athletics for a power game

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Page 1: Athletics for a Power Game

FRIDAY

Page 2: Athletics for a Power Game
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SOCCER

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POLE VAULTIN

G

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TRACKING

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HORSE RIDING

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JUDO

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CHEERLEADING

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FENCING

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GYMNASTICS

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ICE SKATIN

G

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PING PONG

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ATHLETICS: FOR A POWER GAME

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WHAT ARE ATHLETIC EVENTS?

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The sport of athletics is defined by the many events which make up its

competition programmes. All events within the sport are forms of running, walking, jumping or throwing. These

events are divided into the sub-sports of track and field, road running,

racewalking and cross country running.

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A. Jumping Events

1. Long Jump- The long

jumper must possess good

speed and powerful

jumping ability.

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What should be observed doing long jump?1. Work for a consistent stride pattern in

approach, using a gradual and uniform acceleration.

2. Run-up off the takeoff foot with 1-2-3 rhythm for the last three strides.

3. At takeoff, drive the free-leg knee up and push the hips forward

4. After takeoff, the hips remain forward, and the arms are used for good balance.

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5. Work through the jump and the land with good leg extensions; sweep the arms backward to prevent falling back.

6. Keep the landing pit area soft and smooth.

7. Wear jumping shoes with heel cups or rubber pads in the takeoff heel.

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2. Triple JumpThis is formerly

called “hop, step and jump.” The jumper must possess good speed, great legs

strength and excellent

coordination.

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Observations in doing triple jump.1. The body remains upright throughout the jump.2. Work through each phase of the jumps with active

heel first or mid-foot landings.3. Coordinate the arms with the leg action to maintain

speed.4. Keep the rhythm even during all three phases of the

jump.5. Wear heel cups or rubber pads in both jumping shoes.6. Keep the landing pit area soft and smooth.

Page 30: Athletics for a Power Game

B. Running EventsSprinting- includes 100, 200, and 400-

meter dash.

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Observations during sprinting1. Warm-up thoroughly before doing the

activity.2. Do not jump or lunge at the finish tape.3. At the start, the hands are parallel with

the starting line.4. Arms and shoulders are wide apart;

dominant leg is forward with the opposite knee resting on the track with head relaxed. This is for the “On your mark” phase.

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5. In the “Set” phase, the hips are raised slightly higher than the shoulders and head in a relaxed manner.6. The feet are forcefully punched upward, with the front leg straight as the back comes forward for a step. This is for the “Go” phase.7. After the coming out of the blocks, the sprinter concentrates on lifting, or “shifting gears.”8. In free-wheeling, the sprinter works to sustain speed through total body relaxation. This is also referred to as floating.9. The sprinter drives or runs through the tape at the finish in regular sprint form. This is for the Finish phase.

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C. HurdlingIs a rhythmical

sprinting over the hurdles. Clearing a hurdle is a run over

action, not a jumping movement. The

physical attributes of good leg split, speed,

flexibility, ad coordination along

with the mental qualities of courage,

patience and concentration are

important.

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Observations during Hurdling1. Lead with the knees, not the foot.2. Keep the trail leg flat, toe out and up, and

bring it up high under the armpit and out.3. The opposite arm/opposite leg actions is used

over the hurdle.4. Sprint through the hurdle, rather than

jumping over the hurdle.5. Warm-up and stretch well before hurdling.6. Never attempt to go over a hurdle from the

wrong direction.

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D. The Throwing Events like shot put, discus, javelin, and hammer throw are sports to be performed with follow-

through movements.

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1.Shot Put- A solid metal ball

that weighs 16 pounds for men

and 8.8 pounds for women. The player put or throws this shot from a circle

with a 7-foot diameter.

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Performing the Shot Put1. Push the shot firmly around your neck,

under the chin.2. Your thumb should be under the shot with your throwing elbow pointed outward, away from your body. Your throwing arm should be

at about a 45-degree angle to the ground.3. In making a throw, hold the shot put with your dominant hand just like you would a baseball. The hand should be cupped as if

you were to try and hold a bit of water.

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4. Do not forget to execute a follow through.

5. Roll or carry the shot put back to the circle rather than throw them.

6. Practice the skill in a protected area.

7. When retrieving implements, never turn your back to the throwing circle.

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Discus Throw

It is a smooth implement,

usually wood with a metal rim, which weighs two

kilograms for men and one kilogram for

women.

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How to Perform Discus Throw

1. The thrower holds the discus on the last crease of fingers.

2. Initiate several preliminary swings, shifting the weight from the right to the left foot or from left foot to right foot.

3. At the end of the final swing, turn is performed.4. Don’t forget to execute a follow through upon

throwing.5. Observe additional instructions in shot-put.

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How is the Game OfficiatedA. Jumping Events1. Place a name tag on the appropriate sheet

according to grade/division of players.

2. Brief players for warm-ups, run-throughs, and checking of step.

3. Allow jumpers to jump three times. All legal jumps will be measured Illegal jumps will not be measured but will be counted as one of the three attempts.

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B. Shot Put1. The judge calls the athlete when it is their turn

to throw and when it is safe to throw. He will allow players for three attempts.

2. The recorder records the legal throw measured by the assigned assistant.

3. The measurer measures legal throw made by the player. If any of the rules listed (next slide) are broken, a no throw is declared and the distance will not be measured.

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Rules of the Event1. Throwers must throw from within the

throwing circle.2. No part of the thrower’s body may touch

the ground outside the circle during the throw.

3. The shot must be kept tight into the neck.4. After the throw, throwers must leave the

circle from the back.5. The shot must land within the throwing

area.

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4. Measure each jump from the point of contact in the sand back to the edge of the board closet to the sand; measure to the nearest ½ inch (nearest ¼ inch in the championship meet.)

5. Record on the result sheet; mark all foul jumps with “F.”

6. At the conclusion of the event, indicate the athletes’ best jump.

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C. Discus Throw1. The Head Event Judge coordinates

with all ring judges. He also serves as first recorder. He observes faults in ring and any other infractions of the rules.

2. The Assistant Judge observes foot fault in ring. He records each competition attempt on work sheet.

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3. The Flight Coordinator and Timer calls competitors based on the order of competition. He starts the clock when the name of competitor is called. He

notifies the head judge if the competitor was not able to make the

attempt within the time frame allowed.

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5. The Tape Marker and Sector Judge mark each attempt with a tape and hold the tape until the official walks out of the ring or a red flag goes up.6. The Landing Judge Markers mark each attempt with the marker and holds the position until tape is place on the mark.7. The Retrievers retrieve and return the discus to the implement sector after the throw lands.

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D. Hurdle1. The runners in all hurdles begin in starting blocks. The starter will announce, “On your mark” followed by “Set.” As they hear the command “Set,” runners must have both hands and at least on knee on the ground with both feet in the starting blocks. Their hands must be behind the starting line. The race begins with the opening gun.

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2. Runners are permitted only one false start and will be disqualified for a second false start.3. Runners are not disqualified for knocking a hurdle over, unless it’s done intentionally.4. Runners must remain in their lanes during all hurdle races.5. The events ends with a runner’s torso crosses the finish line.