SHAPE STANDARDS
S1.E3.2-Demonstrates 4 of the 5 critical elements for jumping and landing in a horizontal plane using a variety of one- and two-foot take offs and landings.
S4.E1.2-Practices skill with minimal teacher prompting.

CASEL STANDARDS
Self-Management: Impulse Control

ASSESSMENT RUBRIC

 

Objective: Jump: Take off with one foot and land on two feet

Jumping Unit | Level 9

TECHNIQUE
Today we are going to learn how to jump taking off with one foot and landing on two feet.

IMPORTANCE
Jumping using one foot take offs is important because it helps you improve your balance as jumper.

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

When taking off with one foot and landing on two feet, it is important to:

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1. Bend your knees and jump off of one foot.

2. Land on both feet with your knees bent.

3. Maintain your balance when you land.

PRACTICE

  1. Line up along the baseline shoulder-to-shoulder. When I say, “GO!” jump forward off of the line with one foot and land on two feet. When you are finished, line back up on the baseline.
  2. Repeat as many times as needed.

SNAKE PIT II

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
1 long jump rope
2 short cones
Optional: 24 fuzzy balls

STORYLINE
Today we are playing Snake Pit II. In this game, you are explorers that have come across a snake pit. Your goal is to jump the snake pit (jump rope) by taking off with one foot and landing one two feet. Be careful because sometimes the snakes are sleeping, wiggling or growing larger!

INSTRUCTIONS

  • Before the game begins I will be the lead turner and will either tie one end of the rope to a stationary object (post, fence, tree, etc.) or select one of you to assist with wiggling the snakes.
  • I will divide you into two jumping groups.
  • At the beginning of each game, line up with your group behind one of the marker cones on either side of the snake pit.
  • When I say, “GO!” try jumping over the snake pit by taking off on one foot and landing on two feet.
  • If any part of your body touches the rope, start over and try again.
  • You cannot leave your marker cone until the student in front of you has cleared the snake pit.
 

Game 1: Sleeping snakes – Students take turns jumping over a stationary rope on the ground.
Game 2: Snakes awake – Students jump over a wiggling rope (side to side) on the ground.
Game 3: Growing snakes – Students jump over a raised rope (increase the heights for each round).
Variation: Consider moving both lines to one side and piling fuzzy balls on the other side (“treasure from the snakes’ lair”) for students to retrieve after jumping.
Exit Ticket: Students jump one foot and land on two feet all the way to the exit location. 

 

TEACHING TIPS

  • Approach:
    • Alter the difficulty level of the rope placement for each student to meet his/her ability.
  • Safety:
    • Do not grasp the jump rope too tightly so it pulls away easily if a student catches it on their foot.
  • 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:
    • Why is it important to learn to jump?
    • What can you do to get better at jumping?

LILY PADS III

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
20 dots (equal amounts of each color)
Optional: 4 hula-hoops

STORYLINE
Today we are playing Lily Pads III. In this game, you are frogs that have been jumping all day. Your goal is to jump by taking off with one foot and landing on two feet to get to a lily pad (dot) in order to rest. 

INSTRUCTIONS

  • Before the game begins, everyone must line up along the pond (baseline) shoulder-to-shoulder.
  • At the beginning of each round, I will say which lily pads you need to jump to by taking off on one foot and landing on two feet.
  • 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: Hop by taking off on one foot and land on two feet.
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 jump one foot and land on two feet all the way to the exit location.

 

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:
    • Why is it important to learn to jump?
    • What can you do to get better at jumping?

BURGLAR ALARM

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
1 Chinese jump rope
2 short cones
2 hula-hoops
24 fuzzy balls or short cones

STORYLINE
Today we are playing Burglar Alarm. In this game, you and your team of burglars are out to try and rob the most guarded bank in the world. Your goal is to jump by taking off with one foot and landing on two feet, through the burglar alarm (Chinese jump rope) without being detected and capture gold (fuzzy balls) from the safe. 

INSTRUCTIONS

  • I will divide the class into two jumping teams.
  • At the beginning of each game, line up with your team behind the marker cone.
  • I will select two students who will be guards (posts) for the burglar alarm.
  • When I say, “GO!” your team will alternate with the other team to send a student, one at a time, through the burglar alarm.
  • As you jump through the burglar alarm, make sure you are taking off with one foot and landing on two feet.
  • When you get inside the safe retrieve one piece of gold. Then, run behind the guards to get back to your team’s line and drop the gold into your hideout hoop.
  • If any part of your body touches the alarm’s two lasers or if you do the sequence incorrectly, you will have to start over.
 

Game 1: Students take off on one foot and land on two feet over the rope.
Game 2: Alter or add to the sequence as you see fit.
Variation: When all of the gold has been captured, have each robber pick up a fuzzy ball.  On, “GO!” the guards can chase students and retrieve all the gold by tagging them.
Exit Ticket: Students jump one foot and land on two feet all the way to the exit location.

 

TEACHING TIPS

  • Safety:
    • Remind jumpers to stay focused on their jumps 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:
    • Why is it important to learn to jump?
    • What can you do to get better at jumping?