SHAPE STANDARDS
Swimming and swimming safety is not required within the Shape Standards.
This unit is for those who need to meet state specific standards or want to teach additional content.

CASEL STANDARDS
Self-Awareness- Self-Confidence

ASSESSMENT RUBRIC

 

Objective: Front crawl with breathing (along the wall)

Swimming Unit | Level 16

TECHNIQUE
Today we are going to learn how to front crawl with breathing. 

IMPORTANCE
Front crawling is important because it is the fastest and most effectient swim stroke especially when you are swimmig long distances.

VOCABULARY
Front crawl: is a swimming stroke and is the fastest of the swimming strokes.

When front crawling, it is important to:

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1. Hold onto the side of the pool with your hands next to each other.

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4. Extend your next arm to bring into the water and pull.

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2. Bend at your waitst and put your face in the water.

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5. On your third stroke when both arms are extended in opposite directions, turn your head to the side to breathe.

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3. With your palm facing down, extend one arm to enter and pull the water to your upper thigh.

PRACTICE

  1. Spread out and hold onto the side of the wall. When I say, "GO!" begin front crawling with alternating arms. After two strokes bring your head up to take a breath
  2. This time, front crawl while practicing your breath control.

SEA TUNNELS RELAY II

SEA TUNNELS RELAY II.png

TIME
15-25 minutes

NUMBER OF STUDENTS
4-20 students per game

EQUIPMENT
4 hula-hoops

STORYLINE
Today we are playing Sea Tunnels Relay. In this game, you will be relay racing to the other side of the pool. Your goal is to front crawl pull with breathing until your teammate has made it to the other side of the pool.  

INSTRUCTIONS

  • I will divide the class into four teams.
  • I will choose someone from each team to hold their team’s sea tunnel (hula-hoop).
  • When I say, “GO!” the first teammate in line will begin wading through the shallow end.
  • When they reach the sea-tunnel, they must bob through.
  • When he/she reaches the other side of the shallow end, they must begin front crawl pulling with breathing while holding onto the edge of the pool.
  • As soon as you see your teammate begins front crawl pulling, you may go next.
  • When you reach the other side of the shallow end, tag your teammate and he/she will then wade back and bob through the tunnel to the other side.
  • Once he/she makes it back to their team, he/she will then high-five the next teammate in line.
  • The first team to have their last teammate to begin will win the relay.
 

Game 1: Play as indicated above.
Game 2: Have students hop to the other side of the shallow end and back.
Game 3: Have students swim to the other side of the shallow end and back.
Exit Ticket: Have students demonstrate their front crawl pull with breathing along the wall for 30-seconds before exiting the water.

 

TEACHING TIPS

  • Approach:
    • Remind students to practice their breathing control as they flutter kick along the wall.
    • Remind teams to switch out the teammate holding the sea tunnel.
  • ELL Accommodation:
    • Post  labeled pictures of skills and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation:
    • Allow students extra time to master the skill.
    • Allow students to respond with the help of pictures, a peer helper, manipulatives, or teacher.
    • Set individual goals for physical or behavioral modifications.
  • Reflection:
    • After how many strokes should you turn your head to take a breath?
    • What did you work hardest on today?

PASS THE SEA CUCUMBER III

pass the sea cucumber II.png

TIME
10-20 minutes

NUMBER OF STUDENTS
6-25 students per game

EQUIPMENT
2 diving sticks

STORYLINE
Today we are playing Pass the Sea Cucumber III. In this game, we will be passing sea cucumbers (diving sticks) as quickly as we can. Your goal is to practice your front crawl with breathing along the wall as the sea cucumber is passed down the line.

INSTRUCTIONS

  • Find a spot shoulder-to-shoulder in the water along the edge of the shallow end of the pool.   
  • I will give a sea cucumber to the students at the end of the line
  • When I say, “GO!” place your face in the water and begin passing the sea cucumber while you practice your front crawl with breathing along the wall.
  • The sea cucumber must be passed under the water to each student.
  • Once you have passed the sea cucumber, resume practicing your front crawl pull.
  • If you are on the end of the line and receive the sea cucumber, shout, “GOT IT!” so everyone knows to bob under the water and pop up.
  • We will see which end receives the sea cucumber first.
 

Game 1: Play as indicated above.
Game 2: Have each side race to receive the sea cucumber first.
Game 3: Have students pass the sea cucumbers using a specific body part (i.e., only using your left hand; only using your toes; only using your knees; etc.)
Exit Ticket: Have students demonstrate their front crawl pull with breathing along the wall for 30-seconds before exiting the water.

 

TEACHING TIPS

  • Approach:
    • Remind students to practice their breathing control during this game.
    • Remind students to wear goggles during this game. 
  • ELL Accommodation:
    • Post  labeled pictures of skills and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation:
    • Allow students extra time to master the skill.
    • Allow students to respond with the help of pictures, a peer helper, manipulatives, or teacher.
    • Set individual goals for physical or behavioral modifications.
  • Reflection:
    • After how many strokes should you turn your head to take a breath?
    • What did you work hardest on today?

DUCK, DUCK, SPLASH

duck, duck, splash.png

TIME
10-20 minutes

NUMBER OF STUDENTS
4-20 students per game

EQUIPMENT
None

STORYLINE
Today we are playing Duck, Duck, Splash. Your goal is to practice your front crawl pull with breathing as the tagger chooses a swimmer.

INSTRUCTIONS

  • I will select a student as the tagger.
  • Before the game begins, find a spot shoulder-to-shoulder along the edge of the shallow end.
  • When I say, “GO!” the tagger will go around down the line and tap each student’s head lightly and either say, “Duck” or “Splash”.  
  • As the tagger is going down the line, practice your front crawl pull with breathing along the wall.
  • If you are a, “Duck” the tagger will lightly tap you once for you to remain holding onto the edge.
  • If you are a “Splash” the tagger will lightly tap you twice and you must turn around to swim in order to tag the tagger.
  • If the tagger is tagged, then the student who tagged him/her can choose the tagger for the next game.
  • If the student does not get tagged, you are the tagger for the next round.
 

Game 1: Play as indicated above. 
Exit Ticket: Have students demonstrate their front crawl pull with breathing along the wall for 30-seconds before exiting the water.

 

TEACHING TIPS

  • Approach:
    • Remind students to choose a student who has not had a turn.
    • Remind students to not push off the side of the wall. 
  • ELL Accommodation:
    • Post  labeled pictures of skills and game play.
    • Partner with proficient English speakers for directions/modeling and reflections.
  • SpEd Accommodation:
    • Allow students extra time to master the skill.
    • Allow students to respond with the help of pictures, a peer helper, manipulatives, or teacher.
    • Set individual goals for physical or behavioral modifications.
  • Reflection:
    • After how many strokes should you turn your head to take a breath?
    • What did you work hardest on today?