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The S.P.A.C.E approach is used for the introduction of skills and their practice to
gymnastics. Its a logical progression of teaching from the simple to more
difficult aspects of the skill.
S What skill progressions can be used to teach the whole skill? How will you
break the skill down into smaller parts?
A What are the appropriate key teaching points (KTPs) to teach this skill?
WARM UP
The purpose of a warm up is to prepare both the body and the mind for the
activities that will follow in the training session and so minimize the risk of
injury.
The warm up should involve continuous aerobic type activity the increase the
blood flow and the body temperature. Follow this with stretching activities for all
the major joints and muscle groups to loosen up the body this should not be
confused with increasing flexibility, where the stretches are held for a longer
period of time.
The length of the warm up and its intensity will vary according to the age and
ability of the student and the overall length of the lesson.
Involve everyone
Be quick and easy to organise
Use variety to maintain enthusiasm
Make it fun by using games and challenges
This allows students to become more confident and efficient movers and these
skills can be transferred to all areas of life.
When planning your gymnastics programme, you should identify which skills will
be taught as part of a DMP and then ensure that the adequate physical
preparation has been covered before attempting to teach that skill.
Make it fun ask a class to do 10 push up and they groan. Disguise the
push ups in a game or challenge and they will do 30 without noticing
Activities should be easy and quick to organise
Use music
Use small apparatus e.g. balls, hoops, beanbags, witches hats
Use the playground
Use a mixture of single, partner and group activities
Then collate and number a variety of individual, partner and group activities and
games that can be used to develop these areas.
For e.g.
UPPER BODY
TORSO
LOWER BODY
A circuit is a closed loop of several situations with activities set out at each
station. It may be used to develop progressions towards a skill, to practice a
new skill, to allow exploration of movement, or to revise skills from past lessons.
The organisation of the circuit can vary depending on the desired outcome.
Students may perform the station activity once and move on to the next station
or they may remain at one station for a designated time then move on as
directed.
Stations need to be well spaced and designed to flow around the circuit
Ensure landing areas are clear from other students and any hand
apparatus
Select stations so that only one (if any) activity will require constant
supervision
Include in the plan how you will group the students and how they will
move around the circuit
HOMEWORK
Design a simple circuit for endurance with 6 x relevant exercises for 45 secs
at each station.
1. Skipping
2. Running
3. Burpees
4. Bench climbs
5. Tuck Jumps
6. Squat Jumps
DOMINANT MOVEMENT PATTERNS
The DMP approach provides a framework that develops from simple to complex
for the teaching of movement. It assists the teacher to decide what to teach
and in what order.
STATICS
This includes all the held and still positions in gymnastics and should be the
starting point for your teaching.
Once the supports and balances are competent on the floor students can then
progress to partner and group balances and supports and balances on
apparatus.
2. Front support
- Straight Body
- Chest in
- Squeeze your bum
- Feet and legs together
3. Back support
- Straight arms
- Hips up and high
- Feet together
4. Stork stand
- Toe to knee
- Arms hips
5. Tuck sit
- Straight back
- Knees together at chest
- Hands on each leg not together
- Sitting on floor
7. Shoulder stand
- Feet, knees, hips, shoulders in one line in the air
- Hands are on hips
- Toes pointed
8. Front scale
- Straight legs
- One leg behind you
- Hands straight out to the side / can go on hips
- Chest up
The ability to maintain a fixed shape and be able to eliminate unnecessary body
movements is a prerequisite for efficient movement and is an important factor
in the prevention of injury. Correct posture is also aesthetically pleasing.
HANDSTAND
Physical Preparation
- Flexibility
o Upper body shoulder
o Hip flexors
- Strength
o Core stability
o Upper body strength
- Power
- Endurance
1. Tuck sit
- Knees tucked up to chest
- Arms huggin knees
- Feet on floor
2. Front support
- Shoulder over hand
- Chest in
- Squeeze bum
3. Bunny hop
- Straight arm
- 2 feet take off
- 2 feet landing
- Knees and feet together
5. Scorpion
- One foot take off
- Chest up on landing
Extension
Once the basic static positions have been taught these can be practiced and
improved by providing a variety of tasks, which use the static positions
Make a station in a circuit the static that relates to the skill being taught or
as a revision have a whole circuit set up with statics stations.
Make up a sequence using static position using different body parts and
different levels.
Work with a partner and make up a sequence using four different statics.
Perfect with precise timing and exact images.
Work with a partner, explore ways you can both perform the same static
but part of one person must be resting on the other.
SAFETY
This DMP includes the activities which involve projecting oneself into the air and
requires the physical ability of power i.e. explosive take off. The spring activities
that will be covered are:
SAFETY
KTPs
Straight
- Straight body
- Legs together
- Shoulders back
- Arms up
Star
Tuck
Stag
- Foot to knee
- One straight leg
- Arms up
Split
Sissone
2. LEAPS
Cat / scissor
Stride
- Right legger : take off on right leg, split and land on left foot
Change leg
- Right legger: step left, right leg kick, land left leg in front
- Left legger: Step right, kick left, land right
Side
LANDINGS
Safe landings could be one of the most important life skills you will teach your
students. The categories of landings that will be covered in this course are:
1. Landing on feet
2. Landing on hands
3. Landing sideways
4. Landing backwards
The basic principle of safe landing is to soften the impact on the body joints
especially the lower back. This is achieved by absorbing the landing forces over
as much time and as large a body surface as possible.
SAFETY
KTPs
Feet should be shoulder width apart
Contact first with balls of feet then roll through to heels and bend and the
knees and hips to finish as if sitting on a motor bike (toe, heel, knee, hips)
Do not bend past 90
Ensure the heels stay planted on the floor
PROGRESSIONS
2. LAND ON HANDS
KTPs
PROGRESSIONS
i. From kneeling, slowly fall forward to absorb force through fingers, palms
and bend elbows
ii. Increase the speed of the fall
iii. When confident try from crouch stand, then from a front scale / arabesque
KTPs
Hand position
- Right hand facing up
- Left hand down
Arm position
- Left arm straight
- Right arm bent
PROGRESSIONS
i. Start on knees then as confidence grows, progress to stand
4. LAND WITH ROTATION BACKWARDS SHOULDER ROLL
KTPs
Hand position
- Palms facing downwards
Arm position
- Aeroplane arms
- Arms straight out to side
PROGRESSIONS
List different jumps that can be done off a beatboard or mini tramp
JUMPS KTPs
- Straight jumps
- Tuck jumps
- Star jumps
- Half turn
- Full turn
- Front sault
- Back sault
- Stag jump
- Straddle jump
PROGRESSIONS
i. Bunny jumps along the floor. Increase the distance of the spring
ii. Bunny hop between two parallel benches
iii. Bunny jumps onto bench
iv. Bunny jumps over low bench
KTPs
- Run
- Backward arm circle
- Jump off board
- Hands wide
- Knees or feet on box (in middle)
Progressions:
1. Knees
2. Feet
3. Squat through
KTPs
- Run
- Arm circle backwards
- Jump
- Hand close together
- Feet on outside of hands
- Hips high
- Straight legs
Progressions
1. Straddle on
2. Straddle over
IDEAS FROM WORKSHOP
Design a circuit:
LOCOMOTION
Locomotion is moving from one space to another. The three categories that will
be covered are:
This DMP is represented by any turn or spin around an internal axis. There are
three axis. These are longitudinal, transverse and anterior / posterior axis.
LONGITUDINAL AXIS
Run an imaginary stick in a straight line from the middle of your head to your
feet and you have a longitudinal axis. Rotations around this axis involve all turn
left or right.
Related skills
Log rolls
Egg rolls
- Knees to chest
- Arms tucked into knees
- Chin to chest
Pivots
- Front leg out, same arm in front bent , opposite arm straight away
- Step onto front foot
- Opposite toe on knee or ankle
- Arms up next to ears
- Turn same way as bent arm
Progressions
TRANSVERSE AXIS
Run an imaginary stick from the left to the right hip and you have the transverse
axis. Rotations around the axis involve all turns forwards and backwards.
Related skills
FORWARD ROLL
a. Physical Preparation
- Core strength
- Upper body strength
- Hamstring flexibility
c. Common errors
- Not tucking chin in
- Using hands to stand up
- Knees and feet not glued together
d. Extension
- Dive roll
- Front sault
BACKWARD ROLL
a. Physical Preparation
- Upper body strength
KTPS
5. Common errors
- Dont tuck chin under
- Arch back (hips need to go over head)
- Dont push head over floor
- Uneven push
6. Extension
- Back sault
- Backward roll to handstand
Progressions
- Change starting and finishing positions
- Change body shapes
- Try up and down slopes
- Do with a partner or small groups
Run an imaginary stick in a straight line from your belly button through to your
back and you have the anterior posterior axis. Rotations around this axis
involve all sideways rotations.
CARTWHEELS
a. Physical Preparation
- Upper body strength
- Flexibility of hamstrings and hip flexors
KTP
Straight body
Legs together
Shoulders back
Arms up
KTPs
- Straight leg
- Open hips
- Pointed toes
- Hand and feet placement
c. Common errors
- Step backwards, land on bottom
- Hand and feet placement mixed up hand hand foot foot
d. Extension
- Cartwheel snap
- Round off
- One handed
Choose 6 x stations each with two KTPs. Then indicate with a T where the
teacher would stand and explain your reason.
ROTATION (cont)
a. Physical Preparation
b. Skill Progressions
d. Common Errors
- Chin not to bar
- Hips not to bar
a. Physical Preparation
- Strength and flexibility Upper body strength, flexibilitie of extensors and
flexors of wrist
b. Skill Progressions
1. Cast
2. Back hip circle assisted
3. Back hip circle not assisted
d. Common Errors
- Dont have hip drive dont bring hips to bar * biggest common error
- Throw their head out need to keep chin in
In the school environment most swing apparatus is usually not available but
basic swings on the bar or in the playground can be developed and are
beneficial for the development of upper body strength and spatial awareness.
SAFETY
Pendulum swing
- Feet together
- Swing side to side
Tuck Swing
Wide LEGS
Basket swing
a. Physical Preparation
- Strength and flexibility upper body strength, core strength
Cast swing legs forward, hips off the bar, try get bigger and bigger
b. Skill Progressions
1. Swing legs forward
2. Hips off the bar
3. Assisted
4. Non-assisted
In ADDITION:
- Legs together
- Straight legs (point toes)
- Squeeze bottom
d. Common Errors
- Arms bent
- Shoulders not forward
- Back is arched
f. Extension
- Cast hand stand
- Cast back hip circle
HAND APPARATUS
The use of hand apparatus closely ties in with the fundamental movement skills
program. Hand apparatus such as hoops, balls, ropes, beanbags, balloons and
scarves are readily available in the school environment and should be utilised to
add variety and interest to the gymnastics program.
Throwing / releasing
Catching / trapping
Rotation
Circles / swings
Passing over / under / around
Bouncing
Balance
These apparatus DMPs can also be combined with body DMPs to further extend
the skills and add variety e.g. throw a ball and perform a full turn before
catching it.
SAFETY