SHAPE STANDARDS
S1.E1.4-Uses various locomotor skills in a variety of small-sided practice tasks.
S4.E1.4-Exhibits responsible behavior in independent group situations.

CASEL STANDARDS
Self-Management- Impulse Control

ASSESSMENT RUBRIC

 

Objective: Jumping for height: part 2

Jumping Unit | Level 19

TECHNIQUE
Today we are going to jump for height focusing on your landing form.

IMPORTANCE
Having the proper landing form is important because it landing properly helps protect and strengthen your knees.

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.

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4. Land on the balls of your feet with your knees slightly bent.

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5.  Absorb the landing by bending your knees and hips.

 

PRACTICE

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

KANGAROO TAG II

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
None

STORYLINE
Today we are playing Kangaroo Tag II. 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 for height over their legs once they have been caught.

INSTRUCTIONS

  • At the beginning of each round, I will start off as the zookeeper. Then I will select one or more students to be zookeeper assistants (using flags to tell who they are).
  • When I say, “GO!” you can run anywhere inside the boundary cones.
  • 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 up and 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 jumping 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.
Variation: Instead of tagging, use flags. Zoo keeper(s) do not need flags in this version.
Exit Ticket: Students perform 3 jumps for height before stepping in line to go back to class.

 

TEACHING TIPS

  • Approach:
    • Play short games 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. 
    • 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:
    • What is height?
    • What did I learn about improving my jump for height?
    • How did you encourage a classmate when jumping for height was difficult?

JUMP THE LOG

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-20 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 wall 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 3 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:
    • What is height?
    • What did I learn about improving my jump for height?
    • How did you encourage a classmate when jumping for height was difficult?

TAPS

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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. Your goal is to pass the ball while jumping for height around the circle to see how long you can keep the ball in the air.

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.
  • When passing the ball, you must jump in the air and call out the student’s name you are throwing to.
  • To catch the ball, you must jump and be in the air.
  • Count each pass out aloud and see how many total passes you all can make before the ball touches the ground or a student throws/catches with their feet touching the ground.
  • You may pass to anyone in the circle except the students on either side of you.
 

Game 1: Students see how many passes they can make in the circle.
Game 2: Students try to achieve a hack (every student has received the ball).  
Game 3: Students accumulate a letter (T-A-P-S) every time they make a mistake (improper throw, toss to neighbors, feet on ground when throwing/catching). You are eliminated once you have received all letters.
Variation: Have students play the first round by standing and passing the ball before incorporating jumping.
Exit Ticket: Students perform 3 jumps for height before stepping in line to go back to class.

 

TEACHING TIPS

  • Approach:
    • The catch and 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:
    • What is height?
    • What did I learn about improving my jump for height?
    • How did you encourage a classmate when jumping for height was difficult?