SHAPE STANDARDS
S1.E27.5-Creates a jump-rope routine with a partner, using either a short or long rope.
S4.E1.5- Engages in physical activity with responsible interpersonal behavior (e.g. peer to peer, student to teacher, student to referee).

CASEL STANDARDS
Self-Management- Impulse Control

ASSESSMENT RUBRIC

 

Objective: Double jump a jump rope

Jumping Unit | Level 24

TECHNIQUE
Today we are going to learn how to double jump while jumping rope.

IMPORTANCE
Doubling jumping while jumping rope is important because it helps to improve your quickness and rhythm.

When double jumping a jump rope, it is important to:

1.png

1. Begin jumping rope.

2.png

2. Once you've established a good rhythm, make a high jump, lifting your feet to your bottom.

3.png

3. Turn the rope at double the speed so that it passes under your feet twice.

PRACTICE:

  1. I will divide you into teams of two and give each team a jump rope. Find a place on the field for your jump rope station. Ro Sham Bo to decide who starts first. When it is your turn with the jump rope, warm up by jumping as you normally would on two feet for a few turns. Then start to slow your pace slightly and try to complete one double jump.
  2. Try to see how many double jumps you can complete between regular jumps without stopping the rope.

JUMP ROPE STATIONS III

Screen Shot 2017-10-03 at 9.52.52 AM.png

TIME
15-25 minutes

NUMBER OF STUDENTS
4-25 students per game

EQUIPMENT
1 short jump rope per 2 students

STORYLINE
Today we are playing Jump Rope Stations III. In this game, we are practicing our jump rope techniques. Your goal is to master double jumping a jump rope.

INSTRUCTIONS

  • Before the game begins, choose a partner and decide which jump rope station to start in– backwards, crossing, and double jumping.
  • In the backwards station, spread out and practice jumping rope backwards.
  • In the crossing station, spread out and practice crossing the jump rope.
  • In the double jumping station, practice double jumping the jump rope. See if you can triple jump the rope.
  • Switch roles after 10 tries. Keep track of how many times your partner completes the jump rope technique.
  • You can move from one station to the next based on your comfort level.
 

Game 1: Play as indicated above.
Exit Ticket: Students double jump a jump rope on the way to put the jump rope away.

 

TEACHING TIPS

  • Approach:
    • Remind students, this is not a competition – everyone should focus on their own progress.
  • 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:
    • Which skill was more difficult for you, crossing the jump rope or double jump a jump rope?
    • What was challenging about it?

NINJA MISSION IV

Screen Shot 2017-11-16 at 2.40.55 PM.png

TIME
10-20 minutes

NUMBER OF STUDENTS
4-25 students per game

EQUIPMENT
6 short jump ropes
1 Chinese jump rope

STORYLINE
Today we are playing Ninja Mission IV. In this game, ninjas are on a mission to save the innocent villagers being held inside the great fortress to jump rope for eternity. Your goal, is to complete the obstacle in your way so that you may bring the villagers back from double jumping a jump rope. 

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 baseline and villagers will spread out inside the great fortress with their jump rope.
  • When I say, “GO!” villagers will begin double jumping as many times 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: Students double jump a jump rope on the way to put the jump rope away.

 

TEACHING TIPS

  • Safety:
    • Remind students to be aware of their surroundings when jumping rope and/or completing the obstacle.
  • 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:
    • Which skill was more difficult for you, crossing the jump rope or double jump a jump rope?
    • What was challenging about it?

DOUBLE JUMPERS

Screen Shot 2017-01-23 at 9.23.50 AM.png

TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
1 short jump rope per 2 students
Optional: 1 dot per 2 students

STORYLINE
Today we are playing Double Jumpers. Your goal is to take turns with your partner and try to double jump a jump rope as many times as possible without stopping.

INSTRUCTIONS

  • I will divide the class into pairs with a short jump rope.
  • Before the game begins, find a place on the field with enough distance from other students so you can jump rope freely.
  • Ro Sham Bo to decide who will go first.
  • When it is your turn with the jump rope, double jump as many time as possible without stopping.
  • To do a double jump, jump higher and turn the rope faster so that it rotates twice.
  • When you are not jumping, you are the counter.
  • You will begin a new game when you have gone twice.
 

Game 1: Each student jumps forward and tries to incorporate a double jump.
Game 2: Students can work on an independent jumping routine.
Exit Ticket: Students double jump a jump rope on the way to put the jump rope away.

 

TEACHING TIPS

  • Approach:
    • Consider marking stations with a dot so that teams are spaced out properly.
  • Safety:
    • Remind students to stay clear of active jump ropers.
  • 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:
    • Which skill was more difficult for you, crossing the jump rope or double jump a jump rope?
    • What was challenging about it?