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Statics
Locomotion
Springs
Landings
Rotation
Swing
The S.P.A.C.E approach is used for the introduction of skills and their practice to
gymnastics. Its a logical progression of teaching from the simple to more
difficult aspects of the skill.
S What skill progressions can be used to teach the whole skill? How will you
break the skill down into smaller parts?
E How can the teacher evaluate when the student is ready to progress
WARM UP
The purpose of a warm up is to prepare both the body and the mind for the
activities that will follow in the training session and so minimize the risk of
injury.
The warm up should involve continuous aerobic type activity the increase the
blood flow and the body temperature. Follow this with stretching activities for all
the major joints and muscle groups to loosen up the body this should not be
confused with increasing flexibility, where the stretches are held for a longer
period of time.
The length of the warm up and its intensity will vary according to the age and
ability of the student and the overall length of the lesson.
Involve everyone
Do not overstretch. Hold the stretch to the point of tension and this
tension should subside over time.
This allows students to become more confident and efficient movers and these
skills can be transferred to all areas of life.
When planning your gymnastics programme, you should identify which skills will
be taught as part of a DMP and then ensure that the adequate physical
preparation has been covered before attempting to teach that skill.
Physical conditioning work may be included as part of the warm up, as part of a
circuit or while they are waiting for a turn at an activity during the skill
development section of your lesson.
Make it fun ask a class to do 10 push up and they groan. Disguise the
push ups in a game or challenge and they will do 30 without noticing
Use music
The heights
Rationale:
body management
Divide the body into three sections upper, torso, lower
Then collate and number a variety of individual, partner and group activities and
games that can be used to develop these areas.
For e.g.
UPPER BODY
TORSO
LOWER BODY
2. DL 2. calf 2. cycling
CIRCUITS
A circuit is a closed loop of several situations with activities set out at each
station. It may be used to develop progressions towards a skill, to practice a
new skill, to allow exploration of movement, or to revise skills from past lessons.
The organisation of the circuit can vary depending on the desired outcome.
Students may perform the station activity once and move on to the next station
or they may remain at one station for a designated time then move on as
directed.
Stations need to be well spaced and designed to flow around the circuit
Ensure landing areas are clear from other students and any hand
apparatus
Select stations so that only one (if any) activity will require constant
supervision
Include in the plan how you will group the students and how they will
move around the circuit
HOMEWORK
Design a simple circuit for endurance with 6 x relevant exercises for 45 secs
at each station.
2. Skipping
3. Star jumps
5. Ghost boxing
6. Burpees
The DMP approach provides a framework that develops from simple to complex
for the teaching of movement. It assists the teacher to decide what to teach
and in what order.
STATICS
This includes all the held and still positions in gymnastics and should be the
starting point for your teaching.
Once the supports and balances are competent on the floor students can then
progress to partner and group balances and supports and balances on
apparatus.
1. Stand with good posture : chin-up, bum squeezed, shoulders back, feet
together
2. Front support: shoulders over hands, body straight, squeeze bum, feet
together
7. Shoulder stand: straight line (feet, knees, hips, shoulders), hands on hips
8. Front scale: straight legs, chest up, arms out to the side or hips
TIGHT BODY PREPARATION
The ability to maintain a fixed shape and be able to eliminate unnecessary body
movements is a prerequisite for efficient movement and is an important factor
in the prevention of injury. Correct posture is also aesthetically pleasing.
HANDSTAND
Physical Preparation
Endurance:
1. Tuck sit
2. Front support
3. Bunny hop: 2 feet takeoff and landing, bend knees, straight arms
Extension
Backflip
round-off
handspring
cartwheel
Once the basic static positions have been taught these can be practiced and
improved by providing a variety of tasks, which use the static positions
Make a station in a circuit the static that relates to the skill being taught or
as a revision have a whole circuit set up with statics stations.
Make up a sequence using static position using different body parts and
different levels.
Work with a partner and make up a sequence using four different statics.
Perfect with precise timing and exact images.
2. Wall walks
6. Wheelbarrow walks
7. Push ups
PARTNER BALANCES
Reinforces the principles of stability e.g. wide base of support, and vertical
alignment of arms and legs so that the line of gravity runs through the
base of support
SAFETY
Use hand to hand or hand to wrist grip, monkey grip is not safe
Do not allow pyramids higher than two persons in the school environment
SPRING
This DMP includes the activities which involve projecting oneself into the air and
requires the physical ability of power i.e. explosive take off. The spring activities
that will be covered are:
SAFETY
Mats must be placed so there are no joins along the line of landing
Firm matting is required for activities which involve springing from hands
KTPs
The balls of the feet strike first with the heels making only momentary
contact
This is followed by rapid extension of ankle and knee joints and a strong
swing of the arms in an upward and forward direction
Trunk is stable and upright and at no stage should there be any arch in the
students lower back
1. BASIC JUMPS KTPs
Straight
Straight body
Shoulders back
Legs together
Star
Legs apart
Tuck
knees to chest
Stag
toe to knee
Split
spilt legs
2 feet to 2 feet
Arms to chest
Elbows in
Sissone
Cat / scissor
Left knee up
Stride
Change leg
Side
LANDINGS
Safe landings could be one of the most important life skills you will teach your
students. The categories of landings that will be covered in this course are:
1. Landing on feet
2. Landing on hands
3. Landing sideways
4. Landing backwards
The basic principle of safe landing is to soften the impact on the body joints
especially the lower back. This is achieved by absorbing the landing forces over
as much time and as large a body surface as possible.
SAFETY
Ensure adequate matting not too hard or soft
KTPs
Contact first with balls of feet then roll through to heels and bend and the
knees and hips to finish as if sitting on a motor bike (toe, heel, knee, hips)
PROGRESSIONS
vi. Gradually increase the height of take off, make sure heels stay on the
ground
LANDINGS (cont)
2. LAND ON HANDS
KTPs
PROGRESSIONS
i. From kneeling, slowly fall forward to absorb force through fingers, palms
and bend elbows
iii. When confident try from crouch stand, then from a front scale / arabesque
KTPs
Hand position
to the right:
Arm position
PROGRESSIONS
KTPs
Hand position
Palms down
Arm position
PROGRESSIONS
ii. Roll to shoulders and turn head to one side to watch knees touch the mat.
Repeat to the other side.
v. Progress to starting from stand, then with a jump and landing off balance
to continue to safety roll
vi. As students develop competence jump backwards from a low height and
continue into back safety roll.
SPRING (cont)
Land
Use a crash mat preferably with an over run mat at the end
Mini tramp activities must be supervised. If leaving the area turn the
apparatus upside down or place in locked storage area
Always check the apparatus is safe and stable before used by students
List different jumps that can be done off a beatboard or mini tramp
JUMPS
KTPs
Run
Straight jumps
Arm circle
Tuck jumps backwards
Frontsault
Straddle
Stag
Pike
PROGRESSIONS
i. Bunny jumps along the floor. Increase the distance of the spring
KTPs
Run
KTPs
Run
Design a circuit:
A)
1. striding over objects
2. half turn race amount of turns before a line
3. burpees and star jumps
4. squat tuck jumps
5. side leaps from wall to wall jump for distance
6. leap frog over people race
B)
1. Hula hoop step jumps of two feet into hoops (vary jumps)
2. Hula hoop circuits changing jumps
3. Beam walk jump 2 feet off, arm circle
4. Zig zag spring jumps over side to side over the bench
5. Straight jump onto a board up onto a height
6. Jumping over a beam
C)
1. bunny hops into hoops (bean bags between knees)
2. box jump feets to hands making a tuck jump off
3. handstands
4. round off along mat
5. cartwheel over bench r bunny hops
6. handstand against wall
Plan a circuit with SIX stations that allows practice of landing techniques.
Include TWO point from notes on KTPs for each station, describe briefly the
group organisation and indicate with a T where the teacher would stand.
- tight ball
- bent legs
3. Sissones
- land on one leg
- tight ball
- fingers first
- tight ball
LOCOMOTION
Locomotion is moving from one space to another. The three categories that will
be covered are:
When locomotions have been mastered on the floor, they can be taken up
onto apparatus
ROTATION
This DMP is represented by any turn or spin around an internal axis. There are
three axis. These are longitudinal, transverse and anterior / posterior axis.
LONGITUDINAL AXIS
Run an imaginary stick in a straight line from the middle of your head to your
feet and you have a longitudinal axis. Rotations around this axis involve all turn
left or right.
Related skills
Log rolls
- Straight body
- Full 360
Egg rolls
- Tucked on knees
- Full 360
Jump half / full turn
TRANSVERSE AXIS
Run an imaginary stick from the left to the right hip and you have the transverse
axis. Rotations around the axis involve all turns forwards and backwards.
Related skills
FORWARD ROLL
a. Physical Preparation
- Hamstring flexibility
b. Skill progressions / lead up drills KTPs
1. Tuck sit
2. Rock n Rolls
c. Common errors
- Dive roll
- Front sault
e. Where did you spot for this?
- Lift hips up
BACKWARD ROLL
a. Physical Preparation
1. Tuck sit
Tuck Chin under
2. Rock n Roll with hand placements
Push head off
3. Rolling backwards and forwards
Legs go over head
4. Roll down an incline
Land on feet
5. Roll on floor
c. Common errors
- Arch back
Progressions
Run an imaginary stick in a straight line from your belly button through to your
back and you have the anterior posterior axis. Rotations around this axis
involve all sideways rotations.
CARTWHEELS
a. Physical Preparation
c. Common errors
- Roundoff
- One hand
e. Where did you spot for this?
Progressions
Draw an example circuit for teaching a forward roll in the space below.
Choose 6 x stations each with two KTPs. Then indicate with a T where the
teacher would stand and explain your reason.
5. Roll up an incline
Teacher would stand on the outside of the circuit so they are able to monitor the
whole class
ROTATION (cont)
a. Physical Preparation
Strength
- Core strength
Flexibility
- Hamstring
b. Skill Progressions
From an incline
Step left
Step right
Tight body
d. Common Errors
a. Physical Preparation
Strength
Flexibility
- In lower arm
b. Skill Progressions
Cast
Not assisted
Drop shoulders
Feet up
Straight arms
Chest in
d. Common Errors
No hip drive
SWING
In the school environment most swing apparatus is usually not available but
basic swings on the bar or in the playground can be developed and are
beneficial for the development of upper body strength and spatial awareness.
a. Swing in hang
b. Swing in support
SAFETY
Ensure matting extends far enough both sides of the bar to allow for the body
moving away from the bar on full extension
Ensure participants are regrasping the bar at the top of the back swing
Pendulum swing
Like a pendulum
Tuck Swing
Chest in
Knee/heel drive
Hock swing
Straddle swing
Chest in
Knee/heel drive
Basket swing
Hips up
Glide swing
Legs together
Knee/heel drive
Giant swing
a. Physical Preparation
Strength
Flexibility
b. Skill Progressions
Shoulder forward
Legs together
Straight legs
Chest in
Straight arms
Tight body
d. Common Errors
Bent arms
Arched back
f. Extension
Cast to handstand
HAND APPARATUS
The use of hand apparatus closely ties in with the fundamental movement skills
program. Hand apparatus such as hoops, balls, ropes, beanbags, balloons and
scarves are readily available in the school environment and should be utilised to
add variety and interest to the gymnastics program.
Throwing / releasing
Catching / trapping
Rotation
Circles / swings
Bouncing
Balance
These apparatus DMPs can also be combined with body DMPs to further extend
the skills and add variety e.g. throw a ball and perform a full turn before
catching it.
Partner and group work provides the opportunity for the development of
cooperation and team spirit
SAFETY