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: Butterfly arm pull with a pull buoy

Swimming Unit | Level 27

TECHNIQUE
Today we are going to learn how to do the butterfly arm pull with a pull buoy. 

IMPORTANCE
The butterfly stroke is important because it is one of the most challenging strokes to learn in swimming. This stroke helps a swimmer build coordination, power and endurance.

VOCABULARY
Pull buoy
: a piece of swimming equipment that is used to improve the technique of a swimmers pull.

When using the butterfly stroke with a pull buoy, it is important to:

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1. Keep your body inline with surface of the water.

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4. Sweep both arms simultaneously out of the water.

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2. Extend your arms above your head shoulder width apart.

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3. Pull your hands towards your body in circular motion with your palms facing down along your sides and pass your hips.

PRACTICE

  1. Spread out along the edge of the pool. When I say, "GO!" practice your butterfly arm pull.
  2. This time, I will divide the class into partners. With your partner, Ro Sham Bo to decide who will go first. When I say, "GO" butterfly pull with a pull buoy to the other side of the shallow end and back. Take turns when you reach the other side.

COLORS IV

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TIME
15-25 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
1 pull buoy per student

OBJECTIVE
Today we are playing Colors IV. In this game, the objective is to perform a butterfly pull with pull buoy when the betta fish (tagger) guesses your color.

INSTRUCTIONS

  • I will choose the betta fish. The betta fish will stand on the edge of the pool.
  • Guppies will begin in the water holding onto the edge of the pool with their pull buoys.
  • Before the game begins, guppies will choose a color to keep to themselves.
  • When I say, “GO!” the betta fish will begin guessing out loud different colors.
  • If the betta fish calls your color, butterfly pull with your pull buoy as quickly and quietly as you can to the other side of the shallow end.
  • If the betta fish hears you and turns around, he/she can slide into the fish tank and try to tag you before you get to the other end.
  • If you are tagged, then you become the betta fish for the next game.
 

Game 1: Play as indicated above. Betta fish can use any swim stroke.
Game 2: Betta can only turn around three times.
Game 3: Pick another category, such as movies, animals, fruits, etc.
Exit Ticket: Have students butterfly pull with a pull buoy on their way to exit the water.

 

TEACHING TIPS

  • Approach:
    • If the betta fish are complaining about being cold while they are out of the water, have them cover their eyes while they hold onto the side of the pool in the water.  
    • Consider giving betta fish three chances to tag a guppy so that plenty of students have a chance to be the betta fish. 
  • ELL Accommodation:
    • Post labeled pictures of skills (step by step) 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: 
    • Which direction should your palms be facing as they pass your hips?
    • How can I improve my butterfly stroke?

OCTOPUS III

octopus III.png

TIME
15-25 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
1 pull buoy per student

OBJECTIVE
Today we are playing Octopus II. In this game, the objective is to butterfly pull with your pull buoy past the octopus (tagger).

INSTRUCTIONS

  • I will choose an octopus to start in the middle of the pool. The rest of the class will be a crustacean.
  • Before the game begins, crustaceans will find a spot along the edge of the shallow end with their pull buoy.
  • When I say, “GO!” crustaceans must begin butterfly pulling with their pull buoy to the other end of the pool. The octopus will then try to eat as many crustaceans as possible.
  • The octopus can only move side-to-side and may not travel forwards or backwards.
  • If a crustacean is eaten, he/she must put the pull buoy on the edge of the pool and link arms with the octopus.
  • Once a crustacean is on the other side of the shallow end or apart of the octopus, I will blow my whistle for the next round.
  • We will begin a new game when either, the octopus has grown so large that crustaceans can no longer pass or there are no more crustaceans to eat.   
 

Game 1: Play as indicated above. 
Exit Ticket: Have students butterfly pull with a pull buoy on their way to exit the water.

 

TEACHING TIPS

  • Approach: 
    • Enforce a “taggers choice rule” if students are arguing about getting tagged.
    • If the length of the pool is too long, have student play from one end of the shallow end to the other.
  • ELL Accommodation:
    • Post labeled pictures of skills (step by step) 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:
    • Which direction should your palms be facing as they pass your hips?
    • How can I improve my butterfly stroke?

DSF TAG II

dsf tag II.png

TIME
15-25 minutes

NUMBER OF STUDENTS
4-30 students per game

EQUIPMENT
1 pull buoy per 3 students

OBJECTIVE
Today we are playing DSF Tag III. In this game, you will be practicing the different techniques in each swim strokes depending on who tags you. The objective is to do the butterfly pull with a pull buoy when you are tagged by a dolphin.

INSTRUCTIONS

  • I will divide the class into three groups: dolphins, submarines, and frogs.
  • Before the game begins, find a spot in the water.
  • If you are in the dolphin group, you will be using a butterfly stroke with a pull buoy.
  • If you are in the submarine group, you will be using a front crawl.
  • If you are in the frog group, you will be using a breaststroke.
  • When I say, “GO!” begin trying to tag anyone outside of your group.
  • If you are tagged, then you become a part of your taggers group and must use the same swim stroke.
  • After two minutes, I will blow the whistle and count which group is the largest.
 

Game 1: Play as indicated above.
Game 2: Play until everyone becomes a part of the same group.
Exit Ticket:  Have students butterfly pull with a pull buoy on their way to exit the water.

 

TEACHING TIPS

  • Approach: 
    • If comfortable, allow students to also use the deep end during this tag game.
  • ELL Accommodation:
    • Post labeled pictures of skills (step by step) 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:
    • Which direction should your palms be facing as they pass your hips?
    • How can I improve my butterfly stroke?