SHAPE STANDARDS
S1.E27.1b-Jumps a long rope up to 5 times consecutively with teacher-assisted turning.
S4.E1.1-Accepts personal responsibility by using equipment and space appropriately.

CASEL STANDARDS
Self-Management- Self-Discipline

ASSESSMENT RUBRIC

 

Objective: Jump a long rope with teacher-assisted turning

Jumping Unit | Level 8

TECHNIQUE
Today we are going to learn how to jump a long rope once with teacher-assisted turners.

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

VOCABULARY
Jump: push yourself off a surface and into the air by using the muscles in your legs and feet.

When jumping a long rope once with teacher-assisted turners, it is important to:

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1. Start in the middle of the jump rope.

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2. Jump before the rope touches your feet.

3. Stay on the balls of your feet.

PRACTICE

  1. (Choose a capable student to help you with turning the rope or tie one end to a stationary point, like a fence or small tree.) Form a line behind the marker cone. One at a time, step into the middle of the rope (between the two ends) and perform one jump.  Everyone has two tries. Make sure the rope is behind your heels and be ready. I will count "1-2-3-Jump!" so that you know when to go.

BOBCAT TAG

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
1 long jump rope
5 short cones

STORYLINE
Today we are playing Bobcat Tag. In this game, you are otters playing near the waterfall (long rope) when you notice a bobcat lurking nearby. Your goal is to jump the waterfall with teacher-assisted turning to save all your fellow otters who have been snatched away for the bobcat’s lunch. 

INSTRUCTIONS

  • Before the game begins, I will choose one student to be the bobcat (tagger) and another student to help turn the waterfall.
  • The bobcat must use a two-finger butterfly tag.
  • When I say, “GO!” you must run to avoid being tagged.
  • If you are tagged or go out-of-bounds, you must go to the bobcat’s den.
  • Everyone in the bobcat’s den is freed once an otter completes a jump in the waterfall.   
  • We will begin a new round when I select or add a new bobcat or all the otters are in the bobcat’s den.
 

Game 1: Play as indicated above.
Game 2: Have more than one students be the bobcat. Increase the amount of jumps to free the otters.
Variation: For increased difficulty, reduce the field to half the size.
Exit Ticket: Students must try jumping a long jump rope with teacher-assisted turning before lining up to go back to class.

 

TEACHING TIPS

  • Safety:
    • Make sure that bobcats are tagging properly and not guarding the den.
  • 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?

HOPSCOTCH

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
1 long jump rope
1 dot per student
5 short cones
Optional: 1 beanbag per 2 students

STORYLINE
Today we are playing Hopscotch. Your goal is to jump a long rope with teacher assisted turning and complete the hopscotch course. 

INSTRUCTIONS

  • I will divide the class into four groups and assign you to a hopscotch station.
  • Before the game begins, start a line behind your group’s marker cone.
  • When I say, “GO!” the first student in line will jump the rope and then may begin hoping through their hopscotch station. When he/she reaches the last dot, the next student may begin.
  • After you complete the hopscotch course, return back to your group’s marker cone and continue.
 

Game 1: Play as indicated above.
Game 2: Have students toss a beanbag onto the dots. The students must jump to whichever dot the beanbag lands on.
Game 3: Groups may try to jump rope together. Have students count "1-2-3-Jump!" so everyone knows when to jump. 
Variation: Make one big hopscotch using all the dots in the class.
Variation: Split students into groups of 5-6. Have them come up with their own formation of dots with a corresponding jumping sequence.
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:
    • Teacher may need to demonstrate when to use one foot and two feet hops.
  • Safety:
    • Remind students to stay focused on their jumps and hops to avoid injury.
  • 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?

ESCAPING ZOO ANIMALS

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
5 short cones
3 hula hoops
1 long jump rope

STORYLINE
Today we are playing Escaping Zoo Animals. In this game, you are all animals that have escaped the San Francisco Zoo by jumping right out of your cage! Your goal is to jump the long rope with teacher-assisted turning to get out of your zoo cage.

INSTRUCTIONS

  • Before the game begins, select which zoo animal you would like to be. You can pick any animal you want – be creative!
  • When I say, “GO!” you have to avoid being tagged by the zookeeper.
  • If you are tagged or go out-of-bounds, you have to go to the zoo cage.
  • The only way to get out of the zoo cage is to complete a jump over the long rope turned by the teacher.
  • The taggers must use a two-finger butterfly tag.
  • The zookeeper(s) cannot guard the zoo cage.
  • We will begin a new game after 2-3 minutes or when all the zoo animals are in the cage.
 

Game 1: 1-2 students are zookeepers. Students have to complete one jump over the rope to get out of the zoo cage.
Game 2: Students may jump over the rope with another tagged student.
Game 3: Call, “Jailbreak!” and have everyone in the zoo cage run underneath the rope.
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 when they are being chased they still have to stay within the boundary.
  • Safety:
    • Make sure students are tagging appropriately with a two-finger tag.
  • 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?