SHAPE STANDARDS
S1.E7.4- Balances on different bases of support on apparatus, demonstrating levels and shapes.
S1.E8.4- Transfers weight from feet to hands, varying speed and using large extensions (i.e. mule kick, handstand, cartwheel).

CASEL STANDARDS
Self-Management: Stress Management

ASSESSMENT RUBRIC

 

Objective: Cartwheel

Gymnastics Unit | Level 19

TECHNIQUE
Today we are going to learn how to do a cartwheel.

IMPORTANCE
Performing a cartwheel is important because it helps improve your stability, hand support and upper body strength.

VOCABULARY
Cartwheel:
a gymnastics tumbling skill.

When performing a cartwheel, it is important to:

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1. Start in a lunge position with your dominant foot forward and arms in the air.

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2. Plant your dominant and then non-dominant hand on the ground as you begin to turn your body upside down.

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3. Land on your non-dominant foot first and then end with both feet on the ground.

PRACTICE

  1. Line up on the baseline shoulder-to-shoulder and turn sideways. When I say, “GO!” put your hands on the ground, one at a time, and kick your legs over your head in the direction of the midline. Keep cartwheeling until you reach the midline.
  2. *Note: Students can go sideways until they are comfortable going upside down. Students can also begin with their non-dominant hand and foot forward if that feels more comfortable for them.

CARTWHEEL STATIONS

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
10 short cones
16 dots
4 balance beams

STORYLINE
Today we are playing Cartwheel Stations. Your goal is to practice your cartwheel skills and perfect your form.

INSTRUCTIONS

  • Before the game begins, decide which cartwheel station you would like to start in – beginner, intermediate or advanced.
  • In the beginner station, you will be practicing your cartwheel form. Spread out and use the space to focus on the basic movements.
  • In the intermediate station, you will practice using the dots to perfect your technique. Each dot will be spaced out so that your hands and feet land on one when doing a cartwheel.
  • In the advanced station, you will be challenged to do a cartwheel on the balance beam. Practice landing with both feet off and then on the balance beam (towards the end).
  • You can move from one station to the next based on your comfort level.
 

Game 1: Play as indicated above.
Exit Ticket: Students demonstrate a cartwheel before lining up to leave class.

 

TEACHING TIPS

  • Approach:
    • Remind students this is not a competition – everyone should focus on their own progress.
    • Pair up students of different ability levels so advanced students can help out beginners.
  • 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. 
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
  • Reflection: 
    • What do you need to remember when performing a cartwheel?
    • What was hardest for you about performing a cartwheel?

MUSTANGS VS. STALLIONS II

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
2 balance beams
1 flag per 2 students
5 short cones
4 hula-hoops

STORYLINE
Today we are playing Mustangs vs. Stallions II. Your goal is to cartwheel and capture the two barrels of hay (flags) from the opposing team.

INSTRUCTIONS

  • I will divide the class into two teams – mustangs and stallions, using flags to tell who you are.
  • When I say, “GO!” try and steal the hay from the opposing team.
  • You are safe while you are on your side.
  • If you cross the midline, you can be tagged. Only proper tagging techniques are allowed.
  • If you are tagged, you must go to the corral (balance beams) and do a cartwheel to be allowed back in the game.
  • Once the hay is captured, it cannot be passed or thrown.
  • When guarding your hay, you must remain three feet away from hula-hoop.
  • There are no safe zones around the hay.
  • We will begin a new game when one team has captured all the hay.
 

Game 1: Play as indicated above.
Game 2: Increase the number of cartwheels a student needs to do before entering back in the game.
Game 3: If a student is tagged he/she must go into the opposing team’s corral. The only way to be freed is if one of their teammates enters the coral and does a cartwheel. The opposing team cannot puppy guard a corral.
Exit Ticket: Students demonstrate a cartwheel before lining up to leave class.

 

TEACHING TIPS

  • Approach:
    • If students do not know how to do a cartwheel, remind them to just try their best.
  • 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. 
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
  • Reflection: 
    • What do you need to remember when performing a cartwheel?
    • What was hardest for you about performing a cartwheel?

BEST IN SHOW CARTWHEELS

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-24 students per game

EQUIPMENT
1 flag per student
1 hula-hoop
4 dots
10 tall cones
4 balance beams

STORYLINE
Today we are playing Best in Show Cartwheels. In this game, you are at a gymnastics competition. Your goal is to go from one station to the next, doing your best cartwheel in front of the judge. If you successfully perform all the cartwheels, the judge will give you a ribbon (flag) at the end.

INSTRUCTIONS

  • I will select one student to be the judge.
  • Before the game begins, everyone must form a single file line behind the tall cone.
  • When I say, “GO!” the first student in line will run from balance beam to balance beam in a zigzag pattern.
  • At each dot, you must do a cartwheel.
  • If you can perform a cartwheel at each dot, the judge will give you a ribbon at the end.
  • When the first student gets to the first dot, I will say, “GO!” and the next student in line can begin.
  • We will begin a new game when I select a new judge.
 

Game 1: Play as indicated above.
Game 2: When a student gets to a dot, have them complete a challenge in addition to the cartwheel (i.e. do your favorite dance move; do one sit-up in the hoop; do one push-up in the hoop; do one jumping jack; do three high knees; etc.). Make each game a different challenge.
Exit Ticket: Students demonstrate a cartwheel before lining up to leave class.

 

TEACHING TIPS

  • Approach:
    • Start by demonstrating how to run and do cartwheels through the course. 
    • If a student is not comfortable doing a cartwheel, have them try doing a donkey kick.
  • Safety:
    • Students need to be mindful of keeping a safe distance from other students to avoid collisions.
  • 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. 
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
  • Reflection: 
    • What do you need to remember when performing a cartwheel?
    • What was hardest for you about performing a cartwheel?