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: How to save an active drowning victim

Swimming Unit | Level 25

TECHNIQUE
Today we are going to learn how to save an active drowning victim. 

IMPORTANCE
Knowing how to save an active drowning victim is important because an emergency can happen to anyone at anytime. Knowing where the rescue equipment is and understanding your role in an emergency can help save someone else's life without putting yourself in danger.

VOCABULARY
Active drowning victim
: someone who is consciously drowning and is unable to move forward or tread water and is attempting to keep their head above the water.

When saving an active drowning victim, it is important to remember:

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1. Before an accident arises, know where the safety equipment is.  

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4. Use a reaching or throwing assist without entereing the water. Only the lifeguard or trained professional should enter the water to rescue a drowning victim.

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2. Stay alert to your surroundings in order to recognize an emergency.

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3. Immediately call for help.

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 and the steps to saving an active drowning victim with your partner. After you are finished, switch roles.
  2. Repeat as many times as needed.

RESCUE RING II

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TIME
10-20 minutes

NUMBER OF STUDENTS
6-24 students per game

EQUIPMENT
3 flags
5 foam rings

OBJECTIVE
Today we are playing Rescue Ring II. In this game, the objective is save an active drowning victim by throwing him/her a rescue ring (foam ring).

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 steps in order to save an active drowning victim before they exiting 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:
    • llow 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:
    • What should you do to try and assist a drowning victim?
    • What surprised you most about learning how to save an active drowning victim?

 

PLOT GENERATOR II

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TIME
20-30 minutes

NUMBER OF STUDENTS
4-32 students per game

EQUIPMENT
None

OBJECTIVE
Today we are playing Plot Generator II. In this game, your goal is to act out a plot that involves a how to save an active drowning victim.

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 saving an active drowning victim.  
  • 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 steps in order to save an active drowning victim before they exiting 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:
    • llow 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:
    • What should you do to try and assist a drowning victim?
    • What surprised you most about learning how to save an active drowning victim?

STAR WARS DODGEBALL II

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TIME
15-25 minutes

NUMBER OF STUDENTS
6-32 students per game

EQUIPMENT
5 short cones
24 fuzzy balls
2 hula-hoops
10 water balloons

 

OBJECTIVE
Today we are playing Star Wars Dodgeball II. In this game, you are in a galaxy far away. Your goal is to recite one of the steps to saving an active drowning victim in order to get back into the game and help your team win. 

INSTRUCTIONS

  • I will divide the class into two teams.
  • I will select one student on each team to be the Jedi knight.
  • When I say, “GO!” throw fuzzy balls at the opposing team (from the shoulders below).
  • If you are hit, you must go down within three seconds.
  • Each team will receive five water balloons.
  • If you are hit with a water balloon, you must recite to the teacher one step in saving an active drowning victim.
  • The only way to get back up is if the Jedi knight comes and tags you.
  • When the Jedi knights are in their team’s hula-hoop, they are safe.
  • If the Jedi knight leaves the hula-hoop and gets hit (shoulders and below), he/she is down.
  • We will begin a new game when there is one team left. 
  • New Jedi knights will be chosen each game.
 

Game 1: Play as indicated above.
Game 2: Add spies. Spies can go onto the other team’s side and steal fuzzy balls but can also be hit. 
Exit Ticket: Have students describe the steps in order to save an active drowning victim before they exiting class.

 

TEACHING TIPS

  • Approach:
    • Remind students to use the water balloons sparingly.
    • Have students clean up the plastic from the popped water balloons.  
  • 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:
    • What should you do to try and assist a drowning victim?
    • What surprised you most about learning how to save an active drowning victim?