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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.

Illustration of the PE activity Double Dutch: Turn First, Jump Second
PhaseMain activitie
Duration35 min
Ages14–16
SpaceOutdoor yard
EquipmentLong jump ropes, cones
IntensityHigh

How to play

  1. Turners with no rope: alternate hands circling inward, like an eggbeater, facing the partner (5 min).
  2. Turn both ropes with no jumper until you get a steady "tick-tock" of alternating slaps on the ground (8 min).
  3. 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).
  4. Rotate jumper and turners in groups of four with a group goal: everyone gets in and lands five jumps (12 min).

Rules

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

Learning goals

Equipment for a class of 25

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.

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