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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.

PhaseMain activitie
Duration25 min
Ages14–16
SpaceField
EquipmentHigh-jump landing mat, high jump standards, Resistance bands, Worksheets, Pens
IntensityModerate

How to play

  1. 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).
  2. Event warm-up: each student takes 3 practice jumps at 28 inches with their technique, scissor kick or flop (4 min).
  3. 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).
  4. 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).
  5. Students whose competition has ended hold standards, keep score or judge misses, so nobody stands around (during the competition).
  6. 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

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

Learning goals

Equipment for a class of 25

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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