0% found this document useful (0 votes)
19 views14 pages

Athletics Notes Presentation

The document outlines the various track and field events, including sprint races, jumps, throws, and combined events, along with their specific rules. It details the procedures for starting races, relay handoffs, javelin throws, long jumps, and high jumps, emphasizing the importance of proper technique and adherence to regulations. The document serves as a comprehensive guide for understanding the structure and rules governing track and field competitions.

Uploaded by

alvaro.segovia2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
19 views14 pages

Athletics Notes Presentation

The document outlines the various track and field events, including sprint races, jumps, throws, and combined events, along with their specific rules. It details the procedures for starting races, relay handoffs, javelin throws, long jumps, and high jumps, emphasizing the importance of proper technique and adherence to regulations. The document serves as a comprehensive guide for understanding the structure and rules governing track and field competitions.

Uploaded by

alvaro.segovia2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 14

FASTER HIGHER STRONGER

TRACK AND
FIELD EVENTS
HISTORY

TRACK AND FIELD


DISCIPLINES
STADIUM

ROAD RACE WALKING


TRACK AND
RUNNING
FIELD
TRAIL RUNNING
CROSS COUNTRY
TRACK AND FIELD EVENTS FIELD
Jumps
Long jump
TRACK (RACES) Triple jump
High jump
Pole vault
Long-distance
5000 m Throws
10000 m
Shot put
Hurdles Discus throw
60 m hurdles (pista Hammer throw
Middle-distance
cubiierta) Javelin throw
800m 110 m hurdles (M)
1500m 100 m hurdles (W)
3000m (pista cubierta) 400 m hurdles COMBINED EVENTS
3000 steeplechase
Sprint Events Pentathlon (pista
Relays cubierta)
100m Heptathlon (W)
4x100m
200m Decathlon (M)
4x400m
400m
SPRINT
RULES youRACES:
must know:
The time between the gun and first kick against the starting block is
measured electronically, via sensors built into the gun and the blocks.
A false start is called if a runner begins moving before the gun is fired. A
false starting athlete now receives immediate disqualification
Runners must stay in their lanes at all times during these races and they
start in starting blocks
On your marks Get Set Gun

Front pedal: 2 feet from the The back leg is driven


The runner slowly
starting line forward at the sound of the
rises up
Back pedal: 3 feet from the gun.
The hips will rise
starting line The body is thrusted forward
slightly higher than
Kneel down on the fast leg and slightly upward at the
the shoulders
Place the hands just behind start of the race
the starting line
RELAY:

A team is out of the race if:


•It hands off the baton outside of the changeover box
•A runner veers outside of his or her lane
• A runner obstructs another runner

Down sweep technique Up sweep technique


3.Throw 4. Landing
1.Carry 2. Transition
JAVELIN THROW:

RULES:
•A throw is legal only if the tip of the javelin lands within this sector, and the tip
strikes the ground before any other part of the javelin
•The distance of the throw is measured from the throwing arc to the point where the
tip of the javelin landed
•Competitions typically consist of three to six rounds
•The competitor with the longest single legal throw (over all rounds) is the winner
LONG JUMP:

RULES:

•The takeoff must occur on or before the board (A layer of plasticine is placed
immediately after the board to detect this occurrence)

•Everyone has three attempts, and three additional jumps being awarded to the
best 8 competitors

•The jump is measured from the takeoff line to the nearest break in the landing
area made by any part of the body

•If the competitor starts the leap with any part of the foot past the foul line, the jump
is declared a foul and no distance is recorded

•The competitor with the longest legal jump is declared the winner
3. Flight

1.Aproach

4. Landing

2.Take-off
HIGH JUMP:

RULES:
Jumpers must take off on one foot.

A jump is considered a failure if the bar is dislodged by the action of the jumper or
the jumper touches the ground or breaks the plane of the near edge of the bar
before clearance.

Three consecutive missed jumps, at any height or combination of heights, will


eliminate the jumper from competition.

The victory goes to the jumper who clears the greatest height during the final.

Dashes (-): height


was not attempted
Circles (o): Cleared
height
Crosses(x):Failed
attempts

You might also like