SHAPE STANDARDS
S1.E3.3-Jumps and lands in the horizontal and vertical planes using a mature pattern.
S4.E1.3-Exhibits personal responsibility in teacher-directed activities.

CASEL STANDARDS
Self-Management- Impulse Control

ASSESSMENT RUBRIC

 

Objective: Jumping for distance: part 1

Jumping Unit | Level 13

TECHNIQUE
Today we are going to learn how to jump for distance focusing on the proper take off form.

IMPORTANCE
Having the proper take off form when jumping is important because it helps you be a more effective jumper and adds inches to your jumping distance. 

VOCABULARY
Jump:
 push yourself off a surface and into the air by using the muscles in your legs and feet.
Distance: an amount of space between two things.

When jumping for distance, it is important to:

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1. Bend your knees, lean forward and swing your arms back.

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2. Swing your arms forward as you jump.

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3. Extend your body slightly upwards while in the air.

PRACTICE

  1. Line up along the baseline shoulder-to-shoulder. When I say, “GO!” jump forward off of the line practicing proper technique. When you are finished, line back up on the baseline.
  2. Repeat as many times as needed.

JUMP THE GAP

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
2 long jump ropes
2 short cones

STORYLINE
Today we are playing Jump the Gap. Your goal is to jump for distance across the gap without falling in!

INSTRUCTIONS

  • I will divide the class into two groups.
  • Before the game begins, line up at your marker cone.
  • When I say, “GO!” both groups will send one student at a time to jump over the gap.
  • If you fall in the gap or if any part of your body touches the ropes, you will have to try again.
  • You will get two chances to jump across.
  • We will begin a new game when everyone has jumped the gap at least once.
 

Game 1: Play as indicated above. Increasing the length of the gap by one foot each time. Students must take off on two feet and land on two feet.
Game 2: Play as indicated above. Increasing the length of the gap by one foot each time. Students can take a 10-foot running head start.
Game 3: Play elimination rounds. Eliminated students can either be judges, line markers, cheer on their teammates, or practice their leaps to the side.
Exit Ticket: Students jump for distance all the way back to line up for class.

 

TEACHING TIPS

  • Approach:
    • Remind students, jumps only count if they are controlled.  This means that if they are falling over or stumbling when they land, they are jumping too far at once.
  • 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.
    • Model skills in a small group.
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
    • Use standards from previous grade levels to measure growth and progress.
  • Reflection:
    • When jumping for distance it is important to ...?
    • How can you get better at jumping?

KANGAROO TAG II

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
Optional: 1 flag per student

STORYLINE
Today we are playing Kangaroo Tag II. In this game, you are all kangaroos that have escaped from the San Francisco Zoo.  Your goal is to jump for distance to help set your fellow kangaroos free once they have been caught by the zookeepers (tagger).

INSTRUCTIONS

  • At the beginning of each round, I will start off as the zookeeper. Then I will select one or more students to be zookeeper assistants.
  • When I say, “GO!” you can run anywhere inside the boundary cones.
  • If you are tagged or go out-of-bounds, must sit with your legs and feet together, straight out in front of you with both arms up and out to the sides.
  • Another kangaroo can free you by jumping for distance over your legs. You cannot free another kangaroo by just stepping over him/her.
  • You cannot be tagged while jumping over another kangaroo.
  • We will begin a new game when all kangaroos have been tagged or when a new zookeeper(s) is chosen.
 

Game 1: Play with the teacher as the zookeeper.  
Game 2: Add one zookeeper assistant (or multiple depending on your class size).
Game 3: Kangaroos must hop over tagged kangaroos with only one foot.
Variation: Instead of tagging use flags. Zookeepers do not need flags in this version.
Exit Ticket: Students jump for distance all the way back to line up for class.

 

TEACHING TIPS

  • Approach:
    • Play short rounds to give other students a chance to be taggers.
  • Safety:
    • Make sure students are tagging each other with a two-finger tag and jumping properly over each other’s legs.
  • 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.
    • Model skills in a small group.
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
    • Use standards from previous grade levels to measure growth and progress.
  • Reflection:
    • When jumping for distance it is important to ...?
    • How can you get better at jumping?

SEA VOYAGE

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
1 dot per student
1 cone per 4 students

STORYLINE
Today we are playing Sea Voyage. In this game, you and your crew are on a sea voyage. Your goal is to jump for distance from dot to dot as you follow your captain across the sea.

INSTRUCTIONS

  • I will divide the class into crews (teams) of four.  
  • Before the games begins, Ro Sham Bo to decide who will be your crew’s captain. The captain will be the first in line behind your crew’s marker cone on the baseline.
  • When I say, “GO!” the captain will begin the lead by jumping from dot to dot in the sea. All shipmates must jump for distance following the captain.
  • The captain must keep in mind his/her crew while jumping because if shipmate falls in the ocean, the crew must start back at their marker cone.
  • Only one student can be on a dot at a time.
  • We will begin a new game when all crews have made it to the baseline and crews choose new captains.
 

Game 1: Play as indicated above. Students do not race.
Game 2: Have students race to the end line.
Game 3: Students race from the baseline and back.
Game 4: Students cannot jump to the same color dot twice in a row.
Exit Ticket: Students jump for distance all the way back to line up for class.

 

TEACHING TIPS

  • Approach: Remind students that this is a team game and the captain should be mindful not to go too fast or too far and leave the crew behind.
  • 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.
    • Model skills in a small group.
    • Allow students to demonstrate skill one-on-one with teacher.
    • Allow students extra time to master the skill.
    • Use standards from previous grade levels to measure growth and progress.
  • Reflection:
    • When jumping for distance it is important to ...?
    • How can you get better at jumping?