Jump Pad Memory Grid
Movement memory game on a chalk grid numbered 1 to 9, where students reproduce sequences by jumping with two feet or hopping on one foot. Students practice controlled jumping and landing, spatial awareness and memory.
How to play
- Draw 6 chalk grids of 3-by-3 squares, about 20 inches each, numbered 1 to 9 like a keypad. Make groups of 4 per grid, lined up behind a start square.
- Explore (3 min): each student jumps with two feet from square to square, touching every number, first in order and then backward.
- Dictation (4 min): the teacher calls a 3-number sequence, such as '1, 5, 9.' Taking turns, each student jumps it while the group checks out loud.
- Chain (5 min): the first student jumps one number; the second repeats it and adds one more, and so on until someone makes a mistake. Record the group's longest chain and start a new one.
- Double code (4 min): even numbers are hops on one foot, odd numbers are two-foot jumps. Repeat the chain and try to beat the group record.
Rules
- Land inside the square with bent knees, without stepping on lines.
- Only one jumper at a time; the next one waits outside the grid.
- The group can help recall the sequence, but nobody jumps for someone else.
- Switch hopping feet each turn.
Variations
Easier
Use 2-number sequences and squares with colors as well as numbers.
Standard
Use 3-4 number sequences, the growing chain and the even-odd double code.
Harder
Add a half turn on number 5, or call the sequence with claps instead of numbers.
Adaptations
- Limited mobility: point out the sequence with a pointer or roll through it on a larger grid with 3-foot squares.
- Visual impairment: outline squares with raised tape and have a partner call sequences slowly.
- Fitness level: students who tire leap from one foot to the other instead of hopping.
Learning goals
- Jump with two feet and hop on one foot with controlled landings.
- Remember and reproduce movement sequences.
- Adjust jump length to reach the target square.
Equipment for a class of 25
- chalk: 6
Teacher tip
Draw the grids before class to save time. Most mistakes come from rushing, so praise a stuck landing more than speed.
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