SHAPE STANDARDS
S2.M13.8-Implements safe protocols in self-selected outdoor activities.
S4.M7.8-Independently uses physical activity and fitness equipment appropriately, and identifies specific safety concerns associated with the activity.

CASEL STANDARDS
Self-Management- Self-Discipline

ASSESSMENT RUBRIC

 

Objective: Long jump

Jumping Unit | Level 33

TECHNIQUE
Today we are going to learn how to long jump.

IMPORTANCE
The long jump is important because it helps develop your speed, power, coordination, jumping ability, and strength as well as increase your total distance of your jump.

VOCABULARY
Long Jump: an athletic event in which competitors jump as far as possible along the ground in one leap.

When long jumping, it is important to:

Level 11- Pic 3.jpg

1. Begin with a running start

Level 09- Pic 2.jpg

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

Level 09- pic 3.jpg

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.
  3. When I say "GO!" take five running steps from the baseline and jump both for height and distance. 

JUMP THE GAP

Screen Shot 2017-12-15 at 10.19.11 AM.png

TIME
15-25 minutes

NUMBER OF STUDENTS
2-25 students per game

EQUIPMENT
2 long jump ropes
2 short cones

STORYLINE
Today we are playing Jump the Gap. Your goal is to long jump 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 long 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 long jumps to the side.
Exit Ticket: Students perform 3 long jumps off the run for distance 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:
    • Describe in detail how the long jump can help you as a competitor.
    • What are some other goals you could set for yourself that would also improve you as a competitor?

CAPTURE THE FLAG II

Untitled.png

TIME
15-25 minutes

NUMBER OF STUDENTS
4-20 students per game

EQUIPMENT
16 short cones
4 short cone (red, yellow, blue, green)
4 flags

OBJECTIVE
Today we are playing Capture the Flag II. In this game, the objective is to long jump over “no man’s land” and enter your opponent’s territory to try and steal their flag.

INSTRUCTIONS

  • I will divide the class into two teams. Each team will set up the flag and jail towards the back of their territory.
  • When I say, “GO!” teams may begin long jumping over no man’s land to enter the other team’s side.
  • If you land in no man’s land, you must try to long jump again until you land on the other team’s side. Students cannot be tagged in no man’s land.
  • Once you enter your opponent’s territory, you can be tagged. You do not have to long jump back to your team’s territory.
  • If you are tagged, you must go to jail.
  • The only way to be freed from jail is if another teammate breaks into the jail everyone will receive a free walk back to their side.  
  • If you are in possession of your opponent’s flag when you are tagged, the flag must be returned.
  • Flags cannot be passed or thrown.
  • When guarding your flag, you must remain three feet away from the short cone.
  • There are no safe zones around the flags.
  • We will begin a new game when a team has captured their opponent’s flag or all a whole team is in jail
 

Game 1: Play as indicated above.
Variation: Allow a “Five Seconds of Invincibility Rule”. When the teacher calls out, “Five Seconds of Invincibility!” students are invincible for five seconds and cannot be tagged during this time (count aloud down from five so students know how much time they have).
Exit Ticket: Students perform 3 long jumps off the run for distance on the way to put the jump rope away.

 

TEACHING TIPS

  • Approach:
    • Do not put jails and flags all the way in the back corners or it will be too difficult to steal.
    • Allow one minute for teams to formulate a strategy or plan.
  • Safety:
    • Remind students to be in control when long jumping so that they avoid tripping or stumbling.
  • 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:
    • Describe in detail how the long jump can help you as a competitor.
    • What are some other goals you could set for yourself that would also improve you as a competitor?

LONG JUMP EVENT

Screen Shot 2017-12-15 at 10.33.56 AM.png

TIME
15-25 minutes

NUMBER OF STUDENTS
No restrictions

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 Olympic Long Jump Event. In this game, the objective is to compete in the long jump event.  

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 jumps.
  • When I say, “GO!” the first student in line will begin with a running start then long jump as far as possible.
  • Once you have jumped, place your marker cone where your feet have landed and get back in line.
  • Each student will have three turns to long jump. Only move your marker cone if your jump was farther than your first attempt.
  • After everyone has long jumped three time, the three students with the farthest jumps will move onto the final round where they will jump an additional three times while the other students mark their jumps.
  • 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 to compete in a final round.
Exit Ticket: Students perform 3 long jumps off the run for distance 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.
    • 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:
    • Describe in detail how the long jump can help you as a competitor.
    • What are some other goals you could set for yourself that would also improve you as a competitor?