
PE • 45 • 25 students • Created with AI following Aligned with New Zealand Curriculum
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This is lesson 3 of 10 in the unit "Mastering Throwing, Jumping, and Catching". Lesson Title: Jumping Fundamentals: Take Off and Land Lesson Description: Teach proper jumping techniques including take-off and landing mechanics, using various jumping drills and games.
Lesson 3 of 10 in Mastering Throwing, Jumping, and Catching. Students develop safe, controlled jumping by practising take-off, flight and landing, then apply these skills in progressive partner challenges and a jumping game. Activities can be simplified for younger students or made more challenging for Years 7–8.
0–5 minutes – Welcome, hook and safety briefing Meet students in a marked area and open with the jumping hook and learning intention slides. Ask: “What would happen if we landed with straight legs?” Demonstrate a safe landing and an unsafe landing without impact. Establish rules: jump only on the signal, land in personal space, look before moving, and stop immediately on “freeze”.
5–10 minutes – Warm-up: Jump, freeze, balance Students move around the area using a range of locomotor movements. Call “jump” for a small vertical jump, “freeze” for a still landing, and “change” for a new direction. Progress from two-foot jumps to small one-foot hops; younger students stay with two feet, while older students add quarter turns.
10–16 minutes – Teach and practise the technique Use the take-off, flight and landing technique slides to show the key cues:
16–26 minutes – Jumping stations Organise five groups of five. Each group completes two-minute rounds at five safe stations, rotating on the signal. Use the station instruction slides to display the sequence. Stations include: vertical jump and stick, forward jump and stick, side-to-side line jumps, low obstacle jump, and a personal-distance jump. Students choose a distance that allows safe control. No student jumps over another person.
26–35 minutes – Partner coaching challenge In pairs, one student jumps while the other observes from the side, then they swap. The observer gives one positive comment and one next step using the cues “bend”, “swing”, “push” or “stick”. Complete three rounds: jump for height, jump for distance, and jump with a controlled shape. Years 7–8 may compare which arm action or knee position improves their result; younger students focus on a stable landing.
35–41 minutes – Team game: Island Jump Place hoops or floor markers around the area as “islands”. Students travel safely between islands using the called movement: two-foot jump, one-foot hop, side jump or long jump. On “storm”, students must land on an island and hold their balance for three seconds. Remove no islands; the challenge is to improve control, not eliminate players. Use the Island Jump rules and challenge slides.
41–45 minutes – Cool-down and reflection Students walk, breathe slowly and complete gentle lower-body stretches. Gather students and show the reflection and exit-question slide. Ask them to demonstrate their best landing to a partner, then share: “One thing I did well was…” and “Next time I will…”. Reinforce that a safe, controlled landing is more important than jumping the furthest.
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