SHAPE STANDARDS
Swimming and swimming safety is not required within the Shape Standards.
This unit is for those who need to meet state specific standards or want to teach additional content.

CASEL STANDARDS
Self-Awareness- Self-Confidence

ASSESSMENT RUBRIC

 

Objective: Front crawl

Swimming Unit | Level 19

TECHNIQUE
Today we are going to learn how to front crawl. 

IMPORTANCE
Front crawling is important because it is the fastest and most effectient swim stroke especially when you are swimmig long distances.

VOCABULARY
Front crawl: is a swimming stroke and is the fastest of the swimming strokes.

When front crawling, it is important to:

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1. Put your face in the water, keeping your body inline with the water surface.

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2. With your palm facing down, extend one arm to enter and pull the water to your upper thigh.

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3. Extend your next arm to bring into the water and pull. 

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4. On your third stroke when both arms are extended in opposite directions, turn your head to the side to breathe.

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5. Kick your legs at the surface, keeping your knees bent and your toes pointed

 

PRACTICE

  1. I will divide the class into partners. Ro Sham Bo with your partner to decide who will swim first. When I say, "GO!" front crawl to the other side of the shallow end and back. When you reach the other side, give your partner a turn.
  2. Repeat as many times as needed.

COLORS II

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TIME
15-25 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
None

STORYLINE
Today we are playing Colors II. In this game, you are guppies swimming in the fish tank with the betta fish (tagger). Your goal is to front crawl when the betta fish guesses your color.

INSTRUCTIONS

  • I will choose the betta fish. The betta fish will stand on the edge of the pool.
  • Guppies will begin in the water holding onto the edge of the pool.
  • Before the game begins, guppies will choose a color to keep to themselves.
  • When I say, “GO!” the betta fish will begin guessing out loud different colors.
  • If the betta fish calls your color, front crawl as quickly and quietly as you can to the other side of the shallow end.
  • If the betta fish hears you and turns around, he/she can slide into the fish tank and try to tag you before you get to the other end.
  • If you are tagged, then you become the betta fish for the next game.
 

Game 1: Play as indicated above. Betta fish can use any swim stroke.
Game 2: Pick another category, such as movies, animals, fruits, etc.
Exit Ticket: Have student front crawl on their way to exit the water.

 

TEACHING TIPS

  • Approach:
    • If the betta fish are complaining about being cold while they are out of the water, have them cover their eyes while they hold onto the side of the pool in the water. 
    • Consider giving betta fish three chances to tag a guppy so that plenty of students have a chance to be the betta fish.
    • If students are having difficulty staying in line with the water, remind them to keep their hips up.
  • ELL Accommodation:
    • Post labeled pictures of skills (step by step) and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation:
    • Allow students extra time to master the skill.
    • Allow students to respond with the help of pictures, a peer helper, manipulatives, or teacher.
    • Set individual goals for physical or behavioral modifications.
  • Reflection: 
    • On which stroke should you take a breath?
    • How might you keep getting better at the front crawl?

DUCK, DUCK, SPLASH II

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-20 students per game

EQUIPMENT
None

STORYLINE
Today we are playing Duck, Duck, Splash II. Your goal is to front crawl to catch up and tag the tagger.

INSTRUCTIONS

  • I will select a student as the tagger.
  • Before the game begins, everyone will form a circle by standing in the shallow end.
  • When I say, “GO!” the tagger will go around the circle and tap each student’s head lightly and either say, “Duck” or “Splash”.
  •  If you are a, “Duck” you are safe and remain in the circle.
  • If you are a “Splash” you must front crawl around the circle and try and tag the tagger.
  • If the tagger is tagged, he/she must sit in the middle of the circle.
  • If the student does not get tagged, you are the tagger for the next round.
 

Game 1: Play as indicated above.
Game 2: Everyone in the circle must close their eyes and stand with their backs facing in.
Exit Ticket: Have student front crawl on their way to exit the water.

 

TEACHING TIPS

  • Approach:
    • Remind students to choose students who have not had a turn.
    • If students are having difficulty staying in line with the water, remind them to keep their hips up.  
  • ELL Accommodation:
    • Post labeled pictures of skills (step by step) and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation:
    • Allow students extra time to master the skill.
    • Allow students to respond with the help of pictures, a peer helper, manipulatives, or teacher.
    • Set individual goals for physical or behavioral modifications.
  • Reflection: 
    • On which stroke should you take a breath?
    • How might you keep getting better at the front crawl?

MARCO POLO II

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
None

STORYLINE
Today we are playing Marco Polo. In this game, the famous adventurer, Marco Polo, has been separated from his mischievous crew while at sea. Your goal is to front crawl away from Marco Polo as he begins to reach you.

INSTRUCTIONS

  • I will choose a student to begin as Marco Polo (tagger). He/she will keep their eyes closed during the game.
  • Everyone else will begin as a crew member.
  • Before the game begins, crew members will find an area in the shallow end of the pool.
  • When I say, “GO!” Marco Polo will say, “Marco” while the crew responds with, “Polo”.
  • Marco Polo will follow the sounds to try and tag a crew member.
  • Crew members must front crawl in order to avoid getting tagged.
  • If you are tagged, then you become Marco Polo for the next game.
  • Each tag must be made out of the water using a two-finger butterfly tag.
  • You may not splash or touch Marco Polo.
 

Game 1: Play as indicated above. 
Exit Ticket: Have student front crawl on their way to exit the water.

 

TEACHING TIPS

  • Approach:
    • Remind students to be aware of their surroundings and to avoid bumping into others.
    • If students see that Marco Polo is headed out of the shallow end or towards a wall, they can say, “heads up!”
  • ELL Accommodation:
    • Post labeled pictures of skills (step by step) and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation:
    • Allow students extra time to master the skill.
    • Allow students to respond with the help of pictures, a peer helper, manipulatives, or teacher.
    • Set individual goals for physical or behavioral modifications.
  • Reflection: 
    • On which stroke should you take a breath?
    • How might you keep getting better at the front crawl?