class into teams of five or six.
  • Before the game begins, stand in a circle at arms-length with your teammates. 
  • I will select the student in each team to start with the ball.
  • To pass the ball, you must jump for height and call out the student’s name you are throwing to.
  • Count out aloud how many total passes your team can make before the ball touches the ground or a throw is made without jumping.
  • You may pass to anyone in the circle except the students on either side of you.
 

Game 1: Have students play the first round by standing and passing the ball before incorporating jumping.
Game 2: Students see how many passes they can make in the circle.
Game 3: Students try to achieve a hack (every student has received the ball).
Exit Ticket: Students perform three jumps for height before stepping in line to go back to class.

 

TEACHING TIPS

  • Approach:
    • The release technique with both feet in the air is not easy, so make sure to demonstrate first.
  • Safety:
    • Have students spread out evenly around the circle to allow enough room for jumping.
  • 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. 
    • Model skills in a small group.
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
    • Use standards from previous grade levels to measure growth and progress.
  • Reflection:
    • How can being an effective jumper help you in other games like volleyball or basketball?
    • How can you improve the height of your jump? Who can help you practice?

JUMP THE LOG

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
1 Chinese jump rope
2 short cones
2 hula-hoops
24 fuzzy balls

STORYLINE
Today we are playing Jump the Log. In this game, you are squirrels harvesting and storing acorns for the winter. Your goal is to jump for height over the log (Chinese jump rope) to get to the acorn tree so that you and your fellow squirrels can store plenty of food for the winter.

INSTRUCTIONS

  • I will select two students who will be posts for the log. The rest of you will be squirrels.
  • Before the game begins, squirrels will line up behind the marker cone.
  • When I say, “GO!” one squirrel at a time will try and jump for height over the log.
  • Once over the log, squirrels will pick up an acorn from the tree and start a new line at the other marker cone.
  • After all squirrels have gone once, everyone will jump back over the log with their acorn and return it to the harvest tree.
  • We will begin a new game when everyone has jumped back over the log.
 

Game 1: Each student jumps over a rope at ankle height.
Game 2: Each student jumps over a rope at knee height.
Game 3: Students may jump over the rope forwards, sideways or on one leg to challenge themselves.
Exit Ticket: Students perform three jumps for height before stepping in line to go back to class.

 

TEACHING TIPS

  • Approach:
    • Squirrels should be jumping from a stationary position.
  • Safety:
    • Do not move the rope higher until all of the squirrels have completed their jumps.
  • 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. 
    • Model skills in a small group.
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
    • Use standards from previous grade levels to measure growth and progress.
  • Reflection:
    • How can being an effective jumper help you in other games like volleyball or basketball?
    • How can you improve the height of your jump? Who can help you practice?