TECHNIQUE
Today we are going to perfect the triple jump.
IMPORTANCE
The triple jump is important because it helps you practice a jumping rhythm as you transition smoothly from hoping to jumping.
VOCABULARY
Triple: consisting of or involving three parts.
When triple jumping, it is important to:
1. Begin with a running start.
2. Leap off your dominant foot before the line and land on the same foot.
3. Jump off your dominant foot and land on your non-dominant foot.
4. Jump off your non-dominant foot.
5. Land on both feet.
PRACTICE
- Line up at the baseline shoulder-to-shoulder. When I say, “GO!” get a running start and jump off with your dominant foot and land on your dominant foot. When you feel that you have mastered the first part of the triple jump, add the next step by jumping off your dominant foot and landing on your non-dominant foot. When you are ready to move on, add the last step by jumping off your non-dominant foot and landing on both feet.
- Repeat as many times as necessary.
TRIPLE JUMP EVENT
TIME
10-20 minutes
NUMBER OF STUDENTS
4-20 students per game
EQUIPMENT
2 short orange cones per 6 students
1 yellow, green, red, blue, and purple short cone per 6 students
OBJECTIVE
Today we are playing Triple Jump Event. In this game, the objective is to compete in the triple jump event and land the farthest.
INSTRUCTIONS
- I will divide the class into groups of six.
- Before the game begins, choose which country you would like to represent in your group.
- Each student will receive a marker cone to mark their landings.
- When I say, “GO!” the first student in line will begin with a running start and triple jump, landing as far as possible. Remember, your first leap in your triple jump needs to be before the line.
- Once you have tripled jumped, place your marker cone where your feet have landed and get back in line.
- Each student will have three turns to triple jump. Only move your marker cone if you land farther than your first attempt.
- After everyone has triple jumped three time, the three students who land the farthest will move onto the second round where they will jump an additional three times while the other students mark their landings.
- After the students finish the second round, the student with the farthest jump wins the gold medal for his/her group.
Game 1: Play as indicated above. Have students participate in different groups.
Game 2: Have the gold medalists from each group compete in a final round.
Exit Ticket: Students perform one triple 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:
- What is a triple jump?
- What about the triple jump did you find most challenging?
TRIPLE JUMPING STONES
TIME
15-25 minutes
NUMBER OF STUDENTS
No restrictions
EQUIPMENT
1 dot per student
1 short cone per student
OBJECTIVE
Today we are playing Triple Jumping Stones. The objective is to triple jump and land on your stone.
INSTRUCTIONS
- Before the game begins, line up shoulder-to-shoulder on the baseline, next to your marker cone and toss your stone out in front of you.
- Take 10-12 steps back from your marker cone.
- When I say, “GO!” begin with a running start. When you reach your marker cone, triple jump and try to land your feet on your stone.
- If you miss your stone, adjust the distance and try again.
- If you reach your stone, toss it again and take another 10-12 feet back to begin with a running start. Keep doing this until you reach the end line.
- We will begin a new game when everyone has reached the end line.
Game 1: Play as indicated above.
Game 2: Pair students up and have them take turns tossing a stone and seeing how many skips it takes each of them to reach it.
Variation: Students can predict ahead of time with their partners how many skips it will take them to reach the stone.
Exit Ticket: Students perform one triple jump on the the way to line up to go back to class.
TEACHING TIPS
- Approach:
- Remind students skips only count if they are controlled and done correctly.
- Consider pairing students who may have similar skipping abilities for Game 2.
- 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 triple jump?
- What about the triple jump did you find most challenging?
PRISONER II
TIME
25-30 minutes
NUMBER OF STUDENTS
6-20 students per game
EQUIPMENT
5 Short Cones
2 hula-hoops
1 flag per 2 students
Optional: 1 flag per student
OBJECTIVE
Today we are playing Prisoner II. In this game, the objective is to triple jump across the no-fly zone and entering your opponent’s side to free the prisoner.
INSTRUCTIONS
- I will divide the class into two different teams (using flags).
- You will decide who from your team will be the prisoner.
- The prisoner will stand on the opposing team’s side prison (hula-hoop).
- The prisoner can only be freed by another teammate tagging him/her.
- You must triple jump each time you cross the no-fly zone.
- If you land in the no-fly zone, you must try again.
- Once you have entered your opponent’s side, you are no longer safe and can be tagged and sent to prison.
- Teammates may only free one prisoner at a time and only the prisoner has a free walk back.
Game 1: Play as indicated above.
Game 2: Play with two prisoners.
Game 3: Play by pulling flags instead of tagging.
Exit Ticket: Students perform one triple jump on the the way to line up to go back to class.
TEACHING TIPS
- Approach:
- Divide teams equally based on athletic ability.
- Safety:
- Remind students of proper tagging techniques.
- 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 hurdle?
- When you clear the hurdle you must land on your ____ with your arms tight by your _____ ready to ______?
- How can having an effective hurdle jump improve your running time or speed in a race?