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Skywalker STRC915.2 - Instructions & Model Lessons; Mounting and Dismounting Lesson; Breaking Lesson

Skywalker STRC915.2
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26
Once each of these lessons are learned, the student should now be encouraged to design and organize routines,
with emphasis on good form. The instructor may judge or grade students and arrange groupings for further instruc-
tion accordingly.
To stimulate interest in competition, the game of “Trampoline Horse” can be introduced. Before the game begins,
students must count off. To start the game, student number 1 performs a stunt then dismounts. Student number 2
then mounts the trampoline, performs the same stunt and adds a second stunt, then dismounts. Student number
3 mounts and performs stunts 1 and 2 and adds a third stunt, then dismounts. Thus the series of stunts is continu-
ously lengthened. The first person to miss a stunt in the series assumes the letter “H” and starts a new series with
a stunt. If a person misses again, he assumes the letter “O.” When a person accumulates “H-O-R-S-E,” he or she is
eliminated from the game. The last remaining contestant is the winner. Lesson planning from this point on should be
facilitated by contacting a certified trampoline instructor.
Lesson 9: Mounting and Dismounting
1. Users should climb onto the trampoline by placing
their hands on the frame and stepping or rolling up
onto the frame, across the springs and onto the mat.
2. To dismount, jumpers should walk to the side of the
mat, bend over and place their hands on the frame,
then step from the mat to the ground.
Lesson 10: Breaking
1. Starting from a standing position, jump into the
air.
2. As you land on the mat, bend your knees sharply to
stop the jump.

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