4 ws high jump evolution 4º eso

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WORKSHEET High jump Evolution HISTORIC TECNIQUES Main principles to all jumping events TRIES FRONTAL JUMP HIGH 1 º FALSE 60 cm 2 º FALSE 80 cm/mistake 3 º FALSE 80cm/mistake SIMPLE SCISSORS 1 º FALSE 60 cm 2 º FALSE 80 cm/mistake 3 º FALSE 80 cm/mistake VENTRAL JUMP 1 º FALSE 78 cm 2 º FALSE 90 cm 3 º FALSE 1 m DORSAL JUMP OR FUSBURY JUMP 1 º FALSE 90 cm 2 º FALSE 1m 3 º FALSE 1 m 10 cm/mistake Starting run - this is the period of time where the athlete gathers speed for the take-off. Take off - this is the transition between the run and the jump with the athlete propelling their body into the air. Flight - this is the period of time when the body is airborne, sending them horizontally away from the starting point in the long jump or triple jump and vertically over the bar in the

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Page 1: 4 ws high jump evolution 4º eso

WORKSHEETHigh jump Evolution

HISTORIC TECNIQUESMain principles to all

jumping eventsTRIES

FRONTAL JUMP HIGH1º FALSE 60 cm

2º FALSE 80 cm/mistake

3º FALSE 80cm/mistake

SIMPLE SCISSORS1º FALSE 60 cm

2º FALSE 80 cm/mistake

3º FALSE 80 cm/mistake

VENTRAL JUMP1º FALSE 78 cm

2º FALSE 90 cm

3º FALSE 1 m

DORSAL JUMP OR FUSBURY JUMP

1º FALSE 90 cm

2º FALSE 1m

3º FALSE 1 m 10 cm/mistake

Starting run - this is the period of time where the athlete gathers speed for the take-off.

Take off - this is the transition between the run and the jump with the athlete propelling their body into the air.

Flight - this is the period of time when the body is airborne, sending them horizontally away from the starting point in the long jump or triple jump and vertically over the bar in the high jump.

Landing - this is the point at which the athlete finishes the jump marking the distance (in the case of the long jump and triple jump) that they