TECHNIQUE
Today we are going to learn how to jump rope forward as many times as we can.
IMPORTANCE
Jumping rope is important because it helps you to jump in rhythm, which gives you the ability to jump at different speeds and for longer periods of time.
VOCABULARY
Jump: push yourself off a surface and into the air by using the muscles in your legs and feet.
When jumping rope forward, it is important to:
1. Hold the handles out to the side of your waist (keep your elbows in).
2. Start with the rope behind your feet.
3. Turn the rope so it goes over your head. When the rope is in front of you, hop over it with both feet.
4. Do a little bounce on the balls of your feet between jumps (this will keep you from stopping between each turn of the rope).
PRACTICE
- I will divide you into teams of two and give each team a short jump rope. Find a place on the field for your jump rope station. Ro Sham Bo to decide who starts with the jump rope first. When it is your turn with the jump rope, jump forwards as many times as possible without stopping. Each time you go, you have two chances to see how long you can jump.
ABC JUMPERS
TIME
10-20 minutes
NUMBER OF STUDENTS
No restrictions
EQUIPMENT
1 short jump rope per 2 students
Optional: 1 dot per 2 students
STORYLINE
Today we are playing ABC Jumpers. Your goal is to take turns with your partner and try to jump rope as many times as you can.
INSTRUCTIONS
- I will divide the class into pairs with a short jump rope.
- Before the game begins, find a place on the field with enough distance from other students so you can jump rope freely.
- Ro Sham Bo to decide who will go first.
- When it is your turn with the jump rope, jump as many time as possible without stopping.
- When you are not jumping, you are the counter. For each jump, say a letter in the alphabet.
- Whatever the last letter is when you finish, you need to say a word that begins with the letter (try not to repeat words that have already been used).
- If you get to the end of the alphabet, start at the beginning again.
- You will begin a new game when you have gone twice.
Game 1: Each student jumps up to five times with a focus on high knees.
Game 2: Each student jumps as many times as possible counting the A-B-C’s out loud.
Variation: Have teams challenge themselves by choosing a category for their ABC words (ex: “countries” or “foods” or “animals”).
Exit Ticket: Students jump rope as many times as they can on the way to put the jump rope away.
TEACHING TIPS
- Approach:
- Consider marking jumping stations with a dot so that pairs are spaced out properly.
- Some pairs may need to spend more time with Game 1, while others may be ready to move on.
- Safety:
- Remind counters to stay clear of active jump ropes.
- 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:
- How many times in a row did you jump rope?
- What could you do to improve your jump count next time?
NINJA MISSION
TIME
10-20 minutes
NUMBER OF STUDENTS
4-30 students per game
EQUIPMENT
1 long jump rope
10 tall cones
1 short jump rope per 2 students
STORYLINE
Today we are playing Ninja Mission. In this game, ninjas are on a mission to save the innocent villagers being held inside the great fortress to jump rope for eternity. Your goal, is to complete the obstacle in your way so that you may bring the villagers back from jumping rope as many times as they can.
INSTRUCTIONS
- I will choose one student to begin as the ninja and two students to hold the obstacle rope. Everyone else will be a villager.
- Before the game begins, the ninja will line up single file and villagers will spread out inside the great fortress with their jump rope.
- When I say, “GO!” the ninja will begin the obstacle while villagers begin jumping rope. If a ninja touches the rope, he/she must start back at the baseline.
- Once the ninja has cleared the obstacle, he/she may bring one villager back to safety by walking around the obstacle.
- A villager becomes a ninja once he/she is on the baseline and may begin saving other villagers.
- We will begin a new game when all villagers are saved.
Game 1: Have ninjas army crawl underneath the rope.
Game 2: Have ninjas jump over the rope forwards, sideways, or on one leg.
Game 3: Ninjas must run through the rope as it is being turned.
Variation: To make the game more challenging, add 1-2 pirates to tag ninjas.
Exit Ticket: Students jump rope as many times as they can on the way to put the jump rope away.
TEACHING TIPS
- Safety:
- Remind students to be aware of their surroundings when jumping rope and/or completing the obstacle.
- 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:
- How many times in a row did you jump rope?
- What could you do to improve your jump count next time?
JOEY RESCUE III
TIME
10-20 minutes
NUMBER OF STUDENTS
No restrictions
EQUIPMENT
4 flags
24 fuzzy balls
1 cone per student
1 jump rope per 2 students
Optional: hula-hoops
STORYLINE
Today we are playing Joey Rescue III. In this game, you are all kangaroos living in the outback of Australia. Your goal is to rescue your Joeys (fuzzy balls), or baby kangaroos, that have fallen out of your pouch. Your goal is to escape the Tasmanian devil (tagger) or jump rope as many times as you can if you step on snake (short jump rope).
INSTRUCTIONS
- At the beginning of each game, 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!” you to have to hop with two feet 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 in the joey sanctuary.
- If you are tagged, go out-of-bounds or step on a tumbleweed, you must drop the Joey, head back to the joey sanctuary and try again.
- If you step on a snake, you must take the snake back to the joey sanctuary and jump rope as many times as you can.
- 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: Add hula-hoops as safe zones for kangaroos to stay in for up 10 seconds.
Exit Ticket: Students jump rope as many times as they can on the way to put the jump rope away.
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.
- Reminder students to check their surroundings before jumping 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:
- How many times in a row did you jump rope?
- What could you do to improve your jump count next time?