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: Flip turn

Swimming Unit | Level 31

TECHNIQUE
Today we are going to learn how to flip turn. 

IMPORTANCE
Flip turning is important because it is the quickest and most effective way to change directions in competitive swimming.

VOCABULARY
Flip Turn: a turn used in swimming to reverse directions.

When flip turning, it is important to:

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1. Begin your flip turn when you about half a body's length away from the wall.

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4. Push off the wall and twist your body so you are no longer on your back.

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2. Create a ball with your body by tucking your forehead to your naval while bringing your knees to your forehead.

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3. Turn onto your back and place your feet firmly on the wall.

PRACTICE

  1. Find a spot in the deep end. When I say, "GO!" begin practicing your flip in the water, away from the wall.
  2. This time, find a spot shoulder-to-shoulder along the wall. When I say, "GO!" the first four students will front crawl 3-4 strokes then perform a flip.
  3. This time, when I say, "GO!" begin front crawling. When you are half a body's length away from the wall, perfrom a flip.

MEGAMOUTH SHARK II

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
None

OBJECTIVE
Today we are playing Megamouth Shark II. In this game, the objective is to flip turn when you reach the other side of the pool and continue to try to tag all the swimmers.

INSTRUCTIONS

  • I will choose a student to begin as the megamouth shark.
  • Everyone else will begin as a swimmer.
  • Before the game begins, swimmers will find an area in the pool.
  • When I say, “GO!” swimmers will begin swimming using any swim stroke they like.
  • The megamouth shark will begin at one end of the pool and glide underwater, trying to tag swimmers.
  • Once the megamouth shark has reached the other side of the pool, he/she must do a flip turn and glide to the other end.
  • If you are tagged, then you become a megamouth shark and can begin tagging others.
  • We will play until there is one swimmer left. 
 

Game 1: Play as indicated above.
Exit Ticket: Have students swim across the length of the pool then flip turn and swim in the other direction before exiting the water.

 

TEACHING TIPS

  • Approach:
    • Encourage students to wear their goggles during this game.  
    • Remind students to be aware of their surroundings and to avoid bumping into others.
    • Allow this game to be played in either the deep or shallow end of the pool.
  • 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:
    • How can an effective flip turn help your during a swimming competition?
    • How did you encourage a classmate or yourself if this skill was difficult?

OCTOPUS IV

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
None

OBJECTIVE
Today we are playing Octopus IV. In this game, the objective is flip turn and swim past the octopus (tagger).

INSTRUCTIONS

  • I will choose an octopus to start in the middle of the shallow end. The rest of the class will be a crustacean.
  • Before the game begins, crustaceans will find a spot along the edge of the shallow end.
  • When I say, “GO!” crustaceans must begin swimming, using a front crawl, to the other end of the pool. The octopus will then try to eat as many crustaceans as possible.
  • The octopus can only move side-to-side and may not travel forwards or backwards.
  • If a crustacean is eaten, he/she must link arms with the octopus.
  • Once crustaceans reach the other end of the pool, they must perform a flip turn and swim in the other direction.
  • We will begin a new game when either, the octopus has grown so large that crustaceans can no longer pass or there are no more crustaceans to eat.   
 

Game 1: Play as indicated above. 
Exit Ticket: Have students swim across the length of the pool then flip turn and swim in the other direction before exiting the water.

 

TEACHING TIPS

  • Approach:
    • Enforce a “taggers choice rule” if students are arguing about getting tagged.  
    • Remind students they must be front crawling to swim across the pool.
  • 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:
    • How can an effective flip turn help your during a swimming competition?
    • How did you encourage a classmate or yourself if this skill was difficult?

SCORING TAG

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TIME
20-30 minutes

NUMBER OF STUDENTS
6-30 students per game

EQUIPMENT
None

OBJECTIVE
Today we are playing Scoring Run. In this game, the objective is to use a flip turn to get past the defenders and score a point.

INSTRUCTIONS

  • I will divide the class into teams of four. One team will begin as the defenders and all other teams will begin as scoring teams.
  • Before the game begins, the defenders will start in the pool.
  • All the other scoring teams will line up shoulder-to-shoulder on the edge of the shallow end.
  • When I say, “GO!” all scoring teams will swim to the deep end while defense tries to tries to them.
  • If you are tagged, you must exit to the side of the pool and try again.
  • Flip turn once you have made it to the end line. Once you flip turn, you receive one point and may exit to the pool’s sidelines and continue.
  • Each student must keep track of their own points.
  • After 3-4 minutes, teams will get together and total their points up.
  • We will begin a new game when a different team is set to be the defenders.
 

Game 1: Play as indicated above. 
Exit Ticket: Have students swim across the length of the pool then flip turn and swim in the other direction before exiting the water.

 

TEACHING TIPS

  • Approach:
    • If students are totally their points dishonestly, assign referees to the game.    
  • 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:
    • How can an effective flip turn help your during a swimming competition?
    • How did you encourage a classmate or yourself if this skill was difficult?