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Team High Jump: Decide When to Pass

A team scissor-kick high jump competition with real rules: each jumper may pass heights and gets three attempts at each one. The team adds up every member's best height and makes strategic calls on who jumps and who passes each time the bar goes up.

Illustration of the PE activity Team High Jump: Decide When to Pass
PhaseMain activitie
Duration30 min
Ages16–18
SpaceAny space
Equipmenthigh jump standards, Elastic jump cord, Crash mats
IntensityModerate

How to play

  1. Review the scissor technique with a short J-curve approach, plus the three-attempt rule and the rule for passing a height (4 min).
  2. Set up two jumping areas with an elastic bar and crash mats, each shared by two teams of six or seven (3 min).
  3. The bar starts at 80 cm and goes up 5 cm at a time; before each height the captain announces who jumps and who passes, and a student from another team records attempts with O, X or a dash (15 min).
  4. Each team adds up its members' best heights and analyzes which decisions gained or cost them points (8 min).

Rules

Variations

Easier

The bar goes up 10 cm at a time and students may clear it facing forward.

Standard

Scissor kick, three attempts per height and team-decided passes.

Harder

Each team has only ten attempts in total to share among its members.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

An elastic bar takes away the fear of a rigid crossbar; stretch it just enough so it doesn't bounce. Check that the crash mats are together and secure before starting.

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