Stroke Detective
Pairs take turns as 'detectives' watching a partner swim with a simple checklist, then give one clue to improve.
- Stages
- Stage 4, Stage 5, Stage 6, Stage 7
- Difficulty
- Developing
- Skills
- Coordination, Stroke Efficiency
- Equipment
- None
- Age
- 7–99 years
- Group size
- 2–16 swimmers
- Time
- About 6 minutes
- In a lesson
- Skill Development 1, Skill Development 2, Game / Consolidation
- Shared by
- SwimShare Resource
Safety notes
- Detectives walk – not run – on poolside, or stay in shallow water.
What it develops
- Build continuous swimming distance
- Swim with fewer, longer strokes
- Improve stroke efficiency on all strokes
- Keep technique and stroke count as distance increases
How to run it
- Give each pair a checklist card for the stroke (e.g. 'head still', 'straight recovery', 'feet turn out').
- Swimmer A swims a width; detective B walks alongside and ticks what they see.
- B gives one clue: 'Your left hand crossed over'.
- A swims again using the clue; swap roles.
Teaching cues
- Look for one thing.
- One clue only.
- Swim again with the clue.
Make it easier
- Checklist with two items.
- Teacher demonstrates what to look for.
Make it harder
- Detective chooses a drill to fix the fault.
- Record a clue for each stroke.
Common faults
- Detectives giving too many comments.
- Swimmers racing instead of swimming well.
Corrections
- Only one clue per turn.
- Remind swimmers it's about technique.
Assistant / L1 role
- Work with one pair and model how to give a single, specific clue.