SHAPE STANDARDS
S1.E27.5-Creates a jump-rope routine with a partner, using either a short or long rope.
S4.E1.5- Engages in physical activity with responsible interpersonal behavior (e.g. peer to peer, student to teacher, student to referee).

CASEL STANDARDS
Self-Management- Impulse Control

ASSESSMENT RUBRIC

 

Objective: Enter, jump, and leave a long jump rope

Jumping Unit | Level 21

TECHNIQUE
Today we are going to learn how to enter, jump and leave a long jump rope. 

IMPORTANCE
Entering, jumping and leaving 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 entering, jumping and leaving a long jump rope, it is important to:

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1. Stand to the side of the jump rope.

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2. Once the rope passes, run into the center of the jump rope.

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3. Complete a jump and exit the middle.

PRACTICE

  1. (Choose two capable students to be the first turners.) Form a line behind the marker cone. One at a time run into the jump rope, make one jump and exit through to the other side. Line up behind the other marker cone to start a new line. Everyone has two tries. The turners can count "1-2-3" aloud so that you know when to go. When all of you have gone from the first line, I will choose two new turners.

WATERFALL II

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
4 long jump ropes
2 short cones

STORYLINE
Today we are playing Waterfall II. In this game, your goal is to have your whole group enter, jump, and leave the waterfall (long jump rope).

INSTRUCTIONS

  • I will divide the class into two groups (depending on class size).
  • Before the game begins, line up behind your group’s marker cone. I will choose two students in each group to turn the rope first.
  • When I say, “GO!” the first student in line will enter, jump once and leave the waterfall.
  • After the first student then two students and so forth will enter, jump once, and leave the waterfall.
  • If the waterfall is stopped in rotation or touches a student, begin again with just one student.  
  • Switch rope turners after the group has had 10 turns.
 

Game 1: Play as indicated above.
Game 2: Increase the number of jumps in relation to the amount of students in each turn (i.e., two students enter, jump twice, and leave.)
Game 3: Depending on class size, have the whole class participate as one group.
Exit Ticket: Students get one try to enter, jump and leave a long jump rope before lining up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Allow groups a few a minutes to create ques (e.g., 1...2...3...enter) to help them work together.
  • 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 rhythm important when using a long jump rope?
    • How can you keep yourself motivated if jumping with a long jump rope is difficult for you?

TIC-TAC-TOE II

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TIME
15-25 minutes

NUMBER OF STUDENTS
4-20 students per game

EQUIPMENT
12 beanbags
4 tall cones
18 short cones

STORYLINE
Today we are playing Tic-Tac-Toe II. Your goal is to enter, jump, and leave a long jump rope so that you can place your maker (bean bag) on the tic-tac-toe board (upside down short cones) and help your team get three-in-a-row!  

INSTRUCTIONS

  • I will divide the class into four teams.
  • Each team will be assigned to a Tic-Tac-Toe course and given three markers of a certain color.
  • Before the game begins, Ro Sham Bo to decide who will turn the long jump rope first.  
  • When I say, “GO!” the first student in each line will enter, jump and leave their team’s long jump before placing his/her marker down on the Tic-Tac-Toe board.
  • After placing a marker, run back and high-five the next student in line.
  • If you stop the rotation of the rope while entering or jumping, quickly go to the back of the line.
  • When all markers are dropped, you can shift markers around until your team gets three-in-a-row.
  • We will begin a new game when a team gets three-in-a-row and new rope turners are chosen.
 

Game 1: Have teams play a practice game.
Game 2: Have teams play best out of three rounds and see how fast students can play each round.
Game 3: Rotate teams so that each team plays each other for the best of three rounds.
Exit Ticket: Students get one try to enter, jump and leave a long jump rope before lining up to go back to class.

 

TEACHING TIPS

  • Safety:
    • Remind students to be in control when turning 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 rhythm important when using a long jump rope?
    • How can you keep yourself motivated if jumping with a long jump rope is difficult for you?

GRADE SCHOOL

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
1 long jump rope per 4 students

STORYLINE
Today we are playing Grade School. In this game, you are jumping through all the grades. Your goal is to enter, jump and leave the jump rope so that you may pass each grade and graduate.  

INSTRUCTIONS

  • I will divide the class into groups of four, depending on class size.
  • Ro Sham Bo to decide who in your group will turn the rope.
  • When I say “GO!” one at a time, students will enter and exit, without touching the jump rope to pass kindergarten.
  • Once students have passed kindergarten, they must then enter, jump once and exit to pass 1st grade.
  • The same will repeat for 2nd, 3rd, 4th etc. until students graduate 12th grade by jumping 12 times and exiting.
  • If a student touches the rope, he/she must go back in line and keep trying for same number of jumps until he/she passes the grade.
  • We will begin a new game after 10 minutes and new rope turners are chosen.
 

Game 1: Play a full practice game.
Game 2: Once students have graduated 12th grade, have them move onto college.
Game 3: Students have to perform a trick while jumping (i.e., touch the ground, hop on one foot, turn around, etc.)
Exit Ticket: Students get one try to enter, jump and leave a long jump rope before lining up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Consider marking jump rope stations with a dot or cone so that groups are spaced out properly.
    • Make sure groups are rotating rope turners.
  • 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 rhythm important when using a long jump rope?
    • How can you keep yourself motivated if jumping with a long jump rope is difficult for you?