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: Non-swimming rescue techniques

Swimming Unit | Level 21

TECHNIQUE
Today we are going to learn about non-swimming rescue techniques. 

IMPORTANCE
Non-swimming rescue techniques are important because an emergency can happen to anyone at anytime. Knowning how to respond during an emergency can help save someone else's life without putting yourself in danger.

VOCABULARY
Rescue technique
: a skill used in saving somone from a dangerous situation.
Reaching assist: a method of helping someone out of the water when he/she is close to shore or close to the side of the pool, by reaching a hand, leg or an object.
Throwing assist: A method of helping someone out of the water by throwing a floating
object with a line attached.

When learning non swimming rescue techniques, it is important to remember:

Level 21- pic 1.jpg

1. Reaching Assist: when a person is close to the edge or shore of a body of water you can lay down and reach your arm, leg, or object to help pull them to safety.

Level 21- pic 2.jpg

2. Throwing Assist: when a person is too far to reach, throw an object that floats to the person.

 

PRACTICE
1. I will divide the class into partners. With your partner, Ro Sham Bo to decide who will begin in the shallow end water and who will begin on the outside edge of the pool. I will call out a rescue technique. When I say, "GO!" perform the rescue technique with your partner. After you are finished, switch roles.
2. Repeat as many times as needed.

RELAY RESCUE

relay rescue.png

TIME
10-20 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
2 foam rings
2 short cones
2 hula-hoops

STORYLINE
Today we are playing Rescue Relay. In this game, your goal is to practice a non-swimming rescue technique and help your team win the relay.

INSTRUCTIONS

  • I will divide the class into two teams.
  • From each team, I will choose a student to start as the sinker. The sinker will begin sitting inside the hula-hoop.
  • Before the game begins, line up single file behind your team’s marker cone.
  • When I say, “GO!” run to the end line and demonstrate a non-swimming rescue technique.
  • The sinker will run back to your team’s maker cone you will become the next sinker inside the hula-hoop.
  • The first team to have all their teammates rescued will earn one point.
 

Game 1: Play as indicated above. Have teams perform a reach technique.
Game 2: Have students throw a rescue ring (foam ring). The rescue ring must be thrown until the sinker catches.
Exit Ticket: Have students describe the two non-swimming rescue techniques before they line up to exit class.

 

TEACHING TIPS

  • Approach:
    • Make sure students are bracing themselves, keeping their bodies low and leaning back to avoid being pulled down.
  • 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 respond.
    • Allow students to respond with the help of pictures, a peer helper, manipulatives, or teacher.
    • Set individual goals for physical or behavioral modifications.
  • Reflection:
    • How can knowing non-swimming rescue techniques be helpful?
    • What surprised you most about learning non-swimming rescue tecniques?

RESCUE RING

rescue ring.png

TIME
10-20 minutes

NUMBER OF STUDENTS
6-24 students per game

EQUIPMENT
3 flags
5 foam rings

STORYLINE
Today we are playing Rescue Ring. In this game, you are swimming in the waters and in need of a thrown rescue ring (foam ring). Your goal is to help your fellow swimmers avoid being tagged by practicing one of the non-swimming rescue techniques.

INSTRUCTIONS

  • I will select three taggers. Everyone else will be a swimmer.
  • Taggers will wear flags so that everyone can tell who they are.
  • Five swimmers will begin with a rescue ring.
  • Before the game begins, spread out into the field.
  • When I say, “GO!” the taggers will try and tag the swimmers that are not holding a rescue ring.
  • Swimmers can only have one rescue ring at a time.
  • If a tagger tags a swimmer, they must switch roles.
  • The taggers must be wearing a flag before tagging any swimmers.
 

Game 1: Play as indicated above. 
Exit Ticket: Have students describe the two non-swimming rescue techniques before they line up to exit class.

 

TEACHING TIPS

  • Approach:
    • Depending on class size, increase the number of swimmers or taggers.
    • If students are not passing the rescue rings, have a rule indicating that students cannot hold onto a ring for longer than five seconds.
  • 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 respond.
    • Allow students to respond with the help of pictures, a peer helper, manipulatives, or teacher.
    • Set individual goals for physical or behavioral modifications.
  • Reflection:
    • How can knowing non-swimming rescue techniques be helpful?
    • What surprised you most about learning non-swimming rescue tecniques?

PLOT GENERATOR

plot generator.png

TIME
20-30 minutes

NUMBER OF STUDENTS
4-32 students per game

EQUIPMENT
None

STORYLINE
Today we are playing Plot Generator. In this game, your goal is to act out a plot that involves a non-swimming rescue technique.

INSTRUCTIONS

  • I will divide the class into teams of four.
  • Before the game begins, find an area on the field for you and your team to create a plot that involves a non-swimming rescue technique.  
  • Each plot may only be 30-seconds long.
  • When all teams are ready, I will call a team to come up and preform their plot.
  • When the team is finished performing, other teams may guess what happened in the storyline.
  • A point will be awarded to each team to correctly guess the storyline.
  • Two points will be awarded to the team to correctly guess the non-swimming rescue technique earns 2 points.
  • After all teams have performed, we will total the points up to see which team has earned the most.
 

Game 1: Play as indicated above.
Game 2: Have students create their own teams.
Exit Ticket: Have students describe the two non-swimming rescue techniques before they line up to exit class.

 

TEACHING TIPS

  • Approach:
    • If teams are having difficulty guessing the entire storyline, have teams earn one point if they correctly guess an element of the plot. 
  • 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 respond.
    • Allow students to respond with the help of pictures, a peer helper, manipulatives, or teacher.
    • Set individual goals for physical or behavioral modifications.
  • Reflection:
    • How can knowing non-swimming rescue techniques be helpful?
    • What surprised you most about learning non-swimming rescue tecniques?