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JUMPINGE

VENTS
GROUP 5
REPORTER: JAMBALOS
ALL ABOUT THE JUMPING EVENTS

o The jumping events is a part of a track and field event has been around
since the start of the Olympics in Ancient Greece in 776 B.C.
 
o The jumping and throwing events are won by those who achieve the
greatest distance or height, but we were only focusing on jumping events.
 
o All four jumping events requires the competitors to have speed, agility,
focus and strength.
 
o There were four (4) jumping events in athletics competed by men and
women.
 
THE FOUR JUMPING
EVENTS
LONG JUMP

 
TRIPLE JUMP
HIGH JUMP
POLE VAULT

 
COMPARISON BETWEEN
LONG JUMP AND TRIPLE
JUMP
SIMILARITIES

o Long jump and triple jump events are referred to as “horizontal


jumps”.
 
o Both long jump and triple jump measuring the jumping distance,
and won by who has the farthest jump.
 
o Both long jump and triple jump start with a sprint, both requires
jumping and end with both feet landed in the sand.
 
DIFFERENCE
 
o In the long jump you make three quick steps before jumping from the
board with your preferred leg. However, the triple jump consists of three
bigger steps after crossing the board.
 
o The long jump allowed only 1 jump, but the triple jump allowed 3 jumps
before landing.
 
o Long jump can be broken down into 4 phases - approach, takeoff, flight
and landing.
DIFFERENCE
o Triple jump can be divided into 5 phases – approach, hop, step, jump and
landing
COMPARISON BETWEEN
HIGH JUMP AND POLE
VAULT
SIMILARITIES

 Both high jump and pole vault events referred to as “vertical jumping”.
 
 Both high jump and pole vault is a track and field event in which
competitors must jump and leap unaided over a horizontal bar placed at
measured heights without dislodging it.
 
 Both high jump and pole vault requires high running speed as an essential
requirement for an athlete to be able to successfully jump over the bar
using the pole.
 
SIMILARITIES
 
 Both jumping events require the athlete to get as far off the ground as they can
to clear horizontal bars. In both cases they get a running start.
 
 In both high jump and pole vault, a competitor is eliminated when they have
had three consecutive unsuccessful trials, regardless of the height or heights at
which the trials were attempted.
 
 Each athlete can choose what height they would like to enter the competition.
DIFFERENCE
o The pole vault requires the competitor to use a long and flexible pole to
clear and jump over the horizontal bar without dislodging it. However, the
high jump doesn’t requires using pole, instead the competitor you can
only use your speed and jumping ability alone to properly yourself up and
over a bar.

Example of Pole Vault also


Example of High Jump
known as Pole Jumping
LONG JUMP
REPORTER: GUTIERREZ
WHAT IS LONG JUMP?
 The long jump is a track and field event in which athletes combine speed,
strength and agility in an attempt to leap as far as possible from a takeoff
point. Along with the triple jump, the two events that measure jumping for
distance as a group are referred to as the "horizontal jumps". 
HISTORY
 The long jump has been part of all Athletics competitions since ancient times
• In the Games of 708 BC it was part of the pentathlon
• The jumper took a run-up holding a small weight in each hand which gave greater impetus
HISTORY
 1860 - Modern event regulated in England/USA
• The take-off had to be made from a 20cm (8-inch) wide board into a sand pit
• Hand weights are not used.

 Until the 1920s, technique was rudimentary


• Most jumped by drawing up and tucking the legs under the body after take-off, then
extended them again for landing.
• This is currently known as the “stride” or “tuck” method
• Is still acceptable for beginners
• Is not as efficient for higher level performers
HISTORY
 1922 - 1927
- Americans William De Hart Hubbard (co-holder of the world 100-yard dash record of 9.6) and
Robert LeGendre introduced the "hitch kick“

 1895
- The first women’s long jump contests took place in the USA

 1928
- First IAAF women’s world record

 1948
- London, England; First women’s Olympic long jump competition
EQUIPMENTS

SAND PIT RAKE & BROOM MEASURING STICK DISTANCE INDICATOR SAND PIT

TAKE OFF BOARD RED & WHITE FLAGS SPIKE SHOES SAND
RULES & REGULATIONS
• Competitors have three different opportunities to make the jump and the top eight are chosen from
among all participants.

• The longest jump is taken into account.

• The Athlete must take off from one foot

• If there is a tie, the competitor with the second longest jump wins.

• If the player does a cartwheel, walks backwards on the track, exceeds the set time or touches the
deployment indicator, he will be disqualified.

• The measurement of the jump is taken from the edge closest to the sand mark.

• The time for jump attempts is one minute and two minutes during the final stages of competition.
SKILLS
 There are 4 main components in long jump: the approach run, take off, action in
the air, and landing.
 APPROACH RUN
- In the run up phase, strive for consistency and speed. The long jumper gets a huge boost
from the run up before the jump. The speed greatly affects the jump distance. The jumper
must also take note to jump before the foul line. Otherwise, no matter the distance, the
jump would be void.

 TAKE OFF
- Your take off leg is the one that stays on the ground to support your weight when you kick
a ball. Usually, if you are right-handed, your take off leg will be your left leg. When taking
off, the aim is to attain height so that you can stay in flight longer and further. Place the
foot flat on the ground for takeoff. Taking off heel-first will reduce your speed, while
taking off on the toes decreases stability and increases risk of injury. 
 FLIGHT
SKILLS
- There are a few techniques, namely the sail, the hang, and the hitch-kick.

• THE SAIL/STRIDE TECHNIQUE


- The sail is recommended for beginners. To do the sail technique, thrust your free leg in front of your body as long as
possible. The takeoff leg will follow suit into the same position of the free leg midflight. Lastly, bring your arms
forward, as if you are trying to reach for your toes.

• THE HANG TECHNIQUE


- On take off the athlete drops the free leg to the vertical, which is then joined by the take off leg. The arms go overhead
to slow down the rotation about the athlete's center of gravity. The legs are then lifted upwards and forwards whilst
lower the trunk. The arms swing past the legs during the landing phase to ensure a good leg shoot.
SKILLS
• HITCH KICK
o “Running” in the air
o The arms and legs move quickly
o Arms/Legs counteract rotation

 LANDING
- When landing, it is imperative not to fall backwards into the landing pit. Bring your heels up and your
head down towards your knees. Jumpers often fall forward or sideways after landing on their heels.
Every inch counts.
DUTIES & RESPONSIBILITIES OF THE
OFFICIALS
 The Chief Judge
a) Prior to competition, ensures that;
i. The Long / Triple jump pit has been dug over and inspected for foreign objects prior to the event commencing;
ii. The mat / board for is placed in a suitable position and is firmly on ground so that all athletes in the age group are
able to take off and land safely in the pit

b) Stands in line with the take-off mat or board.

c) Ensures that, in long jump, the take-off board or mat is placed one meter from the nearer end of the landing area. This
may be moved closer to the pit for the younger age groups.

d) Determines and decides the validity of the jumps then measures the jump according to the rules.

e) Reads the tape and calls the distance to the recorder.

f) Raises a white flag to indicate a fair jump and raises a red flag to indicate a foul.

g) Ensures that the sand on the take-off mat and pit is smooth ready for the next athlete, after the distance has been read.
DUTIES & RESPONSIBILITIES OF THE
OFFICIALS
 Measuring Assistant

a) Stands to the side of the take-off area; and will hold the tape through the take-off mark for the Chief Judge to read.

b) For the younger age groups, sprinkles sand onto the take-off mat to a depth of about one centimeter, prior to the start
of the event.

c) Dampens the sand using a watering can.

d) Brushes the sand on the mat after each jump is measured to erase all footprints.

 Raker

a) Stands at the side of the Long/Triple Jump pit.

b) Rakes the sand in the pit until it is level before the start of the event and repeats this procedure at the completion of
each attempt and / or subsequent measures.
TRIPLE JUMP
REPORTER: GUNGOB
WHAT IS TRIPLE JUMP?
 The triple jump, sometimes referred to as the hop, skip(step), and jump, is a track and field
event, similar to the long jump. In which an athlete makes a horizontal jump for distance
incorporating three distinct, continuous movements.
HISTORY
 The origins of the triple jump are unclear, but it may be related to the ancient children’s
game hopscotch. Triple Jump has been a modern Olympic event since the first Games in
1896; at those Games two hops were used, but one hop was used at the Olympics after that
time.

James Brendan Connolly was the first Olympic triple jump


champion and, as it was the first event to conclude in 1896,
he was also the first Olympic champion of the modern era.
EQUIPMENTS

 Equipment needed for the triple jump


includes a runway, sandpit, and a
take-off board identical to those used
TAKE OFF SYSTEMS REPLACEMENT SPIKES
in the long jump, except that the
board is at least 13 metres (42.7 feet)
from the landing area for men and 11
metres (36 feet) for women.

MEASURING EQUIPMENTS PIT RAKE


RULES & REGULATIONS

i) The athlete must execute a hop (take off and land on the same foot), step and jump. If either foot
touches the ground out of this order, it is a fault.

ii) The distance of the run-up is unlimited.

iii) No marks shall be placed on the runway but a competitor may place marks alongside the runway.

iv) To be legal, the jump must end in the pit.

Each competitor has only three(3) attempts and the best of three is used to rank the athletes. The
athlete must have at least one successful attempt in order to place in the advancement criteria.
SKILLS
 The triple jump has Acceleration, Maximum Controllable Speed, Takeoff and the Hop, The
Step and The Jump and Landing.

1) Acceleration
- The ability to accelerate quickly is developed by addressing technique and strength (starting
and explosive).

2) Maximum Controllable Speed


- Speed can be worked on with running drills, sprints of various intensities and distances, hill
running, over speed towing, approaches with or without a takeoff and other sophisticated
methods.

3) Take-off and the Hop


- Attempting to run past the foot while it is on the board is a great cue. Horizontal movement is
the emphasis of the take-off action. Allow the stretch on the hip flexors to put the take-off leg
in position for the step rather than actively “cycling”.
SKILLS
4) The Step

- Getting athletes to be in position for the step is most important. Much of this is done
by focusing on the approach and hop. Some work to ready the athlete for this crucial
transition is necessary.

5.) The Jump and Landing


- At this point in the jump, the athlete has slowed considerably. It is crucial to success
of the jump to have ground contact underneath the body. This reduces deceleration
and allows the athlete to continue to apply forces horizontally.
DUTIES & RESPONSIBILITIES OF THE
OFFICIALS
 Ideally the minimum number of officials required to run the Triple Jump is four (4).

1. CHIEF JUDGE(Official)
• Allocate Officials to the various positions
• Supervise the preparation of the area regarding safety, equipment
• Ensure that the facility complies with the rules of competition
• Prior to the commencement of competition, provide an outline of the rules of the event to the
competitors, define the competition area advancer criteria
• Define the take off board and advise the athletes
• Rule on the validity of the attempt and indicate a fair jump with a white flag and a foul jump with a red
flag (flags optional)
• Advise the athlete the reason for the foul
• Announce/call out the distance measurement where the tape aligns with the edge of the board nearest the
pit.
DUTIES & RESPONSIBILITIES OF THE
OFFICIALS
2. OFFICIAL TWO (Recorder)

• Call up the competitors and record the results.


• Jumps are measured perpendicularly in a straight line from the edge of the take-off board or its’ extension
nearest the landing pit, to the mark made by the competitor in the landing pit nearest the take-off board.
• Record the result to the nearest centimetre below the distance achieved
• i.e. 11 m755 becomes 11m75
• Repeat, call out, the measurement called by the Chief Judge to ensure the measurement recorded is correct
and that the athlete hears it
• All attempts must be recorded ( F, P, or Measurement)
• Time the trial and indicate with a yellow flag when the last fifteen (15) seconds of the allowed one (1)
minute , in accordance with the rules of competition, remain for that trial
DUTIES & RESPONSIBILITIES OF THE
OFFICIALS
3-4. OFFICIALS THREE AND FOUR

• Stand well away from the sand pit trials to avoid distracting the competitors
• Rake the sand back to level with board as required – To be legal, the jump must end in the pit.
• When it is determined to be a “fair” jump : place a short marking stake at the point in the sand where the
athlete has broken the sand with any part of the body, usually the foot, nearest to the take-off board.
Hold the zero end of the measuring tape to the stake/marker.

 SAFETY

• Ensure that the runway and take-off area are cleared (swept) of foreign objects, dirt, gravel etc. Prior to
the event commencing
• All athletes are to be advised to jump so that they land in the centre of the pit (landing area)
• The minimum landing area is 4m long x 2.5m wide.
• Advise the athletes of the location of the sports medical trainer on site, and to notify the officials if an
injury occurs.
HIGH JUMP
REPORTER: HIPOLITO
WHAT IS HIGH JUMP?
 The high jump is a track and field event in which competitors must jump
unaided over a horizontal bar placed at measured heights without
dislodging it. In its modern, most-practiced format, a bar is placed between
two standards with a crash mat for landing.
HISTORY
 High jump and pole vault events are together referred as "vertical jumps".

 The first recorded high jump events took place in Scotland in the 19th century. From that time, the
event has gone through a series of changes in the techniques used. The eastern cut-off, western roll and
straddle methods were used previously, but now the technique of Fosbury Flop is most commonly
used. High Jump is a part of Summer Olympics since its inception in 1896.

 In its modern, most-practiced format, a bar is placed between two standards with a crash mat for
landing.

 Since ancient times, competitors have introduced increasingly effective techniques to arrive at the
current form, and the current universally preferred method is the Fosbury Flop, in which athletes run
towards the bar and leap head first with their back to the bar .
EQUIPMENTS

HIGH JUMP CROSS BARS HIGH JUMP PIT HIGH JUMP STANDARDS

MISC. HIGH JUMP EQUIPMENT REPLACEMENT SPIKES


RULES & REGULATIONS
1. Each participant is allowed two attempts at each of the opening jump heights.
 Once the field of participants is down to six, each participant is allowed three attempts at each
height.
 The opening minimum height is recorded on each of the field event sheets. If a participants misses
both attempts at the minimum opening height, it is as if he/she never jumped.
 The participant will not be allowed to go proceed to the Championship track meet – even if he/she
was the only child entered in that event. Thus, the participant must be able to clear the minimum
opening height.
 Three attempts at each height.
 The opening minimum height is recorded on each of the field event sheets. If a participants misses
both attempts at the minimum opening height, it is as if he/she never jumped. The participant will
not be allowed to go proceed to the Championship track meet – even if he/she was the only child
entered in that event. Thus, the participant must be able to clear the minimum opening height.
RULES & REGULATIONS
2. High jumps are taken in rounds; high jumps are not taken consecutively.
 If a participant clears the height on his/her first attempt, he/she does not need to take a second
attempt. A participant may pass at any given height; however, if he/she fails to clear the next height
attempted, the participant’s best jump will be counted as the last height he/she successfully attempted.
If the participant fails to clear a height after passing all earlier heights, it is as if the participant never
cleared even the opening height.
3. The bar is raised two inches each round, until the field is narrowed to six participants.
 Once the field is narrowed to six participants, the bar is raised one inch each round.
4. A participant can “call off” a jump during his/her approach by simply “running by” the bar.
 Calling off a jump is acceptable and is done without penalty, unless any part of the participant’s body
(foot, hand, arm, etc.) breaks the plane of the high jump bar.
 If any part of the participant’s body does break the plane of the high jump bar, it is counted as an
attempt – even though no jump was actually attempted.
RULES & REGULATIONS
5. If a participant attempts a jump and hits the bar, but the bar does not fall down, the participant’s
jump is counted as successful.
 If a participant attempts a jump, hits the bar and the bar falls down, the participant’s jump is counted
as unsuccessful.
 However, if the bar falls, but the participant (1) has already left the mat and (2) is back in front of the
plane of the bar before the bar falls down, the participant’s jump is counted as successful.
6. A participant cannot attempt a jump with a two-footed take off (both feet leaving the ground at
the same time). Also, a participant cannot dive head first over the bar.
 A Fosbury flop, however, is a legal jump. Please ask if you have any questions as to whether or not a
jump is legal.
7. In the case of a tie, look to each participant’s number of misses at earlier heights. If the number of
misses is the same for both participants, a tie will be awarded.
 If the number of misses is not the same for both participants, the participant with the fewest misses, or
the fewest misses at the highest height, wins the tie.
SKILLS
 In the high jump sport, there are two techniques that are considered the main ones, and these
are the Fosbury style and the ventral roller style:

• Fosbury style: in this technique, the athlete must run towards the transversal bar, following
a curved trajectory, and when he or she is able to jump backwards in front of the ribbon, he or
she must place the next extended arm. From a biomechanical point of view, this technique is
considered the most effective because it allows the jumper to gain more height.

• Ventral roller: this technique is considered the simplest to perform. A diagonal should be made


on the side of the beaten leg, the ribbon should be passed to the front. When the bar is passed
on the roller, the beat leg must be in a flex position to avoid hitting the bar.
SKILLS
Speed
• Although not as fast as a long jump run up, a high jumper must still run fast toward her take-off
point. At the last moment she converts her forward momentum to vertical momentum to leap up
and over the bar. The run up is normally curved so the jumper is sideways on to the bar as she
takes off. Speed is developed by performing sprinting drills as well as specific speed and run-up
exercises.

Power
• Power, sometimes called elastic strength, is strength expressed at speed. Where a heavy squat is
all about strength, a squat jump is power -- the movements are similar but the velocity is much
higher for jumping. Power is both a natural trait and something that can be improved with
training. Jump-training exercises called plyometric are often used to increase a high jumper's
ability to generate power.
SKILLS
Flexibility
• The Fosbury flop, the most widely used high-jump technique, requires lots of flexibility so the
jumper can stay as close to the bar as possible to clear the greatest height. A big back arch
allows the jumper to literally wrap herself around the bar before flipping her legs and feet clear.
Flexibility can be improved by regular stretching practice and should focus on all the major
muscles and joints as well as those specific to the high jump.

Aerial Awareness
• Sports such as diving, trampolining, gymnastics, pole vault and high jump all share a common
skill -- Arial awareness. This is the innate ability to know where you are in relation to the
ground. Aerial awareness comes with practice and is essential for successful high jumping; the
athlete must know where she is in relation to the bar and the landing mat to avoid landing
awkwardly or inadvertently clipping the bar with her feet or any other body part.
DUTIES & RESPONSIBILITIES OF THE
OFFICIALS
 The minimum number of officials required to run the High Jump is four (4) ideally

 CHIEF JUDGE

• Allocate Officials to the various positions


• Supervise the preparation of the area regarding safety, equipment and define the competition area
• Ensure that the facility complies with the rules of competition
• Prior to the commencement of competition, provide an outline of the rules of the event to the
competitors and define the competition area
• Determine the starting height of the bar and advise the athletes
• Rule on the validity of the trial and indicate a fair jump with a white flag and a foul jump with a red
flag (flags optional)
• Advise the athlete the reason for the foul
• Measure the bar on commencement and as it is raised and announce the new height to the competitors
DUTIES & RESPONSIBILITIES OF THE
OFFICIALS
 OFFICIALS ONE AND TWO

• Stand well away from the uprights during trials to avoid distracting the competitors but in line with the
plane of the uprights
• Replace the bar as required

 OFFICIAL THREE

• Call up the competitors and record the results. In marking the sheet a jump is recorded as follows;
o A clear jump shall be indicated as a “O”
o A failure shall be indicated as a “X”
o A jump not taken (pass) shall be indicated as a “-“
• Repeat the measurement called by the Chief Judge to ensure the measurement recorded is correct
• All attempts must be recorded
• Time the trial and indicate with a yellow flag when the last fifteen (15) seconds of the allowed one (1)
minute or longer, in accordance with the rules of competition, remain for that trial
POLE VAULT
REPORTER: JAVIER
WHAT IS POLE VAULT?
 Pole vault is a track and field event in which each competitor uses a long, flexible
pole, made of either fiberglass or carbon fiber, with the purpose of vaulting over a
bar that is set at a specific height.
HISTORY
• The pole vault originated in Europe, where men used the pole to cross canals
filled with water.

• The goal of this type of vaulting was distance rather than height.

• In the late 1800s, colleges started competing in the pole va­ult.

• Originally the vaulters used bamboo poles with a sharp point at the bottom.

• They competed on grass, planting the point in the grass (because holes were
not allowed back then), vaulting over a pole and landing back on the grass.

• In the 1896 Olympics, the record, set with a bamboo pole, was 10 ft 6 in
(about 3.2 m).
EQUIPMENTS

THE BOX POLE POLE VAULT PIT/ DROP ZONE

CROSSBAR OR RIBBON

STANDARDS
RULES & REGULATIONS
• Each athlete chooses his/her height that they wish to be entered for in competitions. Each competitor
has three tries to clear the height; if cleared, the jumper advances to the next height and will again, have
three more attempts. If a competitor fails to clear all three attempts, they are out and their highest height
is recorded;

• If a competitor fails to clear any bar throughout the entire competition, they will receive a NH which
stands for no height.

• Competitors also have the option of passing a height. For instance, if a vaulter misses their first jump,
they have the option of passing on to the next height, but with only two attempts instead of three.
Correspondingly, if a vaulter misses two jumps in a row, they can also pass to the next height but with
only one attempt left.

• Athletes have three different attempts to overcome the height, which is increasing, according to the
rules of the test.
RULES & REGULATIONS

• If there are three consecutive null jumps, the athlete will be disqualified.

• If the ribbon does not remain in the athlete’s supports during the jump, the athlete will be
disqualified.

• After the take-off, if the athlete places the lower hand above the upper hand or if he moves
towards the top of the pole, if he holds, stabilizes or repositions with his hand the strips
during the jump will be eliminated.

• If the player has a delay during the execution of the attempt will be disqualified.
SKILLS
• The most effectively skills are the strength and speed, faster you run,
the higher you vault.

• Vaulters sprint down the runway as fast as possible in the correct


position to ensure a successful take off position, by doing this, it will
allow for a greater amount of potential energy and momentum
leading up to the jump.

• Run in place: this will improve your quickness when you approach
the vault
DUTIES & RESPONSIBILITIES OF THE
OFFICIALS
1. CHIEF JUDGE 1

• Allocate Officials to the various positions


• Supervise the preparation of the area regarding safety, equipment and define the
competition area
• Ensure that the facility complies with the rules of competition
• Prior to the commencement of competition, provide an outline of the rules of the
event to the competitors and define the competition area
• Determine the starting height of the bar and advise the athletes
• Rule on the validity of the trial and indicate a fair vault with a white flag and a foul
vault with a red flag (flags optional)
• Advise the athlete the reason for the foul
• Measure the bar on commencement and as it is raised and announce the new
height to the competitors
DUTIES & RESPONSIBILITIES OF THE
OFFICIALS
2. OFFICIAL 2 Recorder

• Call up the competitors and record the results. In marking the sheet a vault is
recorded as follows;
o A clear vault shall be indicated as a “O”
o A failure shall be indicated as a “X”
o A vault not taken (pass) shall be indicated as a “-“
• Repeat the measurement called by the Chief Judge to ensure the measurement
recorded is correct
• All attempts must be recorded
- Recorder records all decisions taken, or instructions given, by the Chief Judge.
These notes must be accessible during and after the competition for reference.
• Time the trial and indicate with a yellow flag when the last fifteen (15) seconds of the
allowed one (1) minute or longer, in accordance with the rules of competition,
remain for that trial
DUTIES & RESPONSIBILITIES OF THE
OFFICIALS
3. OFFICIALS 3 and 4

• Stand well away from the uprights during trials to avoid distracting the competitors
but in line with the plane of the uprights

• Replace the bar as required

– Check the take off

4. SAFETY

• Ensure that the run way is inspected for foreign objects prior to the event
Commencing

• All athletes are to be advised to vault so that they land in the center of the landing
area
THANK YOU FOR LISTENING!

GROUP 5
GROUP 5 REPORTERS:

JAMBALOS, KENSHIN JEF

GUTIERREZ, MARIA DOLORES

GUNGOB, RYAN MARK

HIPOLITO, SAMANTHA

JAVIER, ROBIN

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