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FRIDAY
SOCCER
POLE
VAULTING
TRACKING
HORSE
RIDING
FENCING
ICE
SKATING
ATHLETICS: FOR A
POWER GAME
WHAT ARE
ATHLETIC
EVENTS?
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.
Jumping Events
1. Long Jump
- The long jumper
must possess
good speed and
powerful jumping
ability.
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.
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.
2. Triple Jump
This is formerly called
“hop, step and jump.”
The jumper must
possess good speed,
great legs strength and
excellent coordination.
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.
B. Running
Events
Sprinting-
includes 100,
200, and 400-
meter dash.
Observations during sprinting
1. 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.
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.
C. Hurdling
Is 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.
Observations during Hurdling
1. 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.
D. The Throwing Events like shot
put, discus, javelin, and hammer
throw are sports to be performed
with follow-through movements.
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.
Performing the Shot Put
1. 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.
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.
Discus
Throw
It is a smooth
implement,
usually wood
with a metal rim,
which weighs
two kilograms
for men and one
kilogram for
women.
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.
How is the Game Officiated
A. Jumping Events
1. 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.
B. Shot Put
1. 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.
Rules of the Event
1. 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.
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.
C. Discus Throw
1. 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.
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.
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.
D. Hurdle
1. 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.
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.

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Athletics for a Power Game

  • 2.
  • 4.
  • 6.
  • 8.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
  • 16.
  • 17.
  • 18.
  • 20.
  • 21.
  • 24. 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.
  • 25. Jumping Events 1. Long Jump - The long jumper must possess good speed and powerful jumping ability.
  • 26. 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.
  • 27. 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.
  • 28. 2. Triple Jump This is formerly called “hop, step and jump.” The jumper must possess good speed, great legs strength and excellent coordination.
  • 29. 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.
  • 31. Observations during sprinting 1. 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.
  • 32. 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.
  • 33. C. Hurdling Is 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.
  • 34. Observations during Hurdling 1. 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.
  • 35. D. The Throwing Events like shot put, discus, javelin, and hammer throw are sports to be performed with follow-through movements.
  • 36. 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.
  • 37. Performing the Shot Put 1. 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.
  • 38. 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.
  • 39. Discus Throw It is a smooth implement, usually wood with a metal rim, which weighs two kilograms for men and one kilogram for women.
  • 40. 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.
  • 41. How is the Game Officiated A. Jumping Events 1. 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.
  • 42. B. Shot Put 1. 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.
  • 43. Rules of the Event 1. 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.
  • 44. 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.
  • 45. C. Discus Throw 1. 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.
  • 46. 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.
  • 47. 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.
  • 48. D. Hurdle 1. 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.
  • 49. 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.