Gymnastic Tutorial Notes
Gymnastic Tutorial Notes
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?
A What are the appropriate key teaching points (KTPs) to teach this skill?
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.
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.
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.
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.
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.
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.
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 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.
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. Burpees
2. Jump rope
3. Shuttle runs
4. Squat jumps
5. Box/bench jumps
6. Jumping jacks
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.
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.
1. Stand with good posture: legs and feet together, arms at side, back straight, tummy tucked in.
2. Front support: feet together, arms straight, bum tight, shoulders over hands, tummy tucked.
3. Back support: toes pointed, arms straight, hands pointed out, straight line, bum tight.
4. Stork stand: toe touching knee, other leg straight, arms on hips
5. Tuck sit: back straight, one hand on each leg, knees to chest, feet together
6. V sit: arms straight, hands pointed out, legs together & straight, shaped in a V
7. Shoulder stand: tummy tucked, feet-legs-hips-shoulders in a straight line, hands holding hips
8. Front scale: chest up, standing on one straight leg, arms out.
HANDSTAND
Physical Preparation: shoulder flexibility, upper body strength, core strength, hamstring
flexibility, forearm flexibility & strength.
1 Front support
2 Bunny hop: knees together, two feet take off & landing, straight arms.
3 Tuck hand stand: knees-hips-shoulders-arms in a straight line, arms locked.
4 Scorpion: locked arms, straight legs, same leg take off & landing.
5 Half-hand stand: one leg-hips-shoulders-arms in a straight line, tummy tucked, bum
tight.
6 Full-hand stand: both legs-hips-shoulders-arms in straight line, tummy tucked, bum
tight.
Common Errors: poor body position, changing legs, bent arms, arched back
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
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.
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
Step arm circle backwards, jump 2 feet onto equipment, mini jump, land 2 feet
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
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
KTPs
Star: arms in v-formation above body, legs locked together, legs in v-formation below body.
Split: arms up, one leg straight in front, one leg straight behind.
2. LEAPS: KTPs
Cat / scissor: hands on hip, kick one foot out then the other.
Change leg: step right, kick left, land right, left leg never touches the ground, arms out to 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
PROGRESSIONS
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:
Arm position:
Absorb force through:
PROGRESSIONS
KTPs
Hand position:
Arm position:
Absorb force through:
PROGRESSIONS
Step arm circle backwards, jump 2 feet onto equipment, mini jump, land 2 feet
List different jumps that can be done off a beatboard or mini tramp
JUMPS: KTPs
Star: arms in v-formation above body, legs locked together, legs in v-formation below body.
Split: arms up, one leg straight in front, one leg straight behind.
Hands wide, both feet on vault. Run, arm circle backwards, jump beat board, hands wide on box,
knees or feet on box, if can feet through without touching vault.
Hands close together, feet wide. Beginner: frog, Intermediate: straight Advanced: over vault
Design a circuit:
a. Straight jump onto beam, Straight jump over beam, Jump Scessone onto beam
b. 5 Hoops with different jump in each hoop: half turn, star, tuck
c. 3 Jump sequence of side & scissor leaps on mats
d. Cat leap onto beam, change leg on the beam, stag jump off beam w/ motor bike
landing.
e. Straddle & Squat on to box.
f. Frog Leaps over partner on mats
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.
1. Hopscotch:
a. Hop between the numbers
b. They jump into a hoop at the end
2. Box jump station:
a. 1st student jumps up onto the box
b. Then over.
3. Throw a ball at the wall and jump over it:
a. 1st student throws the ball at the wall and jumps over it.
b. Allowing the student behind to catch it.
4. Bench hops:
a. 1st student hops over the bench.
b. Then back over along the bench until they get to the end.
5. Mini tramp jump:
a. Hop onto the mini tramp.
b. Hop off the mini tramp into a hoop.
6. Jump backwards from a bench.
a. Hop up onto a bench, turn.
b. Jump backwards off the bench.
Teacher will stand by #6 because it has the most potential for injury.
6
5 1
4 2
3
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
Pivots
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
BACKWARD ROLL
Progressions
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: leg stretches, shoulder and arm stretches, planks, side bunny hops
b. Skill progressions / lead up drills: KTPs
a. Which hand goes first: windscreen wipers with hands, hand-hand-foot-foot, full leg
extension, body segments follow same line.
b. Side bunny-hop: through hoops, over box, hips high
c. Side movement over bench: hand-hand-foot-foot, raise hips high
d. Mini cartwheel: hand-hand-foot-foot, around a hoop or circle.
e. Standing cartwheel: lunge on leg and push, place hands on ground, hips high an in-line
with shoulders, finish facing the way you came.
c. Common errors: not same foot as hand down first, not having enough push off the ground.
d. Extension
e. Where did you spot for this? In front
Progressions
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.
1
5 2
4 3
ROTATION (cont)
a. Physical Preparation: upper body strength, core strength, practice with wall-bar
b. Skill Progressions: Step, chin, kick
c. Key Teaching Points: step one foot, chin over bar, kick with other foot, hold up with front
support (straight arms, legs together, pull up into your shoulders).
d. Common Errors: not stepping and kicking properly, chin not to bar.
e. Where do you spot for this? At side and in front of bar, one hand on lower back, one hand on
back of thighs, swap when shoulders are over bar.
a. Physical Preparation: upper body strength, core body strength, flexibility of extensor/flexor
muscles.
b. Skill Progressions: casts, assisted and unassisted
c. Key Teaching Points: good cast, drive hips back to the back as quick as possible, drive heels
upward and over, hold front support shape at end, chin in, point toes, squeeze bottom, good body
tension.
d. Common Errors: shoulders not over bar, hips dont come back to bar
e. Where do you spot for this? In front of bar, one hand behind back, other hand pulls legs over,
swap to shoulder and front support.
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.
a. Swing in hang
b. Swing in support
SAFETY
Pendulum swing: side-to-side, jump to bar with chest in, knee or heel drag, re-grip at back of bar,
land at back of bar.
Tuck Swing: knees bent, jump to bar with chest in, knee or heel drag, re-grip at back of bar, land at
back of bar.
Hock swing: one knee over the bar and 2 hands over the bar, one knee straight, jump to bar with
chest in, knee or heel drag, re-grip at back of bar, land at back of bar.
Straddle swing: legs apart, jump to bar with chest in, knee or heel drag, re-grip at back of bar, land at
back of bar.
Basket swing: holding onto the bar, knees to nose, inverted tuck sit
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