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