Zero 1, 2, 3
Under 10 minutes
To develop basic jump roping skills, understanding jump rope school rules.
Skills Practiced: Turning with a partner, entering and exiting the rope and jumping.
Before You Start
- Review the concept of personal safe space when turning a jump rope.
- Explain the concept of taking turns in a jumping order and in the different roles.
- Demonstrate the skills needed and use players to help you.
- Ask players to explain the concepts and the game back to you.
How to Play
- Divide everyone into groups of four to ten, depending on the number of available ropes and skill level.
- Younger players may need smaller groups, older jumpers are challenged by larger groups.
- Each group gets one rope.
- The leader assigns two turners in each group and the rest form a line.
- The two turners begin by turning the rope.
- One-by-one the players enter and exit the rope.
- In the first round, the jumpers try to run under the rope without jumping or touching the rope.
- After each jumper’s attempt or completion, s/he returns to the back of the line.
- Once the jumpers have complete running through, s/he enters, jumps once and exits on their turn on the jumper’s second turn.
- After the jumpers have jumped once and exited, they go through and jump twice, then three times, etc on each turn.
- If a jumper misses on their turn, s/he goes back in line and continues to try the same number of jumps, until s/he successfully jumps and exits.
- Be sure to rotate those who are turning the rope.
- For more skillful and advanced jumpers, change from just jumping and exiting to doing tricks while jumping.
- Examples of tricks are turning around while jumping, touching the ground while jumping, criss-crossing the feet or jumping on one foot.
- Also called School. Those who run through the rope have figurative completed kindergarten, jumped once have completed first grade, etc.