SHAPE STANDARDS
S1.E27.3-Performs intermediate jump-rope skills (e.g. a variety of tricks, running in and out of long rope) for both long and short ropes.
S4.E1.3-Exhibits personal responsibility in teacher-directed activities.

CASEL STANDARDS
Self-Management- Impulse Control

ASSESSMENT RUBRIC

 

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

Jumping Unit | Level 16

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

IMPORTANCE
Turning a long jump rope 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 turning a long jump rope, it is important to:

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1. Begin with the middle of the rope touching the ground.

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2. Turn the rope at the same speed and direction as your partner.

 

PRACTICE

  1. Move onto Skills Game – Wave Turners.

WAVE TURNERS

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-30 students per gam

EQUIPMENT
2 short cones
2 long jump ropes
Optional: 5 tall cones

STORYLINE
Today we are playing Wave Turners. Your goal is to work together to keep turning the wave (long jump rope) as many times as you can.

INSTRUCTIONS

  • I will divide the class into two groups.
  • Before the game begins, stand shoulder-to-shoulder in line, facing the student directly across from you.
  • When I say, “GO!” the first students will begin turning the wave.
  • After a few turns, each student will try to hand the wave to the students standing next to them without stopping the turn of the wave.  
  • We will begin a new game once the wave reaches the end. The last student in line will then become the first.
 

Game 1: Play as indicated above.
Game 2: Count aloud to see how fast the class can work together to pass the wave.
Game 3: Create two additional groups to turn another wave. See which two groups can pass the wave the quickest.
Variation: Add tall cones as obstacles that wave cannot touch.
Exit Ticket: Students take a turn performing five long jump rope turns before lining up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Allow for students to practice transferring the rope to each other before the game begins.
  • 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:
    • Why is teamwork important when working with a long jump rope?
    • What did you work hardest on today?

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 turn the waterfall as many times as you can so that the otters can jump through and save those 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 two students 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 take a turn performing five long jump rope turns 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. 
    • 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:
    • Why is teamwork important when working with a long jump rope?
    • What did you work hardest on today?

CLOWN TOSS

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-25 students per game

EQUIPMENT
2 long jump ropes
5 hula-hoops
4 short cones
3 red, blue, green, and yellow fuzzy balls

STORYLINE
Today we are playing Clown Toss. In this game, we are ready to have some fun at the carnival! Your goal is to work with your teammates to get all your fuzzy balls through the clown’s mouth (long jump rope) and into a hula-hoop while the carnies turn the long jump as many times as they can without stopping.

INSTRUCTIONS

  • I will choose two students as the carnies to turn the clown’s mouth.
  • The rest of the class will be divided into four teams (depending on class size) and given three fuzzy balls of the same color.
  • Before the game begins, line up single file behind your team’s marker cone.  
  • When I say, “GO!” the carnies will begin turning the clown’s mouth. At that point, the first teammate in line will try to throw a fuzzy ball through the clown’s mouth aiming to land into a hula-hoop.
  • If your fuzzy ball lands outside of the hula-hoop, go around the clown’s mouth and retrieve it.
  • If your fuzzy ball lands inside of the hula-hoop, keep it there. 
  • We will begin a new game when a team lands all their fuzzy balls into the hula-hoops.
 

Game 1: Play as indicated above. If a fuzzy ball lands but bounces out of the hula-hoop, teams may place it back in.
Game 2: Place hula-hoops further back.
Game 3: Add two clown mouths. Have carnies turn the ropes in unison or alternating directions.
Exit Ticket: Students take a turn performing five long jump rope turns before lining up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Play 2-3 minute games so students have a turn to be a carnie.
  • Safety:
    • Remind students to be aware of the swinging rope.
  • Set-Up:
    • Place hula-hoops a safe distance from the rope so fuzzy balls do not roll too close to the 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. 
    • 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:
    • Why is teamwork important when working with a long jump rope?
    • What did you work hardest on today?