SHAPE STANDARDS
S1.E27.1a-Jumps forward or backward consecutively using a self-turned rope.
S4.E1.1-Accepts personal responsibility by using equipment and space appropriately.

CASEL STANDARDS
Self-Management- Self-Discipline

ASSESSMENT RUBRIC

 

Objective: Jump rope once

Jumping Unit | Level 6

TECHNIQUE
Today we are going to jump over a self-turned rope once.

IMPORTANCE
Jumping rope is important because it helps you to strengthen your leg muscles and coordination, which improve your jumping ability in games.

VOCABULARY
Jump rope:
a length of rope used for jumping by swinging it over the head and under the feet.

When jumping over a self-turned rope, it is important to:

1. Hold the handles out to the side of your waist (keep your elbows in).

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2. Step over the rope so it is behind your feet.

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3. Use your hands and wrists to swing the rope over your head.

PRACTICE

  1. I will split you into teams of two and will give each team a jump rope. Find a place on the field for your jump rope station with enough distance from other teams. Ro Sham Bo to decide who goes first. Swing the jump rope so that you trap it underneath your feet 10 times. Then switch with your partner.
  2. Take turns jumping with the jump rope. When it is your turn with the jump rope, you have two tries to complete one jump.

SNEAKY CRICKETS III

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
1 short jump rope per 4 students

STORYLINE
Today we are playing Sneaky Crickets III. In this game, you are all crickets. Your goal is to jump rope once with each step you take towards the freezer (teacher).

INSTRUCTIONS

  • Before the game begins, you must line up at the baseline shoulder-to-shoulder facing the freezer. I will begin as the freezer.
  • When I turn around, I will count out loud to five (“1-sneaky cricket, 2-sneaky crickets, 3-sneaky crickets…”).
  • During this time, you have to start jump roping towards me.
  • When I get to five, I will shout, “FREEZE!” and turn around to see if anyone is still moving.
  • If you are still moving, you must reset to the baseline and jump rope once.
  • We will begin a new round when a student tags the freezer on the shoulder.
 

Game 1: Students step over the rope.
Game 2: Students hop over the rope.
Variation: To modify the difficulty level, increase or decrease the length of time that the freezer counts.
Variation: Change the name to “Stinky Crickets”. When counting to five, instead of saying, “FREEZE!” say, “Stinky Crickets, you stink!”
Exit Ticket: Students must jump rope once infront of the jump rope bag before putting it away.

 

TEACHING TIPS

  • Approach
    • Remind students that, since they freeze often, speed is not as important as control and focus.
    • If students are having a difficult time stepping over the rope, allow them to use a hula-hoop.
  • Safety
    • Remind students to check their surroundings before bringing the rope over their head.
  • 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:
    • When holding the handles of my jump rope I need to remember to keep my elbows ...?
    • I worked hard today by...?

GRASSHOPPER TAG

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TIME
15-25 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
5 short jump ropes
Optional: 24 fuzzy balls and 20 short cones
Optional: 1 hula-hoop
Optional: 1 flag per student

STORYLINE
Today we are playing Grasshopper Tag. In this game, spring has finally sprung after a long cold winter. You and your fellow grasshoppers are excited to stretch your legs and jump around in search of food.  However, you are not the only ones who are hungry. Your goal is to jump rope once with another tagged grasshopper after you have been caught by the eagle (tagger).

INSTRUCTIONS

  • When I say, “GO!” you have to avoid being tagged by the eagle.
  • I will begin as the eagle.
  • The eagle(s) must use a two-finger butterfly tag.
  • If you are tagged or go out-of-bounds, you must hop over to another tagged student.
  • Once the two of you have found each other, you must find a jump rope and stand side-by-side with the handle of the jump in your opposite hands. Together, you’ll bring the jump rope over your heads and step over.
  • We will begin a new game when all grasshoppers have been tagged or a new eagle is chosen.
 

Game 1: Play with one eagle.
Game 2: Add a second eagle.
Variation: Add grasshopper food (fuzzy balls or short cones) for grasshoppers to gather and collect in a hula-hoop to one side of the field.  If in possession when tagged, the student must toss the food away.
Variation: For increased difficulty, have the grasshoppers wear flags.
Exit Ticket: Students must jump rope once in front of the jump rope bag before putting it away.

 

TEACHING TIPS

  • 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:
    • When holding the handles of my jump rope I need to remember to keep my elbows ...?
    • I worked hard today by...?

ROLLER BALL II

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TIME
20-30 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
24 fuzzy balls
1 hula-hoop
10 short cones
5 short jump ropes
Optional: 10 short cones and 10 tall cones

STORYLINE
Today we are playing Roller Ball II. In this game, there is a roller (thrower), rolling out roller balls (fuzzy balls) as the class runs by. Your goal, once you have been hit by a roller ball, is to jump rope once so that you may join the rollers and get the rest of the class out.

INSTRUCTIONS

  • Before the game begins, line up on the baseline shoulder-to-shoulder.
  • I will select one or more students to be the rollers (throwers).  
  • Rollers must remain in the roller zone when throwing/rolling.
  • When I say, “GO!” run from the baseline to the end line without being hit by a roller ball.
  • If you are hit below the waist or go out-of-bounds, you must jump rope once in jumping zone before joining the rollers for the next round.
  • All hits must be below the waist and there are no headshots and no neck shots allowed.
  • We will begin a new round, once everyone has made their way to the end line or the baseline.
  • The rollers may only leave their zone to retrieve balls in between rounds, but never during a round.
  • We will start a new game once there is one jumper left.
 

Game 1: Teacher is the first roller and referee.
Game 2: Allow jumpers to go between the baseline and end line on their own until all balls have been rolled.
Variation: Add obstacles on the field (tall cones, short cones, etc.) for jumpers to jump over.
Exit Ticket: Students must jump rope once in front of the jump rope bag before putting it away.

 

TEACHING TIPS

  • Student Role
    • Add a ball master on the side of the field opposite of the rollers to retrieve balls.
  • Approach
    • If students disagree about being hit consider adding a Three Life Rule, where jumpers get three lives OR add a Rollers Choice rule where the rollers make the final decision.
  • 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:
    • When holding the handles of my jump rope I need to remember to keep my elbows ...?
    • I worked hard today by...?