Partner Shape Call
A game: one partner secretly chooses a shape, the jumper performs it, and the partner checks it matches – lots of jumps, lots of fun.
- Stages
- Diving – Stage 8, Diving – Stage 9
- Difficulty
- Beginner
- Skills
- Jump Entry, Body Control, Diving Safety
- Equipment
- None
- Age
- 8–16 years
- Group size
- 2–14 swimmers
- Time
- About 6 minutes
- In a lesson
- Game / Consolidation
- Shared by
- SwimShare Resource
Safety notes
- Feet-first only into deep enough water; the teacher keeps control of the go signal; one jumper at a time per entry point.
What it develops
- Show straight, star and tuck shapes in jumps
- Pike and turning jumps with control
How to run it
- Pairs: one jumper, one caller standing back from the edge.
- Caller whispers a shape (pencil, star, tuck) to the jumper.
- Jumper does the clear water check, waits for the teacher's go, jumps and shows the shape.
- Caller gives a thumbs-up if it matched and the entry was straight; swap roles.
Teaching cues
- Clear shape.
- Straight entry.
- Wait for the teacher's signal.
Make it easier
- Pencil and star only.
Make it harder
- Add quarter turns and pike.
Common faults
- Rushing because it's a game.
Corrections
- 'Same safety rules in games.'
Assistant / L1 role
- Manage the queue at the entry point so only one pair is at the edge at a time.