SHAPE STANDARDS
S1.E27- Applies skill of creating a jump-rope routine with a partner, using either a long or short rope.
S4.M7.6-Uses physical activity and fitness equipment appropriately and safely with the teacher's guidance.

CASEL STANDARDS
Self-Management- Impulse Control

ASSESSMENT RUBRIC

 

Objective: Create a long jump rope routine

Jumping Unit | Level 25

TECHNIQUE
Today we are going to learn how to create a long jump rope routine.

IMPORTANCE
Jumping a long jump rope with 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.
Routine: a set sequence in a performance.

When creating a long jump rope routine, it is important to:

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1. Begin jumping rope.

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2. Preform a variety of moves (one foot jump, turn, ground touch).

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3. Exit the jump rope.

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 a couple jumps 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.

SHOWTIME

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TIME
10-20 minutes

NUMBER OF STUDENTS
4 students per group

EQUIPMENT
1 long jump rope per 4 students
Optional: 3 fuzzy balls per group

OBJECTIVE
Today we are playing Showtime. In this game, the objective is to work with your group, using your creativity, to create a long jump rope routine.  

INSTRUCTIONS

  • I will divide the class into groups of four.
  • With your group, you will create a routine that incorporates five different moves (e.g., hop on one foot, touch the ground, turn around).
  • After your group has created the routine, each group member will have a turn to perform the jump rope routine.
  • Be sure to also have the rope turners take a turn to perform the routine.
 

Game 1: Play a full practice game.
Game 2: Have groups add five more steps to the routine.
Game 3: Students can perform the routine synchronized.
Variation: Groups can use fuzzy balls as props in their routines.
Exit Ticket: Students perform their jump rope routine before they may line 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.
  • 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:
    • What is a routine?
    • What steps did you take to make sure your routine worked from beginning to end?
    • What happens when you don't follow through with your routine?
    • Are you able to exit the long jump rope efficiently?

MATCH

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TIME
10-20 minutes

NUMBER OF STUDENTS
6 students per group

EQUIPMENT
1 long jump rope per 6 students

OBJECTIVE
Today we are playing Match. In this game, the objective is to have all of your group members add a move to create a long jump rope routine.  

INSTRUCTIONS

  • I will divide the class into groups of six.
  • Ro Sham Bo with your group to decide who will be the rope turners.
  • When I say, “GO!” the first student will enter the turning rope and perform one move (e.g., hop one foot, touch the ground or turn around) then exit, without touching the rope.
  • The next student to enter the rope must repeat the moves performed by the previous students then add their own to the routine.
  • If a student touches the rope or forgets a move in the routine, he/she must go back to the end of the line and try again. 
  • Switch with the rope turners after everyone in the group has added a move to the routine.
 

Game 1: Play as indicated above.
Exit Ticket: Students perform their jump rope routine before they may line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Consider marking jumping stations with a dot or cone so that groups are spaced out properly.
  • 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:
    • What is a routine?
    • What steps did you take to make sure your routine worked from beginning to end?
    • What happens when you don't follow through with your routine?
    • Are you able to exit the long jump rope efficiently?

JUMP ROPE FREEZE

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TIME
15-25 minutes

NUMBER OF PEOPLE
3 students per group

EQUIPMENT
1 Music Player
1 long jump rope per 3 students

OBJECTIVE
Today we are playing Jump Rope Freeze. In this game, your objective is to create a long jump rope routine while the music is playing but to quickly freeze as soon as the music stops.

INSTRUCTIONS

  • I will divide the class in into teams of three.
  • Before the game begins, Ro Sham Bo to decide who will jump first.
  • When I say, “GO!” I will start playing the music. Whoever is jumping will begin performing a variety of moves or dance moves (e.g., hop on one foot, turn around, touch the ground).  
  • When the music stops, everyone must freeze including the rope turners.
  • If you or a teammate is still moving when the music stops then your team is eliminated.
  • Before the music resumes, have a new teammate jump.
  • We will begin a new game when one team is left.
 

Game 1: Play as indicated above.
Game 2: Jumpers have to exit the jump rope. The last team to exit the jump rope will be eliminated as well as any team that moved after the music stopped. 
Game 3: The last two teams can have a dance-off to determine the winner. 
Exit Ticket: Students perform their jump rope routine before they may line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Call jailbreaks so teams are waiting too long to rejoin the game.
  • 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:
    • What is a routine?
    • What steps did you take to make sure your routine worked from beginning to end?
    • What happens when you don't follow through with your routine?
    • Are you able to exit the long jump rope efficiently?