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Obstacle Course

A course that links several skills in a row – enter, travel, go through a hoop, collect a sinker, float and exit.

Stages
Stage 2, Stage 3
Difficulty
Developing
Skills
Safe Entry, Safe Exit, Forward Travel, Submersion
Equipment
Noodle, Sinkers, Hoops
Age
5–12 years
Group size
2–10 swimmers
Time
About 8 minutes
In a lesson
Game / Consolidation
Shared by
SwimShare Resource

Safety notes

  • Check every station is within a safe depth.
  • The teacher must be able to see the whole course.

What it develops

  • Enter the water safely without help
  • Go fully under and pick up an object
  • Exit the water safely without help
  • Submerge confidently and retrieve objects
  • Swim about 10 metres on the front

How to run it

  1. Set up: entry point, a floating hoop to travel through, a sinker to collect, a noodle to duck under, a 'rest island' to float at, and the exit.
  2. Swimmers complete the course one at a time.
  3. Teacher adjusts each station to the swimmer's stage.
  4. Finish with a safe exit and walk back to the start.

Teaching cues

  • One skill at a time.
  • Rest by floating if you need to.
  • Safe exit at the end.

Make it easier

  • Remove the sinker station.
  • Allow a float for the travel sections.

Make it harder

  • Jump entry (Stage 3) and a deeper sinker.
  • Set a stroke for each travel section.

Common faults

  • Skipping stations.
  • Swimmers catching each other up.

Corrections

  • Tick off stations on a card.
  • Start the next swimmer only when the previous one reaches the hoop.

Assistant / L1 role

  • Supervise the sinker and hoop stations in the water while the teacher starts swimmers and watches the whole course.

Helps with