Double Dutch: Turn First, Jump Second
A double dutch progression with two long ropes turning inward in alternation, starting with turning and ending with entries and jumps. It demands tight coordination between turners and jumper.
How to play
- Turners with no rope: alternate hands circling inward, like an eggbeater, facing the partner (5 min).
- Turn both ropes with no jumper until you get a steady "tick-tock" of alternating slaps on the ground (8 min).
- Entry: from beside a turner, watch the nearer rope, follow it in as it hits the ground; five alternate-foot jumps and exit out the opposite side (10 min).
- Rotate jumper and turners in groups of four with a group goal: everyone gets in and lands five jumps (12 min).
Rules
- Master turning first; nobody enters ropes that are not turning steadily.
- Low, alternating jumps, like jogging in place.
- If the jumper gets caught, turners release the tension right away.
- Groups celebrate everyone's progress, not just the best jumper.
Variations
Easier
Enter with the ropes still, start turning once the jumper is inside, three jumps only.
Standard
Running entry and five jumps.
Harder
Inside the ropes: half turn, one-foot hops or a spinning exit.
Adaptations
- Wheelchair users: turn from the chair with a standing partner adjusting the rope height.
- Blind or low-vision students: turners say "tick-tock" out loud and the entry is done with ropes still.
- Nervous students: start as turners and choose when to try entering.
Learning goals
- Turn two ropes in a steady alternating rhythm.
- Enter and jump double dutch.
- Coordinate in a group of four with rotating roles.
Equipment for a class of 25
- long jump ropes: 8
- cones: 8
Teacher tip
Double dutch needs two long ropes of the same length per group; eight ropes give you four groups. Nearly every problem comes from the turning, so spend more time there even if they are itching to jump.
PatioLab has "Double Dutch: Turn First, Jump Second" and 8714 more activities ready to drag into your lesson and run from your phone in the gym.
More main activities for High School
"Switch!": Talking Defense Against Screens in 3v3
3v3 games where the offense uses ball screens and the defense must decide out loud whether to switch or stay with their player.
“Throw Like a Girl”: Your Other Arm Explains It
1 vs. 1 Channel Duel: Dodge and Score
In narrow channels, an attacker with the ball tries to reach the line without the defender pulling a tag.