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 stroke

Swimming Unit | Level 28

TECHNIQUE
Today we are going to learn how to do the butterfly stroke. 

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
Butterfly stroke
: a swimming stroke done face down and the arms are thrust our of the water in a circular motion while the legs move in an up-and-down motion.

When doing the butterfly stroke, it is important to:

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

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4. Use your core and hips to create a whipping motion with your legs driving your feet downwards (like a dolphin).

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

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

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3. Extend your legs keeping your knees and feet together.

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6. As your arms are about to come out of the water, raise your head until your chin is just above the water and take a breath.

PRACTICE

  1. I will divide the class into partners. With your partner, Ro Sham Bo to decide who will go first. When I say, "GO" practice your butterfly stroke to the other end of the shallow end and back. When you reach the other side, give your partner a turn.
  2. Repeat as many times as needed.

DSF III

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
None

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 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 stroke 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 animal's motion does the butterfly stoke most resemble?
    • How can you keep yourself or your partner motivated if the breaststroke is challenging?

MARCO POLO IV

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TIME
10-20 minutes

NUMBER OF STUDENTS
No restrictions

EQUIPMENT
None

OBJECTIVE
Today we are playing Marco Polo IV. In this game, the famous adventurer, Marco Polo, has been separated from his mischievous crew while at sea. Your goal is to butterfly stroke away from Marco Polo as he begins to reach you.

INSTRUCTIONS

  • I will choose a student to begin as Marco Polo (tagger). He/she will keep their eyes closed during the game.
  • Everyone else will begin as a crew member.
  • Before the game begins, crew members will find an area in the shallow end of the pool.
  • When I say, “GO!” Marco Polo will say, “Marco” while the crew responds with, “Polo”.
  • Marco Polo will follow the sounds to try and tag a crew member.
  • Crew members must butterfly stroke in order to avoid getting tagged.
  • If you are tagged, then you become Marco Polo for the next game.
  • Each tag must be made out of the water using a two-finger butterfly tag.
  • You may not splash or touch Marco Polo.
 

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

 

TEACHING TIPS

  • Approach:
    • Remind students to be aware of their surroundings and to avoid bumping into others.
    • If students see that Marco Polo is headed out of the shallow end or towards a wall, they can say, “heads up!”
  • 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 animal's motion does the butterfly stoke most resemble?
    • How can you keep yourself or your partner motivated if the breaststroke is challenging?

DUCK DUCK SPLASH III

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TIME
10-20 minutes

NUMBER OF STUDENTS
4-20 students per game

EQUIPMENT
None

OBJECTIVE
Today we are playing Duck, Duck, Splash III. In this game, the objective is to the butterfly stroke to catch up and tag the tagger.

INSTRUCTIONS

  • I will select a student as the tagger.
  • Before the game begins, everyone will form a circle by standing in the shallow end.
  • When I say, “GO!” the tagger will go around the circle and tap each student’s head lightly and either say, “Duck” or “Splash”.  If you are a, “Duck” you are safe and remain in the circle.
  • If you are a “Splash” you must do the butterfly stroke around the circle and try and tag the tagger.
  • If the tagger is tagged, he/she must sit in the middle of the circle.
  • If the student does not get tagged, you are the tagger for the next round.
 

Game 1: Play as indicated above.
Game 2: Everyone in the circle must close their eyes and stand with their backs facing in.
Exit Ticket: Have students butterfly stroke on their way to exit the water.

 

TEACHING TIPS

  • Approach:
    • Remind students to choose students who have not had a turn.
  • 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 animal's motion does the butterfly stoke most resemble?
    • How can you keep yourself or your partner motivated if the breaststroke is challenging?