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Athletics is an exclusive collection

of sporting events that involve


competitive Running, Jumping, Throwing,
and Walking. The most common types of
athletics competitions are Track and Field
,Road running ,Cross country running ,
and Race walking. The simplicity of the
competitions, and the lack of a need for
expensive equipment, makes athletics one
of the most commonly competed sports in
the world. Athletics is mostly an individual
sport, with the exception of Relay races and
competitions which combine athletes'
performances for a team score, such as
cross country.

Aim
To provide the students with the opportunity to develop personally,
socially and physically through participation in a variety of athletic
activities in a safe and enjoyable environment.
Objectives
To provide opportunities for participation in running, jumping and
throwing activities in a variety of contexts.
To enhance knowledge and understanding of athletic activities.
To encourage personal goal setting and an understanding and
appreciation of the concept of fair play through enjoyable
participation in athletic activities.
To develop a more advanced technique in specific activities.

A variety of Running events are held on


the track which fall into three broad
distance categories: Sprints, MiddleDistance, and Long-Distance track
events. Relay races feature teams
comprising four runners each, who must
pass a Baton to their team-mate after a
specified distance with the aim of being
the first team to finish. Hurdling events
and the Steeple chase are a variation
upon the flat running theme in that
athletes must clear obstacles on the
track during the race.

Sprints

Middledistance

Longdistance

Hurdles

Relays

60 m
100 m
200 m
400 m

800 m
1500 m
3000 m

5000 m
10,000 m

60 m
hurdles
100 m
hurdles
110 m
hurdles
400 m
hurdles
3000 m
steeple
chase

4X100 m
Relay
4X400 m
Relay

The 100 meters, or 100-meter dash, is a Sprint race in Track


event competitions. On an outdoor 400metres running track,
the 100 m is run on the home straight, with the start usually
being set on an extension to make it a straight-line race.
Runners begin in the starting block and the race begins when
an official fires the starters pistol. The time between the gun
and first kick against the starting block is measured
electronically, via sensors built in the gun and the blocks. A
reaction time less than 0.1 s is considered a false start. The
0.1-second interval accounts for the sum of the time it takes for
the sound of the starter's pistol to reach the runners' ears, and
the time it takes to react to it.

Sprinters typically reach top speed after somewhere


between 5060 m. Their speed then slows towards the
finish line. Maintaining that top speed for as long as
possible is a primary focus of training for the 100 m.
Pacing and running tactics do not play a significant role
in the 100 m, as success in the event depends more on
pure athletic qualities and technique. The winner, by
IAAF Competition Rules, is determined by the first
athlete with his or her torso (not including limbs, head,
or neck) over the nearer edge of the finish line. When
the placing of the athletes is not obvious, a Photo
finish is used to distinguish which runner was first to
cross the line.

On your marks

Set

Go

The Athletes who miss their turn in an event are not allowed to make
it up. An athlete who is late without a valid reason may be disqualified
from the contest.
Competitors must wear shorts and a jersey or skintight suit. Athletes
may wear one shoe, two shoes or no shoes with the maximum of 11
cleats or nails on each shoe to provide better traction. Usually an athlete
uses 5 to 6 cleats or nails in each spike.
In any race only one foul start can be considered with yellow card and
warning to all other athletes in the heat; afterwards if any of the athlete
makes foul start then that athlete is disqualified.
The start of a race shall be denoted by a white line 5cm wide. In all
races not run in lanes, the start line shall be curved, so that all the
athletes start the same distance from the finish. Starting positions in
events at all distances shall be numbered from left to right, facing the
direction of running.

Sprint events involve several series of qualifying heats. The 8


runners with the best time in the heats, run in the final. The lanes are
assigned according to their best times obtained in the heats, with the
fastest runners in the centre lanes.
Lane Infringement (a) In all races run in lanes, each athlete shall
keep within his allocated lane from start to finish. This shall also
apply to any portion of a race run in lanes.
(b) In race (or any part of race) not run in lanes, an athlete running
on a bend, on the outer half of the track as per Rule shall not step or
run on or inside the kerbed or line marking the applicable border (the
inside of the track, the outer half of the track.
An athlete, after voluntarily leaving the track, shall not be allowed
to continue in the race.
Two alternative methods of timekeeping shall be recognized as
official:
(a) Hand Timing;
(b) Fully Automatic Timing obtained from a Photo Finish System;

Skills of crouch start


(a) Bunch Start : In this start, the distance between two block is 8 to
10 inches and the rear block is approximately 20 inches away from
the starting line. The athlete bends on a block in such a manner
that the fingers from a bridge behind the starting line. When the
set position is ordered, hips are raised upwards. This position is
unstable but very helpful to take a quick start.
(b) Medium Start : In this start, distance between two blocks is 12 to
18 inches and the distance between the first block and the starting
line is 15 inches. The shoulders and the hips are almost at the
same height.
(c) Elongated Start : In this start, the distance between the two block
is between 20 to 28 inches. This start is good for athletes.

Run-through

Lunge

Starting technique :
Set position : The runner concentrates deeply and holds his
breath so that he can push his body forward at the time of start. A
quick reaction time is required for a good race.
Start : On start the runner lets out his breath and he moves his
arms. The explosive action of legs propels his body forward at 45
degree angel until the back leg is fully extended. If a runner has to
false starts, he is disqualified.
Finishing technique :
finishing the race is most important. Finish is considered when
torso/chest region crosses the finishing line. The athletes mostly
adopt the following methods to finish the race .
(a) Run-through : In this type of finish, the athlete without
considering the finishing line, reaches the destination with full
speed.
(b) Lunge : This action is done by the athlete when the finishing line
is just one steps ahead. The athlete bends both arms backward
and tries to touch the tape with his chest.
(c) Shoulder-shrug : in this kind of finish, one shoulder is moved
forward while the other shoulder moved backward.

Shoulder shrug

The 4 100 meters relay or sprint relay is an athletics track event run in
lanes over one lap of the track with four runners completing 100 meters each.
The first runners begin in the same stagger as for the individual 400 m race. A
relay baton is carried by each runner and must be passed within a 20 m
changeover box (usually marked by yellow lines) which extends 10 m on
either side of each 100 m mark of the race. Another line is marked 10 m
further back, marking the earliest point at which the outgoing runner may
begin (giving up to 10 m of acceleration before entering the passing zone).
Transferring of the baton in this race is typically blind. The outgoing runner
reaches a straight arm backwards when they enter the changeover box, or
when the incoming runner makes a verbal signal. The outgoing runner does
not look backwards, and it is the responsibility of the incoming runner to thrust
the baton into the outstretched hand, and not let go until the outgoing runner
takes hold of it. Runners on the first and third legs typically run on the inside of
the lane with the baton in their right hand, while runners on the second and
fourth legs take the baton in their left. Polished handovers can compensate for
a lack of basic speed to some extent, and disqualification for dropping the
baton or failing to transfer it within the box is common, even at the highest
level.

It includes 4X100 m and 4X400 m races. In this, a team of four


runners, runs one by one without stopping. They exchange the baton
in specified area. They are also allowed to accelerate before the start
of exchange zone. This area of accelerating speed is known as
acceleration zone (10 m).
Baton is exchanged in two ways
(a) Visual method : It is used in 4X400 m Relay.
(b) Non-visual method (upward or downward) it is used in 4X100 m
Relay.

Lines 5cm wide shall be drawn across the track to mark the distances

of the legs and to denote the scratch line.


Each takeover zone shall be 20m long of which the scratch line is the
centre. The zones shall start and finish at the edges of the zone lines
nearest the start line in the running direction.
Check Marks: When all or the first portion of a Relay Race is being
run in lanes, an athlete may place one check-mark on the track within
his own lane, by using adhesive tape, maximum 5cmx40cm, of a
distinctive colour which cannot be confused with other permanent
markings. No other check-mark may be used.
The relay baton shall be a smooth hollow tube, circular in section,
made of wood, metal or any other rigid material in one piece, the
length of which shall be 280 to 300mm. The outside diameter shall be
40mm (2mm) and it shall not weigh less than 50g. It should be
coloured so as to be easily visible during the race.

The baton shall be passed within the takeover zone. The passing of
the baton commences when it is first touched by the receiving athlete
and is completed the moment it is in the hand of only the receiving
athlete. In relation to the takeover zone, it is only the position of the
baton which is decisive. Passing of the baton outside the takeover
zone shall result in disqualification.
Athletes, before receiving and/or after handing over the baton, should
keep in their lanes or maintain position until the course is clear to avoid
obstruction to other athletes. If an athlete willfully impedes a member of
another team by running out of position or lane at the finish of his leg, his
team shall be disqualified.
Assistance by pushing or by any other method shall result in
disqualification.
In the 4x400m race, the athletes running the third and fourth legs shall,
under the direction of a designated official, place themselves in their
waiting position in the same order (inside to out) as the order of their
respective team members as they enter the last bend. Once the
incoming athletes have passed this point, the waiting athletes shall
maintain their order, and shall not exchange positions at the beginning
of the takeover zone. If an athlete does not follow this Rule, his team
shall be disqualified.

The field events come in two types jumping and throwing competitions.
In throwing events, athletes are measured by how far they hurl an
implement, with the common events being the shot put, discus, javelin,
and Hammer throw. There are four common jumping events: the Long
jump and Triple jump are contests measuring the horizontal distance an
athlete can jump, while the High jump and Pole vault are decided on the
height achieved. Combined events , which include
the Decathlon (typically competed by men) and Heptathlon (typically
competed by women), are competitions where athletes compete in a
number of different track and field events, with each performance going
toward a final points tally.
FIELD EVENTS
Jumping
Long jump
Triple jump
High jump
Pole vault

Throwing
Shot put
Discus
Hammer
Javelin

The long jump (formerly commonly called the "broad jump") is a Field event in
which athletes combine speed, strength, and agility in an attempt to leap as far
as possible from a take off point. This event has been an Olympic medal event
since the first modern Olympics in 1896 (a medal event for women since 1948)
and has a history in the Ancient Olympic Games.
Each competitor makes three jumps in an order determined by a draw. Athletes
have 1:30 min. to make each jump. The best 8 jumpers go for three more
attempts for finals. The ranking is established according to there best jump. The
valid jump is counted from the nearest imprint /mark towards scratch line.
There are generally three techniques performed for long jump .
[A] Sail : usually performed by untrained athlete.
[B] Hang: Good athletes perform this by arc/curve of body during flight .
[C] Hitch-kick /cyclic : Very good jumpers perform this. It seems as if they are
doing cycling in the air.

Approach : The objective of the approach is to gradually accelerate to a

maximum controlled speed at takeoff. The most important factor for the
distance traveled by an object is its velocity at takeoff - both the speed
and angle. Elite jumpers usually leave the ground at an angle of twenty
degrees or less; therefore, it is more beneficial for a jumper to focus on
the speed component of the jump. The greater the speed at takeoff, the
longer the trajectory of the center of mass will be. The importance of a
takeoff speed is a factor in the success of sprinters in this event. The
athlete accelerates his body is relaxed and he takes long strides.
The last two strides : The objective of the last two strides is to prepare
the body for takeoff while conserving as much speed as possible. The
penultimate (second to last) stride is longer than the last stride. The
competitor begins to lower his or her center of gravity to prepare the body
for the vertical impulse. The final stride is shorter because the body is
beginning to raise the center of gravity in preparation for takeoff.

Takeoff : The objective of the takeoff is to create a vertical impulse


through the athlete's center of gravity while maintaining balance and
control. This phase is one of the most technical parts of the long jump.
Jumpers must be conscious to place the foot flat on the ground, because
jumping off either the heels or the toes negatively affects the jump. Taking
off from the board heel-first has a braking effect, which decreases velocity
and strains the joints. Jumping off the toes decreases stability, putting the
leg at risk of buckling or collapsing from underneath the jumper. While
concentrating on foot placement, the athlete must also work to maintain
proper body position, keeping the torso upright and moving the hips forward
and up to achieve the maximum distance from board contact to foot
release.
There are four main styles of takeoff: the kick style, double-arm style, sprint
takeoff, and the power sprint or bounding takeoff.
Kick
The kick style takeoff is a style of takeoff where the athlete actively cycles
the leg before a full impulse has been directed into the board then landing
into the pit. This requires great strength in the hamstrings. This causes the
jumper to jump to large distances.

Double-arm
The double-arm style of takeoff works by moving both arms in a vertical
direction as the competitor takes off. This produces a high hip height and a
large vertical impulse.
Sprint
The sprint takeoff is the style most widely instructed by coaching staff. This
is a classic single-arm action that resembles a jumper in full stride. It is an
efficient takeoff style for maintaining velocity through takeoff.

Power sprint or bounding


The power sprint takeoff, or bounding takeoff, is arguably one of the most
effective styles. Very similar to the sprint style, the body resembles a
sprinter in full stride. However, there is one major difference. The arm that
pushes back on takeoff (the arm on the side of the takeoff leg) fully extends
backward, rather than remaining at a bent position. This additional
extension increases the impulse at takeoff.

Action in the air and landing :


There are three major flight techniques for the long jump: the hang, the
sail, and the hitch-kick. Each technique is to combat the forward rotation
experienced from take-off but is basically down to preference from the
athlete. It is important to note that once the body is airborne, there is
nothing that the athlete can do to change the direction they are travelling
and consequently where they are going to land in the pit. However, it can
be argued that certain techniques influence an athlete's landing, which
can have an impact on distance measured. For example, if an athlete
lands feet first but falls back because they are not correctly balanced, a
lower distance will be measured.
Hang : The lead leg extended and driven backwards to join the trailing leg
, both arms circling downwards, backwards and then forward in a
clockwise direction , the hips pushed forwards to produce the hang in the
air.
Hitch Kick : The movements of athlete [ when he is in the air ] do not
change his trajectory but keep him from tipping forward. The hitch kick of
extension styles help him keep his balance and prepare for the best
possible landing so that the jump is not unnecessarily shortened.
Landing : The athlete throws his legs and arms forward to land as far as
possible from the take off board.

The runway for the long jump is 40m minimum and is measured from the beginning of
the runway to the take-off line. The runway is 1.22m 0.01m and marked by white lines
5cm in width. The maximum lateral inclination of the runway is 1:100 and the overall
inclination in the running direction is 1:1000.
The take-off board is marked by a board sunk level with the runway and the surface of
the landing area. The take-off board is white, rectangular, made of wood or other
suitable rigid material and measures 1.22m 0.01m long, 20cm 2mm wide and 10cm
deep.

An athlete fails if:


(a) He while taking off, touches the ground beyond the take-off line with
any part of his body, whether running up without jumping or, in the act of
jumping; or
(b) He takes off from outside either end of the board, whether beyond or
before the extension of the take-off line; or
(c) He employs any form of somersaulting whilst running up or in the act of
jumping; or
(d) After taking off, but before his first contact with the landing area, he
touches the runway or the ground outside the runway or outside the
landing area; or
(e) In the course of landing, he touches the ground outside the landing
area closer to the take-off line than the nearest break made in the sand; or
(f) When leaving the landing area, his first contact by foot with the ground
outside the landing area is closer to the take-off line than the nearest break
made in the sand on landing, including any break made on overbalancing
on landing which is completely
inside the landing area but closer to the take-off line than the initial break
made on landing.

The shot put is a field event involving "throwing"/"putting" (throwing in a


pushing motion) a heavy spherical object the shotas far as possible.
The shot put competition for men has been a part of the modern Olympics
since their revival in 1896, women's competition began in 1948.
In this a metallic ball is pushed from a throwing circle. The weight of the
ball for the men is 7.26Kg and for women 4 Kg. Thought, it is a part of
throwing events but it is actually a push as hand is not taken behind the
shoulder.
To qualify, competitors make 3 throws and the best 8 throwers make 3
more attempts. When there are 8 competitors or fewer, they are allowed to
take 6 throws each. A white flag indicates that the throw is good, while a
red flag means that it is a foul .

The following rules are adhered to for a legal throw


Upon calling the athlete's name, they have sixty seconds to commence
the throwing motion.
The athlete may not wear gloves IAAF rules permit the taping of individual
fingers.
The athlete must rest the shot close to the neck, and keep it tight to the
neck throughout the motion.
The shot must be released above the height of the shoulder, using only
one hand.
The athlete may touch the inside surface of the circle or stop board, but
must not touch the top or outside of the circle or stops board, or the ground
beyond the circle. Limbs may however extend over the lines of the circle in
the air.
The shot must land in the legal sector (34.92) of the throwing area.
The athlete must leave the throwing circle from the back.

Foul throws occur when an athlete


Does not pause within the circle before beginning the throwing motion.
Does not begin the throwing movement within sixty seconds of having his or
her name called.
Allows the shot to drop below his shoulder or outside the vertical plane of his
shoulder during the put.
During the throwing motion, touches with any part of the body (including
shoes):
(a)the top or ends of the stop board
(b)the top of the iron ring
(c)anywhere outside the circle.
Throws a shot which either falls outside the throwing sector or touches a
sector line on the initial impact.
Leaves the circle before the shot has landed.
Does not leave from the rear half of the circle.

Two putting styles are in current general use by shot put competitors:
the glide and the spin. With all putting styles, the goal is to release the shot
with maximum forward velocity at an angle of approximately forty degrees.
Glide
The origin of the glide dates to 1951, when Parry O Brien of the United
States invented a technique that involved the putter facing backwards,
rotating 180 degrees across the circle, and then tossing the shot.
With this technique, a right-hand thrower would begin facing the rear of the
circle, and then kick to the front with the left leg, while pushing off forcefully
with the right. As the thrower crosses the circle, the hips twist toward the
front, the left arm is swung out then pulled back tight, followed by the
shoulders, and they then strike in a putting motion with their right arm. The
key is to move quickly across the circle with as little air under the feet as
possible, hence the name "glide"

Spin
In 1972 Aleksandr Baryshnikov set his first USSR record using a new putting
style, the spin (" " in Russian), invented by his coach Viktor
Alexeyev. The spin involves rotating like a Discus thrower and using rotational
momentum for power. In 1976 Baryshnikov went on to set a world record of
22.00 m (72.18 ft) with his spin style, and was the first shot putter to cross the
22 meter mark.
With this technique, a right-hand thrower faces the rear, and begins to spin on
the ball of the left foot. The thrower comes around and faces the front of the
circle and drives the right foot into the middle of the circle. Finally, the thrower
reaches for the front of the circle with the left foot, twisting the hips and
shoulders like in the glide, and puts the shot.
When the athlete executes the spin, the upper body is twisted hard to the
right, so the imaginary lines created by the shoulders and hips are no longer
parallel. This action builds up torque, and stretches the muscles, creating an
involuntary elasticity in the muscles, providing extra power and momentum.
When the athlete prepares to release, the left foot is firmly planted, causing
the momentum and energy generated to be conserved, pushing the shot in
an upward and outward direction.

Another purpose of the spin is to build up a high rotational speed, by


swinging the right leg initially, then to bring all the limbs in tightly, similar to a
figure skater bringing in their arms while spinning to increase their speed.
Once this fast speed is achieved the shot is released, transferring the
energy into the shot put.
Usage
Currently, most top male shot putters use the spin. However the glide
remains popular, especially at the amateur level and among women, since
the technique leads to greater consistency compared to the rotational
technique. Almost all throwers start by using the glide.
It is worth noting that the world record by a male putter of 23.120 m
(75 ft 10.236 in) by Randy Barnes was completed with the spin technique,
while the second-best all-time put of 23.063 m (75 ft 7.992 in) by Ulf
Timmermann was completed with the glide technique.
Measuring which technique can provide the most potential is difficult, as
many of the best throws recorded with each technique have been completed
by athletes under doping suspicions, or with a record of drug violations. The
decision to glide or spin may need to be decided on an individual basis,
determined by the thrower's size and power. Short throwers may benefit
from the spin and taller throwers may benefit from the glide, but many
throwers do not follow this guideline.

The discus throw ( pronunciation) is an event in field athletics competition, in


which an athlete throws a heavy disc is called a discusin an attempt to
mark a farther distance than his or her competitors. The discus throw is a
routine part of most modern track and field meets at all levels and is a sport
which is particularly iconic of the Olympic Games. The men's competition has
been a part of the modern Summer Olympic Games since the first Olympiad
in 1896. The women's competition was added to the Olympic program in the
1928 games, although they had been competing at some national and
regional levels previously.
The discus, the object to be thrown, is a heavy lenticula r disc with a weight of
2 kilograms (4.4 lb) and diameter of 219221 millimeters (8.68.7 in) for the
men's event, and a weight of 1 kilogram (2.2 lb) and diameter of 180182
millimeters (7.17.2 in) for the women's event.

To make a throw, the competitor starts in a circle of 2.5 metres (8 ft 2 in)


diameter, which is recessed in a concrete pad by 20 mm. The thrower
typically takes an initial stance facing away from the direction of the throw.
He then spins counter-clockwise (for right-handers) around one and a half
times through the circle to build momentum, then releases his throw. The
discus must land within a 34.92-degree sector. The rules of competition
for discus are virtually identical to those of shot put, except that the circle
is larger, a stop board is not used and there are no form rules concerning
how the discus is to be thrown.
The distance from the front edge of the circle to where the discus has
landed is measured, and distances are rounded down to the nearest
centimeter. The competitor's best throw from the allocated number of
throws, typically three to six, is recorded, and the competitor who legally
throws the discus the farthest is declared the winner. Ties are broken by
determining which thrower has the longer second-best throw.

The basic motion is a forehanded sidearm movement. The discus is spun off
the index finger or the middle finger of the throwing hand. In flight the disc spins
clockwise when viewed from above for a right-handed thrower, and counterclockwise for a lefty. As well as achieving maximum momentum in the discus on
throwing, the discus' distance is also determined by the trajectory the thrower
imparts, as well as the aerodynamic behavior of the discus. Generally, throws
into a moderate headwind achieve the maximum distance. Also, a fasterspinning discus imparts greater gyroscopic stability. The technique of discus
throwing is quite difficult to master and needs lots of experience to get right,
thus most top throwers are 30 years old or more.

Gripping : The hand is placed flat on the discus. Fingers are slightly

spread and the thumb is used for balance. During the throw, the speed
of rotation keep the discus under the hand.
Swing : In swinging, a rhythmic action is done. The athlete moves the
discus back and forth in a movement that follows the arc of the rotation
to come. His arms and shoulders are relaxed and he concentrates
intensely.
Spin : During one and a half turn rotation, the athletes body
accumulates as much energy as possible. A right handed thrower
pushes off his left leg powerfully, while his left arm acts as a counter
weight along the axis of the shoulders. His feet leave the ground
momentarily.
Drive : Up to the last moment, the trunk and arms are behind the
feet. The athlete maintains this complex balance during the movement,
thrower spots a fixed visual reference.
Release ; Using the right leg as a lever, the athlete quickly
straightens his body. The discus is released in an explosive motion as
the arm is whipped around.

The Text Book of PHYSICAL EDUCATION(C.B.S.E.) written by


Sanjay Kundra and edited by Deepmala (Evergreen Publication india
LTD.)
http://en.wikipedia.org/wiki/Athletics_(sport)
http://en.wikipedia.org/wiki/100_m
http://en.wikipedia.org/wiki/4%C3%97100_m_relay
http://en.wikipedia.org/wiki/Long_jump
http://en.wikipedia.org/wiki/Shot_put
http://en.wikipedia.org/wiki/Discus_throw
http://www.dsr.wa.gov.au/athleticsthrowingeventdimensions
Presentation by Manish Joshi
For MYP-3

THANK YOU

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