4 ws high jump evolution

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WORKSHEET High jump Evolution HISTORIC TECNIQUES Main principles to all jumping events TRIES FRONTAL JUMP HIGH FALSE 60cm FALSE 80cm FALSE 80cm SIMPLE SCISSORS FALSE 60cm FALSE 75cm FALSE 75cm VENTRAL JUMP FALSE 77cm FALSE 86cm FALSE 1m DORSAL JUMP OR FUSBURY JUMP FALSE 90cm FALSE 1m FALSE 1m 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.

Transcript of 4 ws high jump evolution

Page 1: 4 ws high jump evolution

WORKSHEET High jump Evolution

HISTORIC TECNIQUES Main principles to all

jumping events TRIES

FRONTAL JUMP HIGH

1º FALSE 60cm

2º FALSE 80cm

3º FALSE 80cm

SIMPLE SCISSORS

1º FALSE 60cm

2º FALSE 75cm

3º FALSE 75cm

VENTRAL JUMP

1º FALSE 77cm

2º FALSE 86cm

3º FALSE 1m

DORSAL JUMP OR FUSBURY JUMP

1º FALSE 90cm

2º FALSE 1m

3º FALSE 1m

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.