TECHNIQUE
Today we are going to learn how to switch between one foot and two feet while jumping rope.
IMPORTANCE
Switching between one foot and two feet while jumping rope is important because it helps your jumping ability and rhythm.
When switching between one foot and two feet jumps, it is important to:
1. Begin jumping rope.
2. Stay on the balls of your feet (do not let your heels touch the ground).
3. Alternate jumping with one and two feet.
PRACTICE:
- I will divide you into teams of two and give each team a jump rope. Find a place on the field for your jump rope station. Stand on one foot and try to jump as many times as possible without stopping. You have two chances to see how long you can jump on one foot. Consider slowing your turning pace at first to make it easier to get started.
- Try and see if you can switch between one-foot and two-foot jumps without stopping. You have two tries each time to perform the combined technique.
BOOT CAMP II
TIME
15-25 minutes
NUMBER OF STUDENTS
4-30 students per game
EQUIPMENT
6 short jump ropes
1 cone
6 hula-hoops
6 tall cones
Optional: 20 short cones and 20 dots
STORYLINE
Today we are playing Boot Camp II. Your goal is to challenge your strength as you complete each obstacle and jump rope, switching between one and two feet to finish the boot camp challenge with remarkable speed!
INSTRUCTIONS
- Before the game begins, I will select eight students (depending on class size) to be posts in the boot camp.
- Four students will hold ropes at knee height so students must crawl underneath them.
- The other four posts will hold the ropes at ankle height for students to jump over.
- When I say, “GO!” one student will go through the course at a time.
- When students reach the cones, they must move forward through this obstacle by jumping rope and alternating between one and two feet jumps.
- The next student may go when the student ahead has reached the last set of cones.
- We will begin a new game when I select new students to be posts.
Game 1: Play as indicated above. Each student has a chance to go through the course once.
Game 2: Add short cones or dots students have to avoid stepping on when going through the course.
Game 3: Add challenges for students to do inside the hoops (i.e. jump jacks, push ups, sit-ups).
Exit Ticket: Students jump rope switching between one and two feet all the way back to line up for class. They must make sure they do not run into anyone else.
TEACHING TIPS
- Approach:
- Depending on the class size you may have more or less posts.
- Avoid students being eliminated – focus on everyone doing their best through the course.
- Student Role:
- Have a student on the sidelines throw fuzzy balls as another obstacle to be avoided.
- 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:
- How does using the balls of your feet help you when jumping rope?
- What is hardest for you about jumping rope?
ABC JUMPERS II
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 II. In this game, your goal is to take turns with your partner jumping rope, switching between one and two feet as many times as possible.
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 switching between one and two feet 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 forwards 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 switching between one and two feet all the way back to line up for class. They must make sure they do not run into anyone else.
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.
- 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:
- How does using the balls of your feet help you when jumping rope?
- What is hardest for you about jumping rope?
NINJA MISSION III
IME
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 III. 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, switching between one and two feet.
INSTRUCTIONS
- I will divide the class evenly into ninjas and villagers. I will choose two students to hold the obstacle rope and two students to be pirates (taggers).
- Before the game begins, ninjas will line up shoulder-to-shoulder on baseline and villagers will spread out inside the great fortress with their jump rope.
- When I say, “GO!” villagers will begin switching between one and two feet as they jump rope while ninjas clear the obstacle rope. Multiple ninjas can go at one time. If a ninja touches the rope or is tagged by a pirate, he/she must start back at the baseline.
- Ninjas are safe as soon as they enter the fortress. They, then 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 either all the villagers are saved or pirates have outlasted the ninjas for longer than 3-4 minutes.
Game 1: Have ninjas jump over the rope forwards, sideways, or on one leg.
Game 2: Ninjas must run through the rope as it is being turned.
Exit Ticket: Students jump rope switching between one and two feet all the way back to line up for class. They must make sure they do not run into anyone else.
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.
- 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:
- How does using the balls of your feet help you when jumping rope?
- What is hardest for you about jumping rope?