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GYMNASTICS IN SCHOOLS FOR TEACHERS

Gymnastics taught correctly is an excellent tool for developing body


management skills and preparing participants for many physical pursuits. Once
students can manage their own bodies with a degree of skill they can
subsequently better control manoeuvre themselves with an implement (racket,
bat) or themselves plus a projectile (ball, javelin). Furthermore they can better
control themselves in different mediums (snow, water) or better handle
themselves plus an opponent.
Olympic gymnastics as seen on television is a highly skilled and competitive
sport. This form of gymnastics should be left to be taught in gymnastics clubs
with accredited coaches. The function of a school gymnastic programme should
be to provide rewarding and safe environment in which students can learn to
control their bodies in a variety of situations. The aim is to encourage
participation regardless of weight, size, gender or ability of students.
The current Gymnastics in Schools programme is based on the Dominant
Movement Pattern (DMP) approach. These are:

Statics
Locomotion
Springs
Landings
Rotation
Swing

By teaching the six dominant movement patterns (the lowest common


denominator of all gymnastics skills), the students are learning the building
blocks for more complex skills and they can develop the body control necessary
for efficient movement in all areas of life. For example, take a mark in football
(spring and landing), hold a defence position in netball (static), perform a
somersault dive off a springboard (spring and rotation).
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?
P What physical preparation is necessary to acquire the skill?
A What are the appropriate key teaching points (KTPs) to teach this skill?
C What are the common errors when learning the skills?

E How can the teacher evaluate when the student is ready to progress
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.
Principles of a good warm up

Involve everyone
Be quick and easy to organise
Use variety to maintain enthusiasm
Make it fun by using games and challenges

Safety and injury prevention

Allow adequate spacing


Ensure the environment is safe e.g. mats slipping
Static stretches only (no bouncing or forcing the stretch)
Do not overstretch. Hold the stretch to the point of tension and this
tension should subside over time.
Do not hold your breath in stretches
Take care with lower back and knees

PHYSICAL PREPARATION

A well rounded Gymnastics Programme will enhance:

Physical abilities such as flexibility, strength, muscular endurance and


power
Motor abilities such as balance, spatial orientation, coordination and
agility

This allows students to become more confident and efficient movers and these
skills can be transferred to all areas of life.
Gymnastics places physiological demands on the body e.g. a handstand requires
strength and flexibility, and part of the programme should be dedicated to
developing the bodys ability to cope with these demands.
The importance of physical preparation

Reduces the incidence of injury


Allows faster more accurate skill acquisition
Reduces the incidence of muscle soreness
Allows a prolonged period of quality participation
Helps rapid recovery from fatigue

Implementation into the programme


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.
The components of physical preparation

FLEXIBILITY the range of motion around a joint


STRENGTH the amount of force that a muscle or group of muscles can
exert
ENDURANCE prolonged work with a localised muscle group
POWER explosive force. Strength plus speed
AEROBIC cardio vascular fitness

Some or all of these components should be developed every lesson. Strength


and flexibility are particularly pertinent to most gymnastic skills and these two
components will be a focus when working on the physical preparation needed to
perform a skill.
When do you teach physical preparation?

Physical conditioning work may be included as part of the warm up, as part of a
circuit or while they are waiting for a turn at an activity during the skill
development section of your lesson.
Suggestions for introducing physical preparation

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

Strategies for dealing with individual differences in the class


Vary the physical demand of the activity by changing:

The
The
The
The
The

number of repetitions or time on the task


length of the rest period
texture of the surface
heights
body position

Divide the body into three sections upper, torso, lower


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
Strength

Flexibility

Endurance

1. Push ups

1. Stretch-triceps

1. Hand Circles

2. Chin ups

2. Arm swings

2. Skipping

3. Front support

3. Bicep stretch

3. Wheel barrow race

Strength

Flexibility

Endurance

1. Sit up

1. Arm raises

1. Hoola hoops

2. Bridge

2. Arm swings

2. Cycling in sit up position

3. V-sit

3. Back stretches

3. Front support

Strength

Flexibility

Endurance

1. Squats

1. Stretch

1. Jogging

2. Lunges

2. High Knees

2. Skipping

3. V-sit

3.Butt kicks

3. Cycling

TORSO

LOWER BODY

Choose 3 activities above and modify them as below:


EXERCISE

EASIER

Upper body

Chin ups with


weight support

Torso

Bridge with
knees on floor

Lower body

Squats against

HARDER
Chin ups with
weight on
ankles
Bridge position
to front support
repeated

Squats with

PARTNER
Chin up with
linked feet
Bridge to front
support and
high five
partner
repeated
Squats leaning

the wall

weight on
shoulder

on partner

CIRCUITS

A well planned circuit is an excellent way to get maximum participation from


your students especially when there is limited equipment.
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.
It is beneficial in that activity levels are high, it allows students to be
autonomous in their learning and it can leave the teacher free to roam and
focus in on problem areas.
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.
Suggestions for planning circuits

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.

DOMINANT MOVEMENT PATTERNS

Dominant Movement Patterns (DMPs) are the patterns that re-occur in


gymnastics. They are the building blocks for more complex skills. Once these
building blocks are mastered the students can progress laterally with variety or
vertically, with difficulty.
The grouping of activities into the six DMPs
STATICS

LANDINGS

LOCOMOTION

SPRING

ROTATION

SWING

Enables the teacher to better understand the biomechanical principles that


relate to efficient movement and to formulate Key Teaching Points (KTPs) that
will carry over from one skill to the next.
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.
Statics can be divided into three categories:
SUPPORTS shoulders above the apparatus
HANGS shoulders below the apparatus
BALANCES using a small base of support
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.

BASIC STATIC POSITIONS/KTPs

1. Stand with good posture


Shoulders back
Head up
Feet together

2. Front support
Shoulders over hands
Straight back
Feet together
Straight legs

3. Back support
Elbows straight
Back straight
Feet together
Toes poking

4. Stork stand
Stand straight
Toe to knee/bent knee
Straight leg

5. Tuck

sit
Straight back
One hand on each leg
Bent knees

BASIC STATIC POSITIONS/KTPs

6. V sit
Straight arms
Straight back
Straight legs
Feet together

7. Shoulder stand
toes pointed
legs straight
knees together

8. Front scale
Hips and shoulders square
Back leg straight
Chest up

TIGHT BODY PREPARATION

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.
ACTIVITIES FOR DEVELOPING TIGHT BODY
Lift the plank
Squeeze all muscles lying on your back
Try and maintain a plank-like shape whilst a partner lifts your legs

Shake the tin soldier


Plank stance and try to push them over, if they cant be pushed they are
strong.

Crack the egg


Tight tuck sit, have partners push you around on a mat. Try to maintain
the tuck sit.

HANDSTAND

Physical Preparation
Shoulder flexibility
Upper body strength
Arm extensors
Core strength
Skill Progressions / Lead up Drills/KTPs
1. Tuck Sit
2. Front Support
3. Bunny Hops - Straight up on hands, 2 feet launch and 2 feet land

4. Tuck Hand stand 2 feet landing, hips and shoulders same line (straight back)

5. Scorpion one foot take off and one foot landing, same landing

6. Half hand stand one leg that vertical, one foot take off and one foot landing
(same)

7. Full Handstand one foot take off same foot landing, chest up
Extension
Hand Stand Forward Roll
Walking on hands
Hand stand turn out

PRACTICAL APPLICATIONS OF STATIC POSITIONS


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

Revise during warm up using games such as musical statues holding a


static position when the music stops, or play tag and hold a static position
till someone releases you.

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.

Try the same task in fours.

Work with a partner, explore ways you can both perform the same static
but part of one person must be resting on the other.

Try the same in fours.

PARTNER BALANCES

COUNTER AND COOPERATIVE BALANCES


What is their value?

Enhances spatial and body awareness


Students (especially teenagers) really enjoy exploring the challenge
They encourage communication and cooperation
Develops trust and timing in balance
They are useful contributors to strength development
Encourages good body tension as this must be maintained to balance
body positions
Reinforces the principles of stability e.g. wide base of support, and vertical
alignment of arms and legs so that the line of gravity runs through the
base of support
Develops skills that can be used in display work

SAFETY

Match pairs for height and weight


Not suitable for younger children because of weight bearing
Exit procedure must be planned
Mats must be used
Use hand to hand or hand to wrist grip, monkey grip is not safe
Avoid inverted balances until the basics are mastered
Do not allow pyramids higher than two persons in the school environment

SPRING

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:
1. Feet to feet jumps
2. Feet to one foot leaps
3. Feet to hands bunny hops, leap frogs and basic vaults

SAFETY

Ensure correct landing technique before taking any springing activities up


onto a height
Mats must be placed so there are no joins along the line of landing
Confident body management is a prerequisite for activities involving
height and flight
Firm matting is required for activities which involve springing from hands

SPRINGING FROM FEET


KTPs

Explosive take off is required


The balls of the feet strike first with the heels making only momentary
contact
This is followed by rapid extension of ankle and knee joints and a strong
swing of the arms in an upward and forward direction
Trunk is stable and upright and at no stage should there be any arch in the
students lower back

1. BASIC JUMPS/KTPs
Straight

Arms and toes pointed


Slightly bend knees on landing

Star
Begin in a relaxed stance with your feet shoulder width apart and hold your
arms close to the body. To initiate the move, squat down halfway and explode
back up as high as possible. Fully extend your entire body, spreading your legs
and arms away from the body.

BASIC JUMPS/KTPs
Tuck

Knees to chest
Hold knees

Stag

One foot to knee


Land two feet

Split

One leg straight in front and one behind


Jump up first

Jump half / full turn

Swing arms and pull to chest


Jump up first

Sissone

Jump two feet

Split legs
Land one foot forward

2. LEAPS
Cat / scissor

Step
knee up
step forward
point tow back

Stride

Jump and land on front leg

Change leg

Step (right)
Kick (left)
Land (left)

Side

Land on right leg


Turn left shoulder
Vice versa

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.
2.
3.
4.

Landing
Landing
Landing
Landing

on feet
on hands
sideways
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

Ensure adequate matting not too hard or soft


Reduce frequency of landing on wrists
Dont land sideways from a height
Ensure competence on the floor before progressing to a height

1. LAND ON FEET (motor bike landing)


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
i.
ii.
iii.
iv.
v.

Very low jump. Absorb impact on toes to heels


Add on bent knees
Run and jump as high as possible and land correctly
Land on benches with straight jumps
Add variety by changing the body shapes in the air

vi.

Gradually increase the height of take off, make sure heels stay on the
ground

LANDINGS (cont)

2. LAND ON HANDS
KTPs

Hands are placed shoulder width apart


Contact first with fingers then roll through to heel of the hand and bend
the elbows
Turn the head to one side so you dont face plant

PROGRESSIONS
i.

From kneeling, slowly fall forward to absorb force through fingers, palms
and bend elbows
Increase the speed of the fall
When confident try from crouch stand, then from a front scale / arabesque

ii.
iii.

3. LAND WITH ROTATION SIDEWAYS


KTPs

Hand position
Left hand upwards in front of chest, right hand facing down (rolling to the
left, opposite for the right)
Arm position
-Right arm out straight, left arm in front of chest bent
Absorb force through

PROGRESSIONS
i.

Start on knees then as confidence grows, progress to stand

4. LAND WITH ROTATION BACKWARDS


KTPs

Hand position
-Facing downwards
Arm position
- Straight out to the sides
Absorb force through
-Lower back, upper back, shoulder and arms

PROGRESSIONS
i.
ii.
iii.
iv.
v.
vi.

Start from squat and slowly fall just to shoulders


Roll to shoulders and turn head to one side to watch knees touch the mat.
Repeat to the other side.
Perform back safety roll from squat down incline
Practice on floor from squat
Progress to starting from stand, then with a jump and landing off balance
to continue to safety roll
As students develop competence jump backwards from a low height and
continue into back safety roll.

SPRING (cont)

PROGRESSIONS FOR USE OF A BEATBOARD


i.

Hurdle step on floor


Use arms to guide body
Point toes and stretch arms when jumping

Hurdle using hoops


Bend knees for landing
Feet together

From low height to board


Aim for centre of board
Have arms above head to assist jump
Land make sure knees are bent

From board up onto low height


Bends knees for landing
Keep feet together

ii.

iii.

iv.

KTPs

PROGRESSIONS FOR USE OF A MINI TRAMP


i.
ii.
iii.
iv.

Bench to rebounder to mat


Floor to tilted rebounder to mat
Bench to mini tramp to mat
Floor to mini tramp to mat

SAFETY POINTS FOR USING A MINI TRAMP

Always keep the landing area clear


Use a crash mat preferably with an over run mat at the end
Mini tramp activities must be supervised. If leaving the area turn the
apparatus upside down or place in locked storage area
Confident body management and sound landings are a prerequisite for
mini tramp activities
The metal frame must be covered by a frame pad

Always check the apparatus is safe and stable before used by students

List different jumps that can be done off a beatboard or mini tramp
JUMPS

KTPs

Straight Jump

Arms and toes pointed


Slightly bend knees on landing

Half/Full turn

Arms guide the twist


Make contact with mini tramp before twisting
Bend knees for clean land

3. SPRINGS FROM FEET TO HANDS


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

SQUAT ON / THROUGH VAULT


KTPs

Contact with hands on fault


Bend knees
Slightly bend elbows
Make sure hands are in front of you to prevent falling on face

STRADDLE ON / OVER VAULT


KTPs

Raise hips while supporting weight with arms


Perform a straddle-through by turning lags out with knees to ceiling

IDEAS FROM WORKSHOP

Design a circuit:
a. Practice springs without apparatus
1.
2.
3.
4.
5.
6.

Leaps
Standing broad jumps
Arm circle drill (Running with arm circles)
Arm circle drill will jump variations
Leap frogs
Vertical jump against the wall

b. Practice springs from feet using apparatus


1.
2.
3.
4.

2 foot jump onto apparatus box


Leaps over cones
Jumping diagonally over skipping rope
2 foot jump over bench

c.
1.
2.
3.
4.
5.

Practice springs from hands and feet


Jumping onto apparatus block with arm circle
Scorpion jumps
Cartwheels over the bench
Cartwheels across the mat and roundoffs
Leap frogs

HOMEWORK for next week

Plan a circuit with SIX stations that allows practice of landing techniques.
Include TWO point form notes on KTPs for each station, describe briefly the
group organisation and indicate with a T where the teacher would stand.

T Able to look over everyone


1. Jump and land no appartatus
- Front stationary position
- Point toes
- Soft knees for landing
- Arms in air whilst jumping
- Land on toes balls of feet then bend through knees
2. Jump from one foot to the same foot
- Split legs
- One foot straight in front and one out back
3. Half/Full turn
- Arms guide the twist
- Bend knees for clean land
4. Leap Frogs
- Contact with hands on partner
- Bend knees
- Slightly bend elbows and push up with arms
- Make sure hands are in front of you to prevent falling on
face
5. Squat onto equipment
- Contact with hands on equipment
- Bend knees and land on feet
- Slightly bend elbows
- Make sure hands are in front of you to prevent falling on
face
6. Straddle over equipment
- Raise hips while supporting weight with arms
- Perform a straddle-through by turning lags out with knees to ceiling

LOCOMOTION

Locomotion is moving from one space to another. The three categories that will
be covered are:

1. Locomotions on feet: running, jumping, skipping


2. Locomotions in hang: (shoulders are below base of support) monkey walk
variations
3. Locomotions in support: (shoulders above the base of support) bear walks,
crab walks cartwheels

PRACTICAL APPLICATIONS OF LOCOMOTIONS

Locomotion can be done with a partner


Motivate and add interest with music
Add variety by changing rhythm, levels and speed
When locomotions have been mastered on the floor, they can be taken up
onto apparatus
Revise locomotions during warm up
Use various locomotions to move around stations in a circuit
Use animal walks in relays

ROTATION

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
-

Arms out straight


same with legs rolling to the left and same to the right

Egg rolls
-

Bum close to heels the whole time


hands on knees and rolling with a tight body

Jump half / full turn


-

Arms guide the twist


Bend knees for clean land

Progressions
Change starting and finishing positions
Change body shapes
Try up and down slopes
Do with a partner or small groups

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 and backward rolls
Front and back saults
Pull over and forward roll around the bar
Back hip circle

FORWARD ROLL
a. Physical Preparation
- Flexibility of hamstrings and forearm extensors
- Upper body strength
- strength of legs
b. Skill progressions / lead up drills
Tuck sit
Rock n Rolls (3-5 times)
One rock n roll to tuck sit
Rock n roll to squat
And to stand
Roll down a wedge incline or off a box
Forward roll on the floor
Extension: up a wedge or box

KTPs
- Tuck chin
- Bum up
- 2 feet together as well as knees
- back of head on the floor

c. Common errors

crossing legs over


feet are apart
using hands to stand up
not tucking chin under
drop shoulders and force shoulder roll, hips must go over head

d. Extension
- Consecutive rolls
- Handstand to roll

e. Where did you spot for this?


Next to the person doing the roll

BACKWARD ROLL
a. Physical Preparation
- Neck flexibility
- Shoulder strength
- Hand and finger flexors and extensors strength and flexibilty

b. Skill progressions / lead up drills


- Hands up near ears
- Rock n roll to a tuck sit
- Triple chin/chin to chest
c. Common errors
- Shoulder rolls instead
- Land on knees. Want to land on feet
d. Extension
- Backwards roll to hand stand
e. Where did you spot for this?
- On the side
- Lift hips dont push.

Progressions
Change starting and finishing positions
Change body shapes

KTPs

Try up and down slopes


Do with a partner or small groups
ANTERIOR / POSTERIOR AXIS
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
Upper body flexibility as well as lower legs
Flexibility of hip flexors
b. Skill progressions / lead up drills
- Need to be able to do handstand
- Cartwheel around the hoop (mini cartwheel) For right foot, right hand left
hand left foot right foot
- Cartwheel around semi circle
KTPs
-

correct hand and foot placement


open hips
straight arms and legs

c. Common errors
- opposite to KTPs
- land 2 feet

d. Extension
- Round off
- 2 cartwheels in a row
- Cartwheel on balance beam
e. Where did you spot for this?
- In a spot where you can catch their hips (where they place their hands)

Progressions
Change starting and finishing positions
Change body shapes
Try up and down slopes
Do with a partner or small groups

Draw an example circuit for teaching a forward roll in the space below.
Choose 6 x stations each with two KTPs. Then indicate with a T where the
teacher would stand and explain your reason.

T
1. Tuck sit
- Sit on floor and knees to chest
- Partner tries to push over
2. Rock n Rolls (3-5 times)
- Tuck sit on back
- Roll back and fourth
3. Rock n roll to squat
- Rock n rolls same as last station
- Try to use momentum to get onto feet into squat or stand
4. Stretch back of legs and neck
- Standing hamstring stretch
- Neck rolls
5. Roll down a wedge incline or off a box
- Stand at top of mat
- Drop neck and try to look at bum
- Roll down/over
6. Forward roll on the floor
- Drop neck and try to look at bum
- Roll down/over

ROTATION (cont)

PULL OVER BAR


a. Physical Preparation
- Flexibilty of wrist
- Upper body strength

b. Skill Progressions
- step, chin, kick

c. Key Teaching Points


- Chin over bar

d. Common Errors
- Chin doesnt go over bar

e. Where do you spot for this?


- Opposite side to gymnast, on the side

BACK HIP CIRCLE ON BAR


a. Physical Preparation
- Pull over or CAST

b. Skill Progressions
- Hip drive
- heel drive
c. Key Teaching Points

d. Common Errors
- No hip
- Shoulders arent forward
- Throw chin out.

e. Where do you spot for this?


- Opposite side to gymnast and on the side

SWING

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.

Swings can be divided in to two categories:


a. Swing in hang
b. Swing in support

SAFETY

Good landings and grip strength are a prerequisite for swing


Participants must show competence in hang and support activities before
progressing to swing
Ensure matting extends far enough both sides of the bar to allow for the body
moving away from the bar on full extension
Ensure participants are regrasping the bar at the top of the back swing
No hock swings without hand grasp

RELATED SKILLS

KTPs

Pendulum swing
Swing from left to right

Tuck Swing
Jump to bar with chest in (round back), knee drive open hips, re-grasp at back
of swing and land at the back where you started.

Hock swing
One knee over bar and the other straight, 2 hands

RELATED SKILLS
Straddle swing
-

Hands on bar
Feet on bar
Legs spread

Basket swing
-

Hands on bar
Legs go through arms
Straight legs

Glide swing
-

Hands on bar
Legs straight out in front

KTPs

SWING IN SUPPORT (CAST)


a. Physical Preparation
Core strength
Upper body strength
Wrist flexibility

b. Skill Progressions
Swing to front support, Swing forwards and back, same with tummy off bar

c. Key Teaching Points


Shoulders forwards
Straight arms and legs
Straight back

d. Common Errors
Shoulders back
Arched back
Bent arms and legs

e. Where do you spot for this?


At the front

f. Extension
Full circle or handstand

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.

Hand apparatus have their own DMPs:

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.

BENEFITS OF USING HAND APPARATUS

Suitable for a wide range of ages and abilities


Adds variety and challenge to the program
Helps develop hand eye coordination
Partner and group work provides the opportunity for the development of
cooperation and team spirit
Provides interesting and non threatening skills which can be used in
display work

SAFETY

Ensure adequate air space for throwing activities


Provide ample space between participants
Beware of using balls where landing from a height are involved
Hoop rotations around the neck are not recommended

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