4wshighjumpevolution4eso 131230031536-phpapp02

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WORKSHEET High jump Evolution HISTORIC TECNIQUES Main principles to all jumping events TRIES FRONTAL JUMP HIGH FALSE 50cm FALSE 80m SIMPLE SCISSORS FALSE 50cm FALSE 50m (2attempts) VENTRAL JUMP FALSE 50 cm FALSE 80m DORSAL JUMP OR FUSBURY JUMP FALSE 1m FALSE 1m 20m 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 have travelled through the air.

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Page 1: 4wshighjumpevolution4eso 131230031536-phpapp02

WORKSHEET High jump Evolution

HISTORIC TECNIQUES Main principles to all

jumping events TRIES

FRONTAL JUMP HIGH

1º FALSE 50cm

2º FALSE 80m

SIMPLE SCISSORS

1º FALSE 50cm

2º FALSE 50m (2attempts)

VENTRAL JUMP

1º FALSE 50 cm

2º FALSE 80m

DORSAL JUMP OR FUSBURY JUMP

1º FALSE 1m

2º FALSE 1m 20m

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 have travelled through the air.