Jumping Activities
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Team games and challenges can be organised, both indoor and outdoor, that are related to the main
content of the jumping activity session. Teams can be selected so that the stronger members can
encourage and work with the weaker members of the group and, therefore, no young athlete is
singled out for his or her jumping ability.
5.4.1 Kangaroo Time
Aim
: Kangaroo Time is a team event of jumping for distance, to score points in a specified manner
(Standing Long Jump, Standing Triple Jump or Combination Jumps).
Equipment
: Gym Mats, if performing the activity indoor
Grassed area (not wet), if performing the activity outdoors
Cones to define point lines
Layout
: Jumping grids are marked with lines at one, two, three and four points for each team.
The grids should be set such that every young athlete can achieve the 1 point line and at least one
member of the group can achieve the 4 point line.
Activity
: Each team is allocated a jumping grid and in teams of five or six, the first young athlete from
each team approaches the jumping line. The remainder of the team should stand within their grid at
least 2 metres behind their jumper . The first young athlete from each of the teams is then instructed to
‘jump’ and points awarded dependent upon which line the heel of the foot cleared. The next team
member then completes a jump in the same manner. This continues until the team has completed
twenty jumps. The winning team is the one with the highest point score.
5.4 Jumping Games
WEB COPY
©EVEQUE
WEB COPY
©EVEQUE
Start
1 point
2 points
3 points
4 points