Unit 1:: Session: 12
Unit 1:: Session: 12
Unit 1:: Session: 12
Date of preparation:
Date of teaching:
Unit 1:
Session : 12
I. Objectives: At the end of the lesson, students will be able to:
Take a running jump off 1 foot from 3 paces
Be able to land correctly without hurting themselves
II. Teaching content:
III. Time:
IV. Teaching aids:
V. Students’ assumed knowledge:
VI. Procedures
Stages / Time Activities and Presentation Ss’ Grouping Teaching aids
Welcome SS
Play the Freeze game
Do warm up learnt from previous lessons
Jumping has numerous benefits such as:
1. Warm up Jumping requires no equipment or any specialized gear. ...
(10 mins) Jumping builds strength and improves muscle tone. ...
Jumping is an excellent calorie-burner. ...
Jumping helps improve bone density. ...
Jumping improves your metabolism. ...
Jumping improves heart health.
No need for a long run up (3 to 5 strides for younger athletes)
• Run up should be fast and controlled
• Drive lead knee up into the air (extend drive leg fully before it leaves ground)
• Bring arms up high as knee comes up to encourage lift
• Jump high (as if jumping over a fence) as well as long (JUMP UP AND OUT)
• Keep body tall and head up (do not look down into the sand)
2. • Do not look down at the take-off board when doing the run up
( mins) • Keep chest and hips up high
• Try to land feet together and bend knees on landing (legs in front of body)
• It is okay to get dirty in long jump
• Try to not fall backwards on landing
• To work out take off leg – ask athlete to run and jump over something a few times (to see which leg
they naturally jump off
3. Hoop Jump
JUMP START: Great Ideas for group games
( mins) General body warm up; improve vertical jumping ability.
One hoop for each pair.
Form pairs. Person A holds a hoop out at arm's length just above the
Teacher: Andrew Class: Grade 1 Subject: Running Jumps Week: 6
Date of preparation:
Date of teaching:
ground level. Person B stands next to the hoop.
Person B attempts to jump into, then out of the hoop. Person A slightly
raises the hoop with each successive jump. After a few repetitions, swap roles.
The hoop should not be raised beyond a player's jumping ability and
should go no higher than knee height.
The player holding the hoop is strictly not allowed to move the hoop as
their partner is jumping.
Development of scissors jumping action.
Ground markers, low obstacles / skipping ropes.
Make a large figure of 8 on the ground with markers. Place a low
obstacle (or two skipping ropes) that can easily be scissored at the
intersection of the figure 8. Players line up at the top of the figure 8.
Each player covers the figure 8 circuit, scissor jumping over the
obstacle in the middle, before tagging the next runner.
Players will need to use both left and right legs as their take off legs for
this activity.
ALTERNATIVE: This may be played as a follow-the-leader type activity,
where up to six players go through at once, as long as measures are
taken to avoid collisions in the middle.
4.
( mins)
4. Wrap-up (5’)