SHAPE STANDARDS
S1.E27.2b-Jumps a long rope 5 times consecutively wtih student turners.
S4.E1.2-Practices skill with minimal teacher prompting.

CASEL STANDARDS
Self-Management- Impulse Control

ASSESSMENT RUBRIC

 

Objective: Jump a long jump rope as many times as you can

Jumping Unit | Level 11

TECHNIQUE
Today we are going to learn how to jump a long rope as many times as you can.

IMPORTANCE
Long jump roping is important because it helps you practice jumping to a rhythm set by others.

VOCABULARY
Long jump rope:
a rope that requires two people to turn the rope while one or more people jump the rope.

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

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1. Start in the middle of the jump rope.

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2. Do a little bounce on the balls of your feet between jumps (this will keep you from stopping between each turn of the rope).

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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 as many jumps as you can. Try to jump three in-a-row. Everyone has two tries. Make sure the rope is behind your heels and be ready. I will count "1-2-3-Jump!" out loud so that you know when to go.

HOPSCOTCH II

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
1 dot per student
4 short cones
4 long jump ropes
Optional: 1 beanbag per 2 students

STORYLINE
Today we are playing Hopscotch II. Your goal, after completing the hopscotch course is to then jump the long jump rope as many times as you can.  

INSTRUCTIONS

  • I will divide the class into four groups and assign you to a station.
  • Before the game begins, decide who in your group will turn the jump rope first and start a line behind the marker cone.
  • When I say, “GO!” each of you will take turns jumping through the course, one at a time.
  • After you finish the course, find a spot in the middle of the jump. With your group, count, “1-2-3-Jump!”
  • When everyone in your group has gone, choose new rope turners.
 

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: Have students come up with their own formation of hopscotch with a corresponding jumping sequence.
Exit Ticket: Students must jump rope as many times as they can before lining up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Allow students to 2-3 chances if they are having difficulty jumping over the rope at the first try.
  • Safety:
    • Remind jump rope turners to be aware of their surroundings.
  • 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 a long jump rope?
    • What did you do to encourage a classmate who was having trouble jumping a long jump rope?

JUMP ROPE STATIONS

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
10 short cones
5 hula-hoops
5 short jump ropes
1 long jump rope

STORYLINE
Today we are playing Jump Rope Stations. Your goal is to practice jumping a long jump rope as many times as you can as well as master your jump rope techniques at each of the stations.

INSTRUCTIONS

  • Before the game begins, decide which jump rope station you would like to start in – hula-jump, single jump rope, or double jump rope.
  • Once you decide on a station, pick a partner and Ro Sham Bo to decide who jumps first.
  • In the hula-jump station, spread out and practice jumping through the hula-hoop and bringing it over your head.
  • In the single jump rope station, practice jump roping as many times as you can.
  • In the double jump rope station, I will have two designated rope turners. By yourself or with your partner, you will try to jump the long rope as many times as you can.
  • Switch turns with your partner after 10 tries. Keep track of how many times your partner jumps.
  • You can move from one station to the next based on your comfort level.
 

Game 1: Play as indicated above. Frequently assign new rope turners so everyone may have a turn.
Exit Ticket: Students must jump rope as many times as they can before lining up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Remind students, this is not a competition – everyone should focus on their own progress.
  • 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 a long jump rope?
    • What did you do to encourage a classmate who was having trouble jumping a long jump rope?

BOBCAT TAG II

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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 II. 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 as many times as you can 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 line up in the bobcat’s den.
  • The only way to be freed from the bobcat’s den is for another otter to jump the waterfall as many times as he/she can.
  • For every jump in the waterfall an otter is allowed to escape the bobcat’s den.
  • 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 jump rope as many times as they can before lining up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Make sure students are lined up in the den and waiting their turn to escape.
  • 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:
    • How many times in a row did you jump a long jump rope?
    • What did you do to encourage a classmate who was having trouble jumping a long jump rope?