Professional Documents
Culture Documents
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
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.
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.
• 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.
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
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.
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.
d) Brushes the sand on the mat after each jump is measured to erase all footprints.
Raker
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.
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.
iii) No marks shall be placed on the runway but a competitor may place marks alongside the runway.
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).
- 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.
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)
• 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
• 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.
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
• 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.
• 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
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.
• Run in place: this will improve your quickness when you approach
the vault
DUTIES & RESPONSIBILITIES OF THE
OFFICIALS
1. CHIEF JUDGE 1
• 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
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:
HIPOLITO, SAMANTHA
JAVIER, ROBIN