TECHNIQUE
Today we are going to hop over a moving and non-moving object in different directions.
IMPORTANCE
Hopping over an object is important because it help strengthen your leg muscles and increases your coordination.
VOCABULARY
Hop: to move by a quick springy leap or in a series of leaps — hop in a sentence.
When jumping over moving object, it is important to:
1. Bend your knees and swing your arms back.
2. Swing your arms up and lift your feet to your bottom. Move your body in the direction you want to go in.
3. Bend your knees when landing.
PRACTICE
- Line up along the baseline shoulder-to-shoulder and take one giant step back. When I say “GO!” hop over the line practicing the technique.
- When I say, “GO!” hop backwards over the line practicing the technique.
- Line up on the baseline sideways facing right. When I say “GO!” hop right off of the line practicing the technique.
- Line up on the baseline sideways facing left. When I say “GO!” hop left off of the line practicing the technique.
HELICOPTER II
TIME
15-25 minutes
NUMBER OF STUDENTS
4-20 students per game
EQUIPMENT
1 long jump rope
1 short jump rope per 2-3 students
Optional: 1 foam ring
STORYLINE
Today we are playing Helicopter II. In this game, you are falcons soaring through the sky. Your goal is to jump over the moving helicopter propeller in different directions so that you may keep flying safely.
INSTRUCTIONS
- Before the game begins, I will stand in the middle of the circle holding the long jump rope.
- You will form a circle standing around me.
- When I say, “GO!” the rope will start to moving in a clockwise motion touching the ground.
- Once the rope comes close to you, you must jump over it.
- If any part of your body touches the rope, we will restart with the rope moving in a counter clockwise motion.
Game 1: Play as indicated above.
Game 2: Have students stand sideways and jump over the rope.
Game 3: Divide students into groups of 2 or 3 with short jump ropes. One student will be the helicopter and the other(s) will be the jumper. Switch roles after a couple of minutes.
Variation: Tie a weighted object (foam ring) onto the end of the jump rope to give it weight when moving.
Exit Ticket: Students must try jumping a long jump rope with teacher-assisted turning before lining up to go back to class.
TEACHING TIPS
- Approach
- Remind students it will take a couple of tries to jump over the moving jump rope. Encourage students to not get frustrated and to keep trying.
- Safety
- Remind students to respect the equipment and each other when they break into groups. If they are using the ropes incorrectly or ‘whipping’ each other, they will forfeit their use of the jump rope.
- 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 was the hardest part about learning to jump with a long jump rope?
- How could you encourage a classmate who is struggling to jump with a long jump rope?
LILY PADS II
TIME
15-25 minutes
NUMBER OF STUDENTS
4-30 students per game
EQUIPMENT
20 dots (different colors/equal amounts of each)
Optional: 4 hula-hoops
STORYLINE
Today we are playing Lily Pads II. In this game, you are frogs that have been hopping all day. Your goal is to hop over the lily pads (dots) in different directions to get to your lily pad and rest.
INSTRUCTIONS
- Before the game begins, everyone must line up along the pond (baseline) shoulder-to-shoulder.
- At the beginning of each round, the teacher will say which lily pads you need to hop to.
- If the dot you are standing on is the same color as the one said, you still need to find a new dot.
- When you get to the correct dot, raise a quiet hand to let me know you are ready.
- If you need to share the lily pad with other frogs, place one foot on a part of it so you can share.
- No more than two of you may be on a lily pad at one time.
- We will begin a new round when all of you raise your hands to indicate that you are ready for the new instructions.
Game 1: A certain number of dots (i.e. “hop forward one lily pad,” “hop forward two lily pads and back one”).
Game 2: Incorporate colors (“hop to an orange lily pad and share with other frogs”).
Game 3: Use directions- (“hop to a lily pad… on this side of the pond,” “at a corner”).
Variation: Alternate rounds of hopping on two feet and hopping on one foot.
Variation: Consider using hula-hoops as very big lily pads.
Exit Ticket: Students must try jumping a long jump rope with teacher-assisted turning before lining up to go back to class
TEACHING TIPS
- Approach
- Use your grid dots. Have students (by color or individually) bring their grid dot over to the field. Do the same for restoring the grid, when the game is over.
- Safety
- Students should be aware of the other moving students and avoid bumping into one another.
- 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 was the hardest part about learning to jump with a long jump rope?
- How could you encourage a classmate who is struggling to jump with a long jump rope?
JOEY RESCUE II
TIME
10-20 minutes
NUMBER OF STUDENTS
4-20 students per game
EQUIPMENT
4 flags
24 fuzzy balls
1 short cone per student
Optional: 4 hula-hoops
STORYLINE
Today we are playing Joey Rescue. In this game, you are all kangaroos living in the outback of Australia and your Joey (fuzzy ball), or baby kangaroo, has fallen out of your pouch. Your goal is to hop over the tumbleweed (cones) in different directions to rescue your Joey and escape the Tasmanian devil (tagger).
INSTRUCTIONS
- At the beginning of each round, I will start off as the Tasmanian devil. Then I will select one or more students to be baby Tasmanian devils (using flags to tell who they are).
- The tagger(s) must use a two-finger butterfly tag.
- When I say, “GO!” begin hopping over the tumbleweed to try to and pick up a Joey and keep it in your shirt like a pouch.
- When you have picked up a Joey, run back and place it on your dot.
- If you are tagged, go out-of-bounds or step on a tumbleweed you must drop the Joey, head back to your dot and try again.
- You may only pick up one Joey at a time.
- We will begin a new game when all the Joeys are rescued.
Game 1: Play with the teacher as the Tasmanian devil.
Game 2: Add one baby Tasmanian devil (or multiple depending on your class size).
Variation: Alternate hopping on one foot and hopping on two feet.
Variation: Add hula-hoops as safe zones for kangaroos to stay in for up 10 seconds.
Exit Ticket: Students must try jumping a long jump rope with teacher-assisted turning before lining up to go back to class
TEACHING TIPS
- Approach
- Consider playing short games to give other students a chance to be Tasmanian devils.
- Safety
- Make sure students are properly creating pouches out of their shirts.
- 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 was the hardest part about learning to jump with a long jump rope?
- How could you encourage a classmate who is struggling to jump with a long jump rope?