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Track Events Description

The document describes various track and field events including sprints from 50m to 400m, middle distance races of 800m and 1600m, long distance races of 3000m, hurdle races of 100m and 400m, relays of 4x100m and 4x400m, and field events of high jump, long jump, triple jump, shot put, hammer throw, javelin throw, discus throw, and pole vault. It provides details on the techniques and skills required for each event.

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SAURABH MISHRA
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0% found this document useful (0 votes)
14 views

Track Events Description

The document describes various track and field events including sprints from 50m to 400m, middle distance races of 800m and 1600m, long distance races of 3000m, hurdle races of 100m and 400m, relays of 4x100m and 4x400m, and field events of high jump, long jump, triple jump, shot put, hammer throw, javelin throw, discus throw, and pole vault. It provides details on the techniques and skills required for each event.

Uploaded by

SAURABH MISHRA
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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The Track Events

Sprints: 50 meters, 100 meters, 200 meters, 400 meters (1 lap)


Middle Distance: 800 meters (1/2 mile), 1600 meters (1 mile)
Distance: 3,000 meters (1.86 miles)
Hurdles: 100 meters, 400 meters
Relays: 4 x 100 meters relay, 4 x 400 meters relay, 4 x 800 meters relay
Field Events: High Jump, Long Jump, Triple Jump, Shot Put, Hammer Throw/Softball Throw,
Javelin Throw

50m This event is essentially an all-out sprint from the gun to the finish line. Frequently
reserved for the youngest athletes.

100m This event is essentially an all-out sprint from the gun to the finish line. Perfecting
the start is essential as is learning to run at top speed while staying relaxed. It is
run on the straightaway of the track.

200m Very similar to the 100m, but success in this event requires additional strength to
enable the athlete to maintain a fast pace over the entire 200 meter distance. The
majority of short sprinters compete in both events. It covers ½ of the oval.

400m The long sprint. This event requires a combination of speed, strength and
tolerance for pain. The fast pace the athletes run usually results in the formation of
lactic acid by the 300 meter mark, which causes a sensation of burning and fatigue
in the muscles. It is one full lap of a standard size outdoor track.

800m A "tweener" event. There are 800m specialists but athletes in this event usually
either are good sprinters who can run both the 400m and 800m, or they have good
endurance and can run both the 800m and 1500m well. This event requires
excellent natural endurance, as well as good speed for a strong finish. It is two
laps around a standard outdoor track.

1600m The mile. The relationship between the 1600m and the 800m is very similar to that
between the 200m and 100m. It requires the same basic skill set with some added
strength and endurance to cover the additional distance. Athletes must have the
endurance to maintain a demanding pace for a full mile, but must be prepared to
sprint home with a strong finish over the final lap of this 4 lap race.

3000m This 7 1/2 lap race is equivalent to 1.86 miles of running at a hard pace.
Exceptional endurance is required, as is a healthy amount of speed for the intense
race to the finish line frequently seen in 3k races.

100mh An all-out sprint while traversing 10 hurdles placed between the start and the
finish.
The Track Events
400mh Also known as the intermediate hurdles, this event requires the speed of a
sprinter, the strength of an 800 meter runner and the technical skill of a 100 or 110
meter hurdler. This race also involves ten hurdles, but unlike the short hurdle race
where runners will use the same lead leg and trail leg over each hurdle, in the
intermediate hurdles they must be able to use either leg as their lead leg.

4 x 100m Four athletes each run approximately 100m or one quarter of the track. It is not
Relay/ just the speed of the runners, but the precision of their baton passes that
400m Relay determines how well the team does. Each baton exchange must be made within a
marked zone on the track. Failure to exchange the baton in the zone results in
disqualification. For the 4 x 100m, the baton pass is usually "blind" meaning that
the outgoing runner does not look at the baton but extends her hand back to
receive it while running close to maximum speed and facing forward.

4 x 400m Relay Traditionally, this is the last event contested at most track meets. Each
Relay/ athlete runs one full lap and exchanges the baton in a zone near the finish line. For
1600m this relay the outgoing athlete generally turns his face and watches the baton
exchange. The incoming athlete, who is finishing the final meters of a tough 400m,
is usually quite tired so the outgoing athlete has to accelerate to racing speed
while being cautious not to go too fast before getting the baton.

The Field Horizontal Jumps: Long Jump, Triple Jump


Events
Vertical Jumps: High Jump, Pole Vault

Throws: Discus Throw, Javelin Throw, Hammer Throw, Shot Put

Long Jump Who can jump the farthest? That is what the Long Jump boils
down to. Jumpers start at one end of the runway and take a
flying leap in to a pit of sand. A board, 20 cm wide, near the end
of the runway, marks the take off point and the distance jumped
is measured from the end of the board to the spot where the
athlete first breaks the sand. If any part of the jumper's feet goes
beyond the board during takeoff, the jump is ruled a foul and will
not be measured or counted.

Triple Jump This event requires exceptional abdominal strength as the


jumper must use the momentum from her run-up to make three
separate jumps before landing in the sand pit. The jumper first
takes off and lands with the same foot (the hop phase), takes off
again from that same foot and lands on the opposite foot (skip
phase), and then takes off from that landing foot to leap into the
The Track Events
sand. Maintaining correct body position and alignment in the air
during the three phases is a crucial component to completing a
lengthy jump.

High Jump Who can jump the highest? (Well, the highest, without a pole).
That is the point of the high jump. High jumpers run a curved
approach, then, at a precise spot, translate that forward motion
in to vertical motion as they drive their arms, shoulders, hips and
opposite leg in to the air to get as much height as possible. They
lay first their head, then shoulders, back, hips and legs over the
bar. Having impeccable technique to put all of these steps
together is crucial, but being naturally long and lean is a big plus
as well. Athletes have three misses at each height before being
eliminated from the competition. Whoever clears the highest bar
wins, although ties are frequent in the HJ.

Pole Vault Athletes sprint down the runway carrying a long pole. At the end
of the runway they plant the pole in to a box, bend the pole down
and catapult themselves over the bar. An event not suited to
those with a fear of flying, but those with a background in
gymnastics have done well transitioning to the vault. The same
rules as the high jump apply: each athlete has three attempts to
successfully clear a height in order to remain in the competition.

The name of the game in all of the throwing events is distance. The farthest throw
The Throws wins. Amongst the throwing events the other similarities that they share is: 1) the
athlete's feet must remain within a designated area to launch the throw; and 2) the
implement must land within a designated area, the sector, to be considered a fair
throw that will be measured.

Discus Throw The discus requires ballet-like footwork as the athlete rotates
through a series of spins to build momentum to hurl the discus
nearly the entire length of the track. The disc is thrown out of a
high-sided steel mesh cage that protects bystanders from errant
throws. In the cage is a circle that designates the throwing area.
Stepping out of the circle during a throw constitutes a foul and
the throw will not be measured. Each competitor is allowed three
initial throws with the longest distance determining her place in
the standings. After the first three throws the competition can be
narrowed to allow only a set number of the top placers in the
standings to take an additional three throws to determine the
final order of finish.
The Track Events
Hammer The Hammer shares many similarities with the discus including
Throw/Softball the cage, the circle and the spinning approach to the throw. The
Throw major difference is that the implement being thrown is a steel
ball on the end of a wire. Distances achieved are also similar to
that of the discus.
For younger track participants, a softball throw is substituted for
the hammer throw.

Javelin Throw The javelin is a long, spear-like implement with a sharp tip on
the end. Athletes take a running approach before launching their
javelins, and often their bodies, in to the air. The trick is to get
the maximum forward motion on the approach without stepping
over the line. As in the other throws, if the athlete steps over the
designated throwing line, the result is a foul and an unmeasured
throw. Another tricky thing about the Javelin is that it must land
tip down to be considered fair. The small country of Finland is
the cradle of this event and has consistently produced the most
accomplished practitioners.

Shot Put The shot is a steel ball, and the competition is to see who can
put, or throw it the farthest. As in the Discus and Hammer a
circle delineates the fair area from which the put must be
launched. There are two techniques for generating the
momentum to get maximum distance on one's put. The glide
involves starting in a crouched position, shot tucked between
neck and shoulder under the chin, then taking a large, powerful
stride backwards towards the launching point while turning the
body and uncoiling the legs to release the put up and out
towards the landing area. New putters usually master the glide
technique before graduating to the spin. Spinners will do one to
1 ½ rotations before releasing the shot from the edge of the
circle and, often, hopping around on tiptoe to keep themselves
from over-rotating out of the circle thereby fouling and nullifying
their puts.

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