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Ground Judo: Turning the Turtle Without Pulling the Neck

Students practice two safe turnovers to get an opponent out of the turtle position (a defensive all-fours shell) and into a hold. It's a chance to analyze levers, base and the difference between brute force and technique.

Illustration of the PE activity Ground Judo: Turning the Turtle Without Pulling the Neck
PhaseMain activitie
Duration25 min
Ages16–18
SpaceAny space
Equipmentmats, pinnies
IntensityModerate

How to play

  1. Open problem: in pairs, one in turtle resists at 30% and the other tries to turn them over any way they can, avoiding the neck and head; share what worked (4 min).
  2. Turnover 1, arm roll: trap one of the defender's arms under their armpit, block the hip with your chest and roll toward that side (6 min).
  3. Turnover 2, leg lever: reach inside the far leg, drive with the chest the opposite way and finish in a hold (6 min).
  4. Turtle waves: 40 s to turn; the defender wins by holding or by doing a technical stand-up; observers in pinnies note which turnover worked (7 min).
  5. Takeaway: the group decides what principle the two turnovers share (block one base point and drive toward it) (2 min).

Rules

Variations

Easier

The defender stays still and just stays heavy; the attacker practices one turnover.

Standard

Two turnovers and 40-second waves.

Harder

The defender may react by escaping or standing up as soon as they feel the turnover.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

Push all the mats into one block so nobody lands in a gap. The usual mistake is yanking the head when the turnover isn't working; remind them that if it takes strength, the base isn't blocked.

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