Method

Challenges

What it is A challenge is the third segment of every lesson's Activity → Activity → Challenge sequence

What it is

A challenge is the third segment of every lesson's Activity → Activity → Challenge sequence. It is a tight, controlled roadblock aimed at one primary swimming skill, game-like and repeatable—not free play, not a reward, and not an elimination tournament.

Essentials

  • Skill-explicit: The challenge must explicitly state the skill being tested. Supporting skills already mastered may be incorporated, but the tested skill remains clear and observable. No mixed-skill free-for-alls.
  • Objective and pass/fail: Every challenge has a clear objective (e.g., "get the ring using two big arms"), a finite attempt length (5–10 yards or ~30–60 seconds), and a concrete pass/fail indicator. Challenges are not scored by tiers.
  • Short bursts and movement: Use Rotation Method—circle swim, walk back, no standing line. Repeat 3–5 rounds per swimmer.
  • Game-like, not drill-like: Use a simple scenario, equipment, or pass/fail condition (e.g., "crocodile crawl," "treasure trail") but keep the target skill observable.
  • Feedback hook: After each attempt, coach gives one specific, actionable correction tied to the target skill. Do not stop the whole group for long explanations; coach in flow.
  • The swimmer must know which skill is being tested and what successful execution looks like.

Progression

  1. Pick a specific swimming skill you want to improve.
  2. Put a roadblock between the swimmer and successfully doing the skill, creating a clear metric of success or failure beyond the skill's inherent expression.
  3. Adapt the roadblocks to adjust for different levels of verticality—simple roadblocks for level 1, more complicated blocks for higher levels.

Increase difficulty by distance, time, repetition, adding a partner/team element, or tightening the conditions for a pass—not by increasing risk or forcing deeper submersion.

What goes wrong

  • Mixed-skill free-for-alls where the tested skill is not clear or observable.
  • Challenges without a concrete pass/fail indicator, or scored by tiers instead of binary.
  • Stopping the whole group for long explanations instead of coaching in flow.
  • Challenges that reward unsafe speed or horseplay without defined start/stop signals.
  • Increasing difficulty by increasing risk or forcing deeper submersion rather than by distance, time, repetition, partner element, or tightening conditions.

How you know it worked

The swimmer meets the concrete pass/fail indicator for the target skill within the finite attempt length. The challenge felt fun and the swimmer's success was celebrated.

How you teach it

The challenge is a palate cleanser. After two activities building on each other, the challenge resets attention so the next learning block lands more clearly. Short distances are deliberate: they force the swimmer to spend energy in a brief burst of powerful, focused effort rather than in endurance. You restrict longer swims for this reason.

Safety is non-negotiable before the first attempt. Run a pre-challenge water-safety check: ratios, reach, visibility. No forced submersion, no dunking, no excessive breath holding, no long underwater swimming, and no diving in shallow water. If the challenge involves submersion, use only swimmers who have completed the Underwater Progression through the required step and who enter voluntarily. Define start/stop signals so the group knows when to go and when to stop. Instructor judgment determines what counts as excessive or long for the particular swimmer and context.

Suggested challenges are published as challenge swimming games posts, tagged as challenges with level and challenge in their names or titles. Instructors may use these or create their own within the design requirements above.

Examples from the bank:

  • Position 11 Streamline Rocket: Swimmers push off the wall in Position 11 and glide through a hoop. Pass: glide through the hoop with arms extended and ears squeezed the whole time. Fail: arms drop, legs sink, or missing the hoop.
  • Big Arm Toy Delivery: From wall or shallow water, swim with big arms to retrieve a floating toy and return. Pass: returns to wall using alternating arms without stopping. Fail: doggy paddle or stops before wall.
  • Back Float Star Challenge: Hold a star float while coach counts to 3, then recover. Pass: hold the star float for the full count without sinking. Fail: legs drop or roll over before the count ends. Add a gentle wave or pass a toy overhead to increase difficulty.

Put it into practice

Knowing the cue is the start. The sequenced curriculum, the lesson-plan library, and the staff training that make it land in the water are in the books and the courses.