SHAPE STANDARDS
S1.E3.5-Combines jumping and landing patterns with locomotor and manipulative skills in...small-sided practice tasks and game(s) environments.
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: Jump off the run for distance or height

Jumping Unit | Level 22

TECHNIQUE
Today we are going to learn how to jump off the run for distance or height.

IMPORTANCE
Jumping off the run is important because it helps you be a stronger jumper. It is an important technique for sports such as basketball, volleyball and is used in multiple track events.

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.
Height: the measurement from the bottom to the top.

When jumping off the run, it is important to:

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1. Begin with a running start.

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2. Jump off one foot while using the proper jumping form.

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3. Land with your knees and hips bent to maintain balance.

PRACTICE:

  1. Line up at the baseline shoulder-to-shoulder. When I say, “GO!” take five running steps and jump using the proper technique for distance. 
  2. When I say, "GO!" take five running steps from the baseline and this time focus on jumping for height.

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 off the run 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 perform three jumps off the run for distance or height on the way to put the jump rope away.

 

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:
    • How can "jumping off the run" help you in other sports such as basketball, volleyball, and track?
    • What will you do to get better at "jumping off the run"?

HIT HIGH

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
1 short jump rope per 3 students

STORYLINE
Today we are playing Hit High. Your goal is to touch your knees to the jump rope by jumping off the run for height. 

INSTRUCTIONS

  • I will divide the class into teams of three.
  • Before the game begins, Ro Sham Bo to decide which student will jump first. The other two students will hold the jump rope straight in front of you at different heights.
  • When I say, “GO!” jump and see how many times (out of 10) you can hit the rope with your knees.
  • We will begin a new game when everyone has had a chance to jump.
 

Game 1: Play as indicated above. Count how many hits (out of 10) a student performs with the rope at waist height with a standing start.
Game 2: Jump off the run. Students take 10 steps back and see if their height increases with a running start.
Variation: For increased difficulty, have students see how many hits they can make at both heights (out of 20 or in a row).
Exit Ticket: Students perform three jumps off the run for distance or height on the way to put the jump rope away.

 

TEACHING TIPS

  • Approach:
    • Starting at waist height is important so that all students can find success in the first game.
  • Safety:
    • Remind students to hold the rope to keep it level and still.
  • 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 can "jumping off the run" help you in other sports such as basketball, volleyball, and track?
    • What will you do to get better at "jumping off the run"?

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 off the run for distance to stay away from the zookeeper (tagger) who is trying to get you back to the zoo.

INSTRUCTIONS

  • I will select a student to be the zookeeper.
  • When I say, “GO!” you can run anywhere inside the boundary cones.
  • If you are tagged or go out-of-bounds, you are down and must sit with your legs and feet together sticking straight out in front of you with both arms up and out to the sides.
  • Another kangaroo can free you by jumping over your legs with both feet. 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 as indicated above.
Game 2: Add another zookeeper (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 perform three jumps off the run for distance or height on the way to put the jump rope away.

 

TEACHING TIPS

  • Approach:
    • Play short games 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:
    • How can "jumping off the run" help you in other sports such as basketball, volleyball, and track?
    • What will you do to get better at "jumping off the run"?