The Jump Rope
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Invited to explore physical education with a 3D printer, MakerBot's Design Studio engineered a fun—and functional—solution! With the MakerBot Jump Rope, you can now download and 3D print your very own fitness tool!
Chain Link Clip - 100%
Chain - 100% (print horizontal)
Handle - 2%
Title Jump Rope Math
Subject Physical Education; Applied Math
Class periods 8-10
Lesson Overview Learn math; increase cardiovascular fitness
Materials Jump ropes
Standard 1 - Demonstrates competency in motor skills and movement patterns needed to perform a variety of physical activities.
Standard 2 - Demonstrates understanding of movement concepts, principles, strategies, and tactics as they apply to the learning and performance of physical activities.
Standard 3 - Participates regularly in physical activity.
Standard 4 - Achieves and maintains a health enhancing level of physical fitness.
Standard 5 - Exhibits responsible personal and social behavior that respects self and others in physical activity settings.
Standard 6 - Values physical activity for health, enjoyment, challenge, self-expression, and social interaction.
1. Students will demonstrate knowledge and skills they need to maintain or increase endurance levels throughout unit.
2. Students will perform physical movement skills in a variety of settings.
3. Students will gain an understanding of a variety of jumping skills through guided practice.
4. Students will demonstrate knowledge of sequence and routine (continuous).
5. Students will be able to interact socially with others and remain on task.
6. Students will be able to follow basic skill as modeled by instructor and proceed through guided practice.
Daily Lesson Plans
Day 1: Watch jump rope video with several skills displayed (you tube, teacher tube, jump rope for heart). Explain purpose for daily skills and warm-up. Daily warm-up 60 sec continuous jump. Basic jump skills: Single bounce, skier, bell, and jogger. Teacher demonstrates ----Student performs skill for two minutes after each demonstration. End day with game: who can jump the longest without stopping or mistakes.
Day 2: Warm –up, 60 sec. Continuous jump. Review previous day skills. Teach new skills: side straddle, front straddle (scissors) straddle cross and twist.
End with jump rope relay race.
Day 3: Warm-up, 60 sec. Continuous jump. Review previous day skills. Small routine, practice three skills on a 4 beat routine. Teach new skills: Criss Cross, continuous criss cross, and toe-to-toe. End with challenge skill: double under.
Day 4: Warm-up, 60 sec. Continuous jump. Review previous day skills (student demo). Teach new skills: heal-to-heal, side swing, combination straddle, and forward 180.
End with challenge skill: backward 180.
Day 5: Warm-up, 60 sec. Continuous jump (majority should be jumping the entire time now). Review previous day skills (student demo). Set up jumping stations. 2-3 students per group and rotate. Teacher can assess and give feedback.
Day 6: Warm-up, 80 sec. Continuous jump. Review previous day skills (student demo). Small routine, 4 skills-8 beat count. Teach new skills backward 180 and kick swing.
Day 7: Warm-up, 80 sec. Continuous jump. Review previous day skills (student demo). Teach advance skills: can cans, 360 turn, wounded duck and double under. Explain routine procedures and hand out routine sheets.
Day 8-10: Students should be working on and presenting routines. Teacher can assess during the routines or as they are independently working.
Jump rope rubrics, monitoring notes, visual observation, verbal feedback, and modeling for students.
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The Jump Rope by MakerBot is licensed under the Creative Commons - Attribution - Share Alike license.
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