SHAPE STANDARDS
S2.M13.7-Analyzes the situation and makes adjustments to ensure the safety of self and others.
S4.M7.7-Independently uses physical activity and exercise equipment appropriately and safety.

CASEL STANDARDS
Self-Management- Goal Setting

ASSESSMENT RUBRIC

 

Objective: Hurdle

Jumping Unit | Level 30

TECHNIQUE
Today we are going to perfect our hurdle technique.

IMPORTANCE
The hurdle is important because it increases the strength and flexibility in your legs. Hurdle racing also helps develop your spatial awareness and balance as you position to leap over the hurdle at the right time, remaining centered.

VOCABULARY
Hurdle:
an artificial barrier over which racers must leap.
Trail leg: back leg.
Lead leg: front leg.

When hurdling, it is important to:

hurdle 1.jpg

1. Begin with a running start.

hurdle 2.jpg

2. Straighten your body up as you are running.

hurdle 3.jpg

3. Clear your lead leg by bringing your knee up first and straightening your leg over the hurdle.

4. Clear your trail leg by coming over the side of the hurdle while keeping your knee bent and your toes flexed.

hurdle 5.jpg

5. Land your feet on the ground with your arms tight by your side, ready to keep running.

 

PRACTICE:

  1. Line up at the baseline shoulder-to-shoulder. When I say, “GO!” run up to the tall cones and jump over them using the proper technique. 
  2. Line up at the baseline shoulder-to-shoulder. When I say, “GO!” run up to the hurdles and jump over them using the proper technique.

HURDLE EVENT

Screen Shot 2017-12-19 at 11.02.06 AM.png

TIME
15-25 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
2 long jump ropes
2 short cones

OBJECTIVE
Today we are playing Hurdle Event. In this game, the objective is to hurdle race against your classmates.  

INSTRUCTIONS

  • I will divide the class into teams of four.
  • With your team, decide who will race in the 1st, 2nd, 3rd and 4th hurdle race.
  • Before the race begins, start in a block start
  • When I say, “GO!” all runners may begin racing.
  • The first student to reach the finish line wins.
  • Student who are not racing may cheer on their teammate or get ready for the next race.
 

Game 1: Play as indicated above.
Game 2: Have 1st place runners compete in a final round.
Exit Ticket: Students perform one hurle jump on the the way to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Discuss with students beforehand that this is a winning and losing game and if students do not feel comfortable they can participate with the noncompetitive groups.
  • 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 do you ensure you will clear the hurdle?
    • How did you encourage a classmate or yourself if this skill was difficult?

HURDLE LOOPHOLE

Screen Shot 2017-12-19 at 11.03.44 AM.png

TIME
10-20 minutes

NUMBER OF STUDENTS
4-20 students per game

EQUIPMENT
16 short cones (4 blue, 12 orange)
Optional: 1 flag per student
Optional: 2 batons

OBJECTIVE
Today we are playing Hurdle Loophole. In this game, the objective is to hurdle around the track and catch the other team. Look for the loopholes (blue cones), they can work to your advantage or get you caught.

INSTRUCTIONS

  • I will divide the class into two teams.
  • Before the game begins, each team will form a single file line behind one of blue cones.
  • When I say, “GO!” the first person in each line will run a lap clockwise around the course and try to catch the runner from the other team.
  • Each runner has the option to take a loophole (short cut at one of the blue cones) straight across to the other side of the track to get away from their opponent or catch up to them.
  • Each runner can only take one loophole per lap.
  • When you get back to your team, high-five the next person in line and go to the back of the line.
  • Your teammate cannot start running until he/she receive a high-five.
  • If you catch up to the other runner, tag him/her with a two-finger butterfly tag.
  • We will begin a new round when someone is tagged.
 

Game 1: Play as indicated above.
Game 2: Play with flags instead of tagging.
Variation: If students are not high-fiving one another, consider having them pass a baton to the next person.
Exit Ticket: Students perform one hurdle jump on the the way to line up to go back to class.

 

TEACHING TIPS

  • Approach:
    • Approach: Be mindful about creating teams so that running skills are equally divided.
    • Remind students they must stay outside of the cones when running around the track.
  • 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 do you ensure you will clear the hurdle?
    • How did you encourage a classmate or yourself if this skill was difficult?

SHUTTLE HURDLE RELAY

Screen Shot 2017-12-19 at 11.06.55 AM.png

TIME
15-25 minutes

NUMBER OF STUDENTS
4-25 students per group

EQUIPMENT
2 long jump ropes
2 short cones

OBJECTIVE
Today we are playing Shuttle Hurdle Relay. In this game, the objective is to win the hurdle race with your team.

INSTRUCTIONS

  • I will divide the class into teams of four.
  • Before the game begins, decide which two teammates will line up on the baseline and which two teammates will line up on the end line.
  • When I say, “GO!” the first student in line on the baseline will hurdle race to the end line and high-five the next teammate in line on the end line.
  • The team to have all four members finish the race wins.
 

Game 1: Play as indicated above. Have students participate in different groups.
Game 2: Have the gold medalists from each group to compete in a final round.
Exit Ticket: Students perform one hurdle jump on the the way to line up to go back to class.

 

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.
    • Discuss with students beforehand that this is a winning and losing game and if students do not feel comfortable they can participate with the noncompetitive groups.
  • 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 do you ensure you will clear the hurdle?
    • How did you encourage a classmate or yourself if this skill was difficult?