Team High Jump Meet: Three Attempts Rule
Teams compete in the high jump with basic meet rules: a chosen opening height, three attempts per height and the option to pass. Students work on decision-making, jumping over an elastic cord and modified rules.
How to play
- Set up two jumping areas with a landing mat, standards and an elastic cord; 5 teams of 5, each with a scorecard. Explain the rules: three attempts per height, and three misses in a row ends that jumper's competition (3 min).
- Event warm-up: each student takes 3 practice jumps at 28 inches with their technique, scissor kick or flop (4 min).
- Each student picks an opening height of 28, 32 or 36 inches and writes it down; the team discusses whether to play it safe or take a risk (2 min).
- Competition: the cord goes up 2 inches at a time; at each height, the jumpers still in go in order, and a jumper may pass a height and try the next one (12 min).
- Students whose competition has ended hold standards, keep score or judge misses, so nobody stands around (during the competition).
- Scoring: each height cleared earns 1 point for every 2 inches above 26 inches, and team points are added up; ties go to the team with fewer misses (4 min).
Rules
- Always use an elastic cord, never a rigid crossbar.
- A jump is a miss if the jumper takes off from two feet, knocks the cord down or runs under it.
- Only one jumper per area, and nobody sits on the mat while jumps are happening.
Variations
Easier
Each jumper gets four attempts per height and the cord goes up 1 inch at a time.
Standard
Three attempts per height, the option to pass and team scoring.
Harder
Ties are broken by total attempts, and each team must pass at least one height.
Adaptations
- Limited mobility: the student is head judge and keeps the official scorecard that decides the team result.
- Shyness: the student may jump in the area with fewer onlookers and decides whether to announce their height out loud.
- Beginners: start at 20 inches and earn points for improving on their opening height.
Learning goals
- Apply the basic rules of a high jump competition.
- Decide on an opening height and when to pass.
- Act as judge and scorekeeper fairly.
Equipment for a class of 25
- high jump landing mats: 2
- high jump standards: 4
- elastic cords: 2
- scorecards: 5
- pens: 5
Teacher tip
Use an example to show how passing a height can be a smart or risky move; that is what hooks students most.
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