Overview
Athletics, also called track and field, is one of the oldest sports and the base of almost every other game, because it is built on running, jumping and throwing. This unit teaches the fundamental skills of athletics for a Class 8 student. It begins with how events are grouped into track events, field events and combined events, and what qualities athletics develops: speed, strength, endurance, agility, flexibility, coordination, and also willpower and self-discipline. The running section teaches the crouch (sitting) start used in races up to 400 metres: its three types (bunch, medium and elongated), the on-your-marks and set positions with their key angles, the explosive drive from the blocks, the acceleration phase and the three ways to finish (run through, lunge and shoulder shrug). Reaction and acceleration games such as Chase and Tag and the Reaction Game make these skills fun, and the idea of cadence links running to measurement. The jumping section covers the four parts of every jump (approach, take-off, flight and landing), the standing broad jump and hopping, the long jump with the sail and hang techniques and safe landing, and the high jump with a J-shaped approach, the straddle clearance and lead-ups such as the scissors jump. The throwing section introduces putting a ball as the base of the shot put, with strict safety rules. Teacher assessment rubrics show how each skill is judged.
हिंदी में पढ़ें
एथलेटिक्स, यानी ट्रैक और फ़ील्ड, दौड़ने, कूदने और फेंकने पर आधारित है और लगभग हर खेल की नींव है। इस इकाई में आप सीखते हैं कि प्रतियोगिताओं को ट्रैक, फ़ील्ड और संयुक्त प्रतियोगिताओं में कैसे बाँटा जाता है। आप क्राउच स्टार्ट को कदम-दर-कदम सीखते हैं, ‘ऑन योर मार्क्स’ और ‘सेट’ से लेकर विस्फोटक ड्राइव, त्वरण चरण और ज़ोरदार फिनिश तक। चेज़ एंड टैग और रिएक्शन गेम जैसे खेल प्रतिक्रिया और त्वरण को तेज़ करते हैं। फिर आप कूद के चार चरण, सेल और हैंग तकनीक के साथ लंबी कूद, और J आकार की पहुँच दौड़ तथा स्ट्रैडल के साथ ऊँची कूद सीखते हैं। अंत में आप सख़्त सुरक्षा नियमों के साथ गेंद को पुट करना सीखते हैं, जो गोला फेंक की नींव है।
Learning Objectives
- Classify athletic events into track, field and combined events with examples.
- Perform a crouch start correctly through the on-your-marks, set, drive and acceleration phases.
- Describe and choose between the run-through, lunge and shoulder-shrug finishes.
- Explain reaction time, acceleration and cadence and improve them through lead-up games.
- Describe the four phases of a jump and perform a standing broad jump and controlled hopping.
- Perform the long jump approach, take-off, sail or hang flight and a safe landing.
- Describe the high jump J-approach, take-off and straddle clearance and use the scissors jump safely.
- Put a ball or shot with correct technique while following throwing-area safety rules.
Topics in this chapter
12 topics · tap a topic title to jump straight to it.
What is athletics? Track, field and combined events
1Think first
2The idea, in plain words
Athletics is a group of sports built on the most natural human movements: walking, running, jumping and throwing. Because these movements appear in nearly every game, athletics is often called the ‘mother of all sports’. A cricketer sprints between wickets, a footballer jumps for a header, a kabaddi raider needs explosive starts; all of them are using athletic skills.
Events are grouped into three families:
| Group | What it is | Examples |
| Track events | Races run (or walked) on the track | 100 m, 200 m, 400 m (sprints); 800 m, 1500 m (middle distance); 5000 m, 10,000 m (long distance); hurdles; relays (4 × 100 m, 4 × 400 m); race walking |
| Field events | Jumps and throws, measured by height or distance | Jumps: long jump, triple jump, high jump, pole vault. Throws: shot put, discus, javelin, hammer |
| Combined events | One athlete does several track and field events over one or two days; points are added | Decathlon (10 events, mostly men), heptathlon (7 events, mostly women) |
Road events such as the marathon (42.195 km) and cross-country running are also part of athletics.
What athletics develops. Physically, it improves speed, strength, endurance, agility, flexibility and coordination, and supports healthy growth of the heart, lungs, bones and muscles. Mentally, it builds willpower, determination, self-discipline and focus: you train alone against the clock or the tape, and every centimetre or hundredth of a second is earned. It also teaches team spirit in relays and respect for officials and rivals.
India has a proud athletics story. Neeraj Chopra won Olympic gold in the javelin at Tokyo 2020 and silver at Paris 2024; Milkha Singh and P. T. Usha became legends in the 400 m and 400 m hurdles; Anju Bobby George won a World Championship medal in the long jump.
How to start safely: athletics training must always begin with a warm-up of slow jogging and dynamic stretching and end with a cool-down of jogging that slows to walking, followed by static stretches. Wear proper running shoes, drink water, and never train through sharp pain. In this unit you will learn the basic skills of each family: the crouch start and sprinting, jumping, and putting a ball.
- Track events are timed; field events are measured by height or distance; combined events add points.
- Decathlon = 10 events; heptathlon = 7 events.
- Marathon distance = 42.195 km.
3Worked example
- A 100 m sprint is a track event; the result is a time.
- The long jump is a field event; the result is a distance measured from the take-off board.
- A heptathlete runs the 100 m hurdles and 200 m, and also does the high jump, shot put, long jump and javelin, ending with the 800 m.
4Your turn
The high jump belongs to which group of events?
5Remember this
Running and the two kinds of start
1Think first
2The idea, in plain words
Running is fast movement on foot in which, for a moment in each stride, both feet are off the ground. This ‘flight’ moment is what separates running from walking, where one foot is always in contact. Good running needs proper technique, speed, endurance and coordination.
How a race begins matters greatly, especially in short races, where a quick start and strong acceleration often decide the winner. There are two kinds of start.
- Crouch start (sitting start): used for all races up to 400 m, including the first runner of a sprint relay. The runner crouches with hands on the ground and feet against starting blocks. This places the centre of gravity low and forward, so that at the gun the body can be driven forward explosively. Commands: ‘On your marks’, ‘Set’, then the gun or ‘Go’.
- Standing start: used in middle- and long-distance races (800 m and above). The athlete stands upright, one foot slightly ahead of the other, body leaning a little forward, and moves off smoothly. A fast start matters less over long distances than good pacing. Commands: ‘On your marks’, then the gun.
In this class you learn the crouch start. It has three versions, depending on how far apart the feet (blocks) are placed:
| Type | Spacing of feet | Feature |
| Bunch (bullet) start | Feet close together; toes of the rear foot roughly level with the heel of the front foot | Very quick to leave the blocks, but less force; suits tall, strong sprinters |
| Medium start | About one and a half foot lengths between front and rear foot | Balance of quickness and power; the most common and best for beginners |
| Elongated start | Feet far apart; rear knee level with or behind the front heel | More stable and powerful push, but slower to get going |
Setting your blocks (medium start): place the front block about one and a half foot lengths behind the start line, and the rear block about one and a half foot lengths behind the front block. Your stronger leg (usually the one you would kick a ball with or take off from) goes on the front block, because it pushes longest. If there are no blocks, mark the same positions on the ground or dig small foot-holes in a mud track.
Safety: check blocks are firmly fixed, run in your own lane, warm up thoroughly before any starts, and do only a few full-effort starts per session with walking recovery between them.
- Crouch (sitting) start: races up to 400 m. Standing start: 800 m and above.
- Three crouch starts: bunch (feet close), medium (about 1.5 foot lengths apart), elongated (feet far apart).
- Stronger leg on the front block.
3Worked example
- A 100 m runner at a district meet uses a crouch start from blocks.
- A 1500 m runner uses a standing start because pacing matters more than the first step.
- A student finds the medium start most comfortable after trying all three spacings.
4Your turn
Which start is used for a 400 m race?
5Remember this
Crouch start: on your marks and set positions
1Think first
2The idea, in plain words
The crouch start has two still positions before the gun. Getting them right makes the explosive drive possible.
1. ‘On your marks’
- Walk in front of the blocks, crouch and place the foot of the stronger leg on the front block and the other foot on the rear block. Only the toes touch the track; the soles press firmly against the blocks.
- Put the rear knee on the ground.
- Place both hands just behind the start line (never on it), shoulder-width apart. Spread the thumb and index finger to form a high bridge, with the fingertips and thumb carrying the weight.
- Arms are straight but not locked. Head relaxed, in line with the back, eyes looking at the ground a short way ahead, not up at the finish.
- Be still and calm. Breathe normally.
2. ‘Set’
- Lift the hips smoothly by raising the rear knee off the ground, until the hips are slightly higher than the shoulders.
- Shoulders move a little forward, roughly over or just ahead of the hands, and body weight is spread over the hands and both feet (four supporting points).
- The angles of the legs are crucial: about 90° at the front knee and about 110°-130° at the rear knee. These angles let both legs push with maximum force.
- Head stays relaxed and in line with the spine.
- Hold completely still and concentrate on the sound of the gun. The body now carries a ready tension, like a compressed spring.
| Check point | On your marks | Set |
| Rear knee | On the ground | Lifted, about 110°-130° |
| Front knee | Bent comfortably | About 90° |
| Hips | Low | Slightly above shoulders |
| Eyes | Down, a short way ahead | Down, a short way ahead |
False start. Moving before the gun, or even flinching in the set position, is a false start; in competition it leads to disqualification. If the gap between ‘set’ and ‘go’ is long, runners may lean too far forward and topple into a false start, so do not lean beyond your balance.
Self-check with a partner: one watches from the side to check the knee angles and hip height, and from the front to check that the hands are shoulder-width and the head is not raised. Practise each position slowly before adding the gun.
- Set position angles: front knee about 90°, rear knee about 110°-130°.
- Hands shoulder-width apart, just behind the line, thumb and index finger forming a bridge.
- Hips slightly higher than shoulders in ‘set’.
3Worked example
- A partner standing to the side sees that a runner's hips are lower than the shoulders in ‘set’ and asks her to lift them.
- A runner who looks up at the finish in ‘set’ raises his head and loses the straight line of the back.
- Hands placed on the white start line count as a fault; they must be just behind it.
4Your turn
In the set position, what is the approximate angle at the front knee?
5Remember this
Drive and acceleration phases
1Think first
2The idea, in plain words
3. The drive phase (at ‘Go’)
At the gun, the sprinter must react at once; a quick response to the sound is the first part of a fast start. Then both legs push explosively against the blocks. This push gives the body its first velocity.
- The rear leg leaves its block first and its thigh is driven rapidly forward and upward, while the front leg keeps pushing until it is fully straight at the hip, knee and ankle.
- The thigh of the leading leg comes forward to roughly horizontal.
- The arms are vital. The arm opposite the leading leg swings forward and up, bending at the elbow towards about 90°; the other arm drives powerfully back. On the first swing towards the forehead the elbow can turn slightly outward. Strong arm action balances the legs and adds to acceleration.
- The body comes out low, in a straight line from head to rear heel, like a sloping plank.
4. The acceleration phase
- In the first strides there is a marked forward lean; the lean is greatest as the front foot leaves the block.
- As stride length and stride frequency both increase, the body rises gradually. After about 20 metres the runner reaches a normal upright sprinting position.
- A strong push-off keeps the body lower for longer (a smaller angle between body and ground). A weak push makes the runner stand up too early.
- Some runners rise too soon because they lift the head to look at the finish. Keep the head in line with the trunk and let it rise naturally with the body.
| Phase | Key action | Common fault |
| Reaction | Move instantly at the sound | Anticipating and false starting |
| Drive | Both legs push; arms punch | Stepping up instead of pushing out |
| Acceleration | Gradual rise over about 20 m | Popping upright in two steps; looking up |
How to practise: do starts over only 10-20 m at first, focusing on a low drive and powerful arms. Wall drills help: lean against a wall at a 45° angle and drive the knees alternately. Rest a full minute or more between starts so each one is at full quality. For safety, always warm up well before starts, because the explosive push heavily loads the hamstrings and calves.
- Drive: explosive push of both legs; rear leg's thigh driven forward and up; arms swing opposite to legs.
- Acceleration: forward lean decreases gradually; normal sprinting position after about 20 m.
- Speed increases as stride length and stride frequency increase.
3Worked example
- A sprinter who pushes hard stays low for six or seven strides before running upright.
- A runner who looks up at the finish after two steps stands up too early and loses speed.
- Video of top sprinters shows the body forming a straight slanting line from head to rear foot during the drive.
4Your turn
After about how many metres does a sprinter usually reach the normal upright running position?
5Remember this
The finish and the crouch shuttle run
1Think first
2The idea, in plain words
5. The finish phase
Races are often lost in the last few metres, because runners slow down too soon or tense up. Good finishing means:
- Keep running at full speed through the finish line, not up to it. Aim at a point a few metres beyond the line.
- Maintain strong arm drive and relaxed shoulders and face; tension makes you slower.
- Keep stride control; do not overstride or start jumping at the line.
A race is decided when the athlete's torso (the trunk, not the head, arms or legs) crosses the finish line. Three finishing techniques use this rule:
| Technique | How | When to use |
| Run through | Keep running at full speed past the line | Always the basic method; safest for beginners |
| Lunge (dip) | On the last stride, push the chest forward and the arms back, one leg reaching forward | In a close race, to get the torso across first |
| Shoulder shrug | Twist and push one shoulder forward on the last stride | In a very close race; the shoulder leads the torso across |
The lunge and shrug must be timed for the last stride. Done too early, they make you stumble and slow down. Beginners should master the run-through first and practise the lean or shrug only at walking or jogging speed until it feels natural.
Lead-up activity: crouch shuttle run. Mark two lines, A and B, 25 m apart. On ‘On your marks’, take the crouch position behind line A; on ‘Set’, take the four-point set position; on ‘Go’ or the whistle, sprint to B, touch the line, turn and sprint back to A, touch it and go again. The first to cover A-B-A-B-A (four lengths, 100 m in all) wins. This joins the start, acceleration, turning and a hard finish in one drill.
Turning safely: slow slightly with short steps before the line, bend low and touch with the hand, then drive off again. Do not slide on loose gravel.
In circle time, discuss how the distance between your front foot and the start line affected your balance, and how knowing your own step length helps you get the start right. Teachers assess starts on a 1-to-5 scale, from ‘needs more practice’ to ‘can start correctly under pressure’; aim to reach the top level by practising calmly and often.
- A race is decided when the torso crosses the finish line.
- Finishing techniques: run through, lunge, shoulder shrug.
- Crouch shuttle run: lines A and B 25 m apart; A to B to A to B to A.
3Worked example
- In a 100 m final, two runners reach the line together; the one who dips the chest forward is placed first.
- A runner who slows down 5 m before the line is overtaken by one running through.
- In the crouch shuttle run, students who turn low and quick gain a metre at each line.
4Your turn
Which finishing technique is best for a beginner in most races?
5Remember this
Reaction time, acceleration and cadence: Chase and Tag and the Reaction Game
1Think first
2The idea, in plain words
A good start depends on two qualities. Reaction time is the time between the signal (gun, whistle, clap) and the first movement. Acceleration is how quickly you gain speed after that. Both improve with practice, and games are an enjoyable way to train them.
Chase and Tag
- Make two groups, A and B. Group A stands on a starting line. A second line is marked 15 m ahead. Group B stands 5 m beyond the 15 m line.
- Group A jogs or walks slowly to the 15 m line, touches it, turns and accelerates back to the starting line.
- As soon as an A player touches the line and turns, the B players chase and try to tag them before they reach the start line.
- Swap roles. The skill is a sharp turn followed by fast acceleration; the chasers practise reaction.
Reaction Game
- Mark a start line and a finish line 20-25 m apart.
- Sit on the ground behind the start line, legs straight out, with your back to the finish line.
- On ‘Go’ or the whistle, get up, turn from either side and sprint to the finish.
- Variations: lie face down, lie on the back, or start kneeling. Each position trains getting up and accelerating in a different way.
In circle time, discuss strategy. Which way of getting up was fastest: rolling to one side, pushing up with both hands, or tucking the feet in first? Did you watch the whistle-blower or listen? Most sprinters react faster to sound than to sight, which is why races start with a gun.
Cadence is the number of steps you take per minute while walking or running. To find it, count your steps for 15 seconds while running steadily and multiply by 4. A typical jogging cadence is around 150-170 steps per minute, while sprinters reach well above 200. Running speed depends on stride length × stride frequency (cadence), so improving either one makes you faster. Beginners usually gain more by taking quicker, lighter steps than by trying to stretch each stride.
Safety: leave plenty of space between runners when turning; chasers tag lightly on the back or shoulder; run in straight lanes in the Reaction Game so players getting up do not collide; and keep each sprint short with a walking rest.
- Reaction time = time from signal to first movement.
- Cadence (steps per minute) = steps in 15 seconds × 4.
- Running speed = stride length × stride frequency.
3Worked example
- A student counts 42 steps in 15 seconds of steady running: cadence = 42 × 4 = 168 steps per minute.
- In kho-kho, the chaser who reacts fastest to the ‘kho’ call gains a step on the runner.
- In the Reaction Game, a student who tucks her feet under her and turns over her stronger shoulder is first up and away.
4Your turn
Running speed depends on which two factors?
5Remember this
The four phases of jumping: standing broad jump and hopping
1Think first
2The idea, in plain words
Jumping is propelling yourself into the air with one or both legs to gain height or distance. It needs power, coordination and technique. The jumps range from the simpler long jump and high jump to the triple jump (three linked jumps: a hop, a step and a jump) and the pole vault, where a flexible pole carries the athlete over a high bar.
Every jump has four phases:
- Approach: a controlled run to build momentum, with speed and balance kept until take-off.
- Take-off: pushing off the ground with one or both legs, with the body aligned to send it up or forward.
- Flight: the body moves through the air; posture and leg movement keep it balanced.
- Landing: knees bend to absorb the impact, and the body stays balanced so as not to fall back or foul.
In energy terms, the approach gives the body kinetic energy (energy of motion). At take-off, part of this is turned upward, and at the top of the flight the body has gained potential energy (energy due to height) before gravity brings it down.
Standing broad jump (team version). Without a run-up you depend only on leg power and arm swing. Teams of five stand behind a line. The first jumper jumps from the line; the second jumps from where the first landed, and so on. The team with the greatest total distance wins.
Technique: feet hip-width apart, toes behind the line; swing both arms back while bending knees and hips; then swing the arms forward and up hard while straightening ankles, knees and hips together (this is called triple extension); land on both feet with knees bent, arms forward, and do not fall back. Distance is measured to the heel mark nearest the line.
Hopping. Mark two lines 15 m apart. Hop on one leg to the far line, turn and hop back on the other leg; race others to finish first. Hopping builds single-leg power and balance needed for take-off.
Safety: land on the balls of the feet rolling to the heels, with knees bent and pointing over the toes, never stiff-legged. Hop on grass or a soft surface, stop if your ankle or knee hurts, and wear shoes on hard ground. In circle time, compare hopping in shoes and barefoot on grass: shoes cushion the landing force on hard ground, while barefoot work on soft ground can strengthen the feet.
- Four phases of a jump: approach, take-off, flight, landing.
- Triple extension: ankles, knees and hips straighten together at take-off.
- Landing rule: bent knees, balanced, no falling back.
3Worked example
- Team totals in the standing broad jump: 1.6 m + 1.5 m + 1.7 m + 1.4 m + 1.8 m = 8.0 m.
- A triple jumper hops, steps and jumps from one take-off board.
- Swinging the arms strongly forward adds several centimetres to a standing broad jump.
4Your turn
What is the correct order of the phases of a jump?
5Remember this
Long jump: approach and take-off
1Think first
2The idea, in plain words
In the long jump the athlete sprints down a runway, takes off from a take-off board and jumps as far as possible into a sand pit. The jump is measured from the front edge of the board (the foul line) to the nearest mark in the sand made by any part of the body. Stepping over the foul line is a foul (a ‘no jump’).
1. Approach
- Beginners use about 10 strides; experienced jumpers use 16-20 or more.
- The run is like a sprint, with speed building steadily to the fastest speed you can still control at the board.
- The stride pattern must be the same every time, so that the take-off foot lands on the board without looking down.
- In the last two or three strides, stay tall and keep the rhythm; do not slow down or chop the steps to hit the board.
2. Take-off
- The take-off foot is planted quickly and flat with a ‘down and back’ motion, like pawing the ground.
- Time on the board is very short, and the take-off leg bends as little as possible.
- The thigh of the free (swing) leg is driven up to horizontal, and the opposite arm swings up.
- Ankle, knee and hip of the take-off leg straighten fully.
- The aim is to gain upward lift while losing as little forward speed as possible; the take-off angle is much lower than 45°, usually around 20°.
Measuring your run-up: stand on the board with your back to the pit and run back along the runway for 10 strides at jumping speed; a partner marks where your take-off foot lands on the tenth stride. That mark is your starting check mark. Now run towards the pit from it; if you overstep the board, move the mark back; if you are short, move it forward. Repeat until you hit the board three times in a row.
Lead-up drill: making an arch. Place a low, firm block (a sturdy box or step) a few strides from the pit or a mat. Run, plant your strong foot on the block, push upward and make a backward arch in the air (hips forward, arms up and back), then land on both feet. This teaches a tall, upward take-off.
Safety: rake and dig the sand pit first so it is soft, level and free of stones; remove the rake from the area and lay it with teeth facing down; only one jumper on the runway at a time.
- Long jump distance: measured from the foul line to the nearest mark in the sand.
- Approach: about 10 strides for beginners; fastest controllable speed at the board.
- Take-off: quick flat foot plant, ‘down and back’; swing thigh to horizontal; full extension of the take-off leg.
3Worked example
- A jumper's front foot lands 5 cm beyond the foul line; the jump is called a foul.
- A student uses a 10-stride approach and marks his check mark 14.5 m from the board.
- The making-an-arch drill teaches jumpers to go up from the board rather than run through it.
4Your turn
How should the take-off foot be planted in the long jump?
5Remember this
Long jump: flight techniques and safe landing
1Think first
2The idea, in plain words
3. Flight
Once in the air, nothing you do can change the path of your centre of gravity; that was fixed at take-off. But the flight technique helps you keep balance and gets the legs ready for a long landing. There are three styles: sail, hang and hitch-kick. In this class you learn the first two.
| Sail (simplest) | Hang |
| The free leg stays up in its take-off position; the trunk stays upright; the take-off leg trails behind for most of the flight; near the end the take-off leg bends and comes forward to join the free leg; both legs reach forward for landing. | The free leg drops down and back from the hip; the hips push forward; the take-off leg comes level with the free leg so both hang below the body; the arms go up and back, making a stretched ‘hanging’ shape; then arms and legs swing forward together for landing. |
The sail is easiest for beginners.
4. Landing
- Reach the legs forward, nearly straight, heels first into the sand.
- The trunk leans forward and the arms swing forward and then back past the legs.
- Push the hips forward towards the landing point and let the knees bend as the heels touch, so the body slides or falls forward or to the side, never back.
- Any mark behind the heels, such as a hand or bottom touching the sand, shortens the measured distance.
Landing drill. Take a few steps, jump off the take-off board into the pit, stretch the legs forward, land with feet together and body slightly forward, and reach the arms past the legs. Two safe landing styles: the scoop landing (knees bend, body folds forward over the legs) and the side-fall landing (on landing, the body turns and falls to one side, away from the heel marks). Both prevent falling back.
Safety:
- Land only in a pit that is deep, dug and level; never on hard ground.
- Land on both feet with knees bending; do not land on straight, locked legs or on the hands.
- Leave the pit by the sides or front, not back towards the runway, and rake it before the next jump.
In circle time, share what you were thinking in the air. Most jumpers say: ‘legs forward, arms forward, do not fall back.’ Teachers assess the long jump on a 1-to-5 scale, from needing more practice to choosing the right technique and appreciating a good jump by an opponent.
- Flight techniques: sail, hang, hitch-kick (Class 8: sail and hang).
- Landing rule: legs forward, heels first, knees bend, body moves forward, never back.
- Measurement is to the nearest mark in the sand, so falling back loses distance.
3Worked example
- A jumper lands at 3.80 m but puts a hand back in the sand at 3.40 m; the jump is measured as 3.40 m.
- A beginner using the sail keeps the trunk upright and avoids tipping forward too soon.
- The side-fall landing lets a jumper roll to one side instead of sitting back.
4Your turn
Which flight technique is the simplest for beginners?
5Remember this
High jump: approach and take-off
1Think first
2The idea, in plain words
In the high jump the athlete runs in, takes off from one foot and tries to clear a horizontal bar without knocking it off, landing on a thick foam mat. The bar is raised after each round; three failed attempts in a row end the competition for that athlete. Taking off from two feet is not allowed.
1. Approach
The approach is usually J-shaped: first a straight run of about 3-6 strides, then a curve of about 4-5 strides into the take-off spot.
- In the straight part, the foot lands on the ball of the foot, the body leans slightly forward and speed increases steadily.
- In the curve, stride frequency increases, the body leans inward (away from the bar) as when cycling round a bend, and the forward lean disappears so that the body is upright.
- On the second-last (penultimate) stride, the centre of mass is lowered a little; this sets up the upward drive. The last stride is slightly shorter and quicker.
Many straddle jumpers use a straighter, diagonal approach at about 30°-45° to the bar; the key is the same: build speed under control and arrive balanced.
2. Take-off
- The take-off foot is planted actively, quickly and flat with a ‘down and back’ motion, pointing roughly towards the landing area.
- Ground contact time and bending of the take-off leg are kept small.
- The knee of the free (swing) leg is driven up until the thigh is parallel to the ground, and both arms drive upward to add lift.
- At the end of take-off the body is vertical. Unlike the long jump, the aim is to turn the run's speed into height.
Finding your take-off foot: try jumping up to touch a high branch or the basketball net from a short run. The foot you naturally jump off is your take-off foot. For the scissors and the flop it is the foot farther from the bar; for the straddle it is the foot nearer the bar, so choose your side of approach to match (your teacher will help).
Safety:
- Never practise high jump without a proper thick landing mat, or at least a deep soft sand pit for scissors jumps.
- Use a soft or elastic bar (a rope with light weights or elastic) when learning, so a hit does not hurt.
- Start very low and raise the bar a few centimetres at a time.
- Wear shoes with good grip; the take-off area must be dry and level.
- High jump: take off from one foot only; the bar must stay on the supports.
- J-approach: about 3-6 straight strides, then about 4-5 curved strides.
- Take-off: quick flat plant, free thigh to horizontal, arms up, body vertical at the end.
3Worked example
- A student runs 4 straight strides and 4 curved strides into her take-off spot.
- Jumping up to touch a basketball net helps a student discover she takes off from her left foot.
- An elastic bar stretched between two stands lets beginners practise without fear of a hard bar.
4Your turn
Which is NOT allowed in the high jump?
5Remember this
High jump: straddle, landing and lead-up activities
1Think first
2The idea, in plain words
3. Flight
Two main techniques are used to cross the bar: the straddle and the Fosbury flop (back first over the bar, introduced by Dick Fosbury in 1968 and used by almost all top jumpers today). In this class you learn the straddle.
Straddle technique
- The jumper crosses the bar face down, as if lying along it.
- The leading leg swings up and over the bar first, followed by the trailing leg, which is lifted and turned outward to clear.
- The body stays parallel to the bar as it rolls over, with the head and shoulders leading the clearance down the far side.
4. Landing (on a thick mat)
- Tuck the chin: draw the head towards the chest.
- Land on the shoulders and back, rolling with the movement.
- Keep the knees apart so they do not hit your face.
Scissors jump: the safe beginner's jump. Approach at an angle, take off from the foot farther from the bar, swing the near leg up and over, then bring the other leg over in a scissor action, and land on your feet. Because the landing is on the feet, it can be learnt over a low elastic bar into sand. It is used in the Trikona Kainchi Kuda (triangle scissor jump) circuit: mark a triangle with points A, B and C 10 m apart. Between A and B place three low boxes: run, step up on each and jump off as high as possible. From B to C jump over five low cones (about 6 inches high). At C, scissor-jump a low hurdle or pole, then sprint back to A. Finish as fast as you can.
Other lead-ups:
- Heading the suspended ball: balls hang from ropes at different heights. Take a 3-step run-up, take off from one foot and touch the ball with your head; move on to a higher ball after a success. Repeat 4-5 times. This teaches a vertical one-foot take-off.
- Catch over the bar: one partner tosses a soft ball above a soft bar; the other jumps, clears the bar and catches it.
Safety: straddle and flop landings are on the back and shoulders, so they must only be done onto a proper high-jump mat. Without a mat, practise only the scissors into deep sand. Keep the bar soft and low while learning, and raise it only after three clean clearances.
In circle time, share your best height, what worked in your approach, and what you will change for your next goal.
- Straddle: face down over the bar, leading leg first, body parallel to the bar.
- Landing (on a mat): chin tucked, on shoulders and back, knees apart.
- Scissors: take off from the foot farther from the bar; land on the feet.
3Worked example
- A beginner clears 90 cm with the scissors into a sand pit before trying the straddle on a mat.
- In the heading drill, a student touches the 1.8 m ball and moves on to the 1.9 m ball.
- Almost every Olympic high jumper since the 1970s uses the Fosbury flop.
4Your turn
How does a jumper cross the bar in the straddle technique?
5Remember this
Putting the ball: basics of the shot put and throwing safety
1Think first
2The idea, in plain words
The shot put is a field event in which a heavy metal ball, the shot, is pushed (put), not thrown, from inside a 2.135 m circle into a marked sector. The word ‘put’ is important: the shot must start close to the neck and be pushed away from the shoulder. A bowling-style or baseball-style throw is a foul and is also dangerous for the elbow and shoulder.
Beginners learn with a medicine ball or a light shot.
Grip and position
- Rest the ball on the base of the fingers, not in the palm, with the fingers slightly spread and the thumb supporting the side.
- Place it against the neck just under the jaw (locked in place), with the elbow of the putting arm held high and out to the side.
- Stand side-on to the direction of the put, feet wider than shoulders, weight on the back leg, knee bent.
The put
- Drive from the legs: straighten the back leg and turn the hips towards the target.
- Lift the chest and let the trunk turn so the shoulder comes through.
- Finally, punch the arm upward and outward, pushing the ball away at about 40° to the ground, and flick the wrist and fingers at the end.
The order is legs, hips, trunk, arm, fingers: each part adds speed to the ball, like a chain.
Partner activity: putting the ball. Mark two lines 15 m apart. Partners stand behind opposite lines, facing each other. One puts the medicine ball as far as possible towards the other, remembering to extend the legs and lift the chest. The partner waits for the ball to land and stop, picks it up, and puts it back the same way.
Throwing safety rules (most important):
- Never stand in front of, or close beside, someone who is putting.
- Put only when the teacher signals and the landing area is clear.
- Do not catch a medicine ball or shot; let it land and stop rolling.
- Retrieve only on the signal, walking, never running; carry the shot back, never throw it back.
- Use a weight suitable for your age and strength, and warm up shoulders, wrists and trunk first.
In circle time, compare balls of different weights and sizes. Heavier balls are harder to accelerate, so good technique matters more. Discuss common shot put injuries (wrist and finger sprains from palming the ball, and shoulder or elbow strain from throwing instead of putting) and how correct grip and technique prevent them.
- Shot put rule: the shot is pushed from the neck, not thrown; a throw-like action is a foul.
- Order of force: legs → hips → trunk → arm → fingers.
- Safety rule: put on signal, never catch the ball, retrieve only on signal, carry it back.
3Worked example
- Tajinderpal Singh Toor of India has won Asian Games gold in the men's shot put.
- A student who holds the ball in her palm feels her wrist bend back; moving it to the finger base fixes this.
- Using a 2 kg medicine ball first, a student learns to drive from the legs before trying a 3 kg shot.
4Your turn
Where should the shot or medicine ball rest in the hand?
5Remember this
Key Concepts
- Track events
- Athletic races run or walked on the track, such as sprints, hurdles, relays and long-distance races.
- Field events
- Jumping and throwing events measured by height or distance, such as long jump, high jump and shot put.
- Combined events
- Competitions such as the decathlon and heptathlon in which one athlete does several events and points are added.
- Crouch (sitting) start
- A start from a low position with hands on the ground and feet on blocks, used for races up to 400 m.
- Standing start
- An upright start used for middle- and long-distance races.
- Bunch, medium and elongated start
- Three crouch starts that differ in how far apart the feet are placed: close, medium and wide.
- Set position
- The crouch-start position with hips raised slightly above the shoulders, front knee about 90° and rear knee about 110°-130°.
- False start
- Moving before the starting signal, which can lead to disqualification.
- Drive phase
- The explosive push of both legs off the blocks at the start of a sprint.
- Acceleration phase
- The stretch after the start, about 20 m, in which the runner gains speed and rises gradually to upright.
- Lunge finish
- Pushing the chest forward on the last stride so the torso crosses the finish line sooner.
- Reaction time
- The time between a starting signal and the first movement.
- Cadence
- The number of steps taken per minute while walking or running.
- Take-off board
- The board in the long jump runway from whose front edge (the foul line) jumps are measured.
- Sail and hang
- Two long jump flight techniques: the sail keeps the trunk upright and legs forward; the hang stretches the arms and legs back before swinging them forward.
- J-shaped approach
- A high jump run-up that is straight at first and then curves towards the take-off spot.
- Straddle
- A high jump technique in which the athlete crosses the bar face down with the body parallel to the bar.
- Scissors jump
- A beginner's high jump in which the legs swing over the bar one after the other and the athlete lands on the feet.
- Shot put
- A field event in which a heavy metal ball is pushed from the neck, not thrown, as far as possible.
End-of-Chapter Trial Paper & Test Questions
Topic-wise questions to test your understanding of every concept in this chapter.
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The crouch start is used for races of up to (a) 100 m only (b) 400 m (c) 1500 m (d) 5000 m / क्राउच स्टार्ट किस दूरी तक की दौड़ों में प्रयोग होता है? (a) केवल 100 मीटर (b) 400 मीटर (c) 1500 मीटर (d) 5000 मीटर
Show answer
(b) 400 m — all races up to 400 m use the crouch start; longer races use a standing start. / (b) 400 मीटर — 400 मीटर तक की सभी दौड़ों में क्राउच स्टार्ट होता है; लंबी दौड़ों में खड़े होकर शुरुआत (स्टैंडिंग स्टार्ट) होती है।
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In the set position, the angle at the rear knee is about (a) 45° (b) 90° (c) 110°-130° (d) 180° / सेट स्थिति में पिछले घुटने का कोण लगभग होता है (a) 45° (b) 90° (c) 110°-130° (d) 180°
Show answer
(c) 110°-130° — the rear knee is more open than the front knee, which is about 90°, so both legs can push hard. / (c) 110°-130° — पिछला घुटना आगे के घुटने (लगभग 90°) से अधिक खुला होता है, ताकि दोनों पैर ज़ोर से धक्का दे सकें।
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A race is decided when which part of the athlete's body crosses the finish line? (a) Head (b) Hand (c) Foot (d) Torso / धावक के शरीर का कौन-सा भाग फिनिश रेखा पार करने पर दौड़ का निर्णय होता है? (a) सिर (b) हाथ (c) पैर (d) धड़
Show answer
(d) Torso — the trunk decides the finish, which is why the lunge and shoulder shrug push the chest or shoulder forward. / (d) धड़ — धड़ से फिनिश तय होती है, इसीलिए लंज और शोल्डर श्रग में छाती या कंधा आगे धकेला जाता है।
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Which of these is a long jump flight technique? (a) Straddle (b) Fosbury flop (c) Hang (d) Scissors / इनमें से कौन-सी लंबी कूद की उड़ान तकनीक है? (a) स्ट्रैडल (b) फॉसबरी फ्लॉप (c) हैंग (d) सिज़र्स (कैंची)
Show answer
(c) Hang — sail, hang and hitch-kick are long jump flight techniques; straddle, flop and scissors are high jump techniques. / (c) हैंग — सेल, हैंग और हिच-किक लंबी कूद की उड़ान तकनीकें हैं; स्ट्रैडल, फ्लॉप और कैंची ऊँची कूद की तकनीकें हैं।
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The approach run in the high jump is usually (a) straight and very short (b) J-shaped (c) zig-zag (d) backwards / ऊँची कूद में पहुँच दौड़ (अप्रोच) सामान्यतः कैसी होती है? (a) सीधी और बहुत छोटी (b) J आकार की (c) टेढ़ी-मेढ़ी (d) उल्टी
Show answer
(b) J-shaped — a straight run of about 3-6 strides followed by a curve of about 4-5 strides into the take-off. / (b) J आकार की — लगभग 3-6 कदमों की सीधी दौड़ और फिर टेक-ऑफ तक लगभग 4-5 कदमों का घुमाव।
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A student counts 41 steps in 15 seconds of running. Her cadence is (a) 41 steps/min (b) 82 steps/min (c) 164 steps/min (d) 615 steps/min / एक छात्रा दौड़ते समय 15 सेकंड में 41 कदम गिनती है। उसकी कैडेंस है (a) 41 कदम/मिनट (b) 82 कदम/मिनट (c) 164 कदम/मिनट (d) 615 कदम/मिनट
Show answer
(c) 164 steps/min — a minute has four 15-second periods, so 41 × 4 = 164. / (c) 164 कदम/मिनट — एक मिनट में 15 सेकंड के चार भाग होते हैं, इसलिए 41 × 4 = 164।
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In the shot put, the ball must be (a) thrown like a cricket ball (b) pushed from the neck (c) rolled along the ground (d) swung underarm / गोला फेंक में गोले को (a) क्रिकेट गेंद की तरह फेंका जाता है (b) गर्दन से धकेला जाता है (c) ज़मीन पर लुढ़काया जाता है (d) नीचे से झुलाकर फेंका जाता है
Show answer
(b) pushed from the neck — the shot is ‘put’ from close to the neck; a throwing action is a foul and can injure the elbow. / (b) गर्दन से धकेला जाता है — गोला गर्दन के पास से ‘पुट’ किया जाता है; फेंकने जैसी क्रिया फ़ाउल है और कोहनी को चोट पहुँचा सकती है।
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Describe the on-your-marks and set positions of the crouch start. / क्राउच स्टार्ट की ‘ऑन योर मार्क्स’ और ‘सेट’ स्थितियों का वर्णन कीजिए।
Show answer
On ‘On your marks’, the runner places the foot of the stronger leg on the front block and the other foot on the rear block, with the rear knee on the ground. The hands are placed just behind the start line, shoulder-width apart, with the thumb and index finger forming a bridge. The head is relaxed and the eyes look at the ground a little ahead. On ‘Set’, the runner lifts the rear knee and raises the hips slightly above the shoulders, spreading the weight over hands and feet. The front knee is at about 90° and the rear knee at about 110°-130°. The runner stays perfectly still, concentrating on the gun. / ‘ऑन योर मार्क्स’ पर धावक अपने मज़बूत पैर को आगे वाले ब्लॉक पर और दूसरे पैर को पीछे वाले ब्लॉक पर रखता है, और पिछला घुटना ज़मीन पर रहता है। हाथ आरंभ रेखा के ठीक पीछे, कंधों की चौड़ाई पर रखे जाते हैं, और अंगूठा व तर्जनी एक पुल बनाते हैं। सिर ढीला रहता है और आँखें थोड़ा आगे ज़मीन पर देखती हैं। ‘सेट’ पर धावक पिछला घुटना उठाकर कूल्हों को कंधों से थोड़ा ऊपर करता है और भार हाथों और पैरों पर बाँट देता है। आगे का घुटना लगभग 90° और पिछला लगभग 110°-130° पर होता है। धावक पूरी तरह स्थिर रहकर पिस्तौल की आवाज़ पर ध्यान लगाता है।
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What are the four phases of a long jump? Explain how a jumper should land. / लंबी कूद के चार चरण कौन-से हैं? समझाइए कि कूदने वाले को कैसे उतरना चाहिए।
Show answer
The four phases are approach, take-off, flight and landing. In the approach the jumper sprints with a consistent stride pattern to the fastest controllable speed. At take-off the foot is planted quickly on the board, the free thigh is driven up and the take-off leg is fully extended. In flight the jumper uses the sail or hang to stay balanced. To land, the jumper reaches both legs forward, nearly straight, and lands heels first; the trunk leans forward, the arms swing forward and back past the legs, and the knees bend so the body moves forward or to the side. The jumper must never fall back, because the jump is measured to the nearest mark in the sand. / चार चरण हैं: पहुँच दौड़, टेक-ऑफ, उड़ान और लैंडिंग। पहुँच दौड़ में कूदने वाला एक समान कदमों के साथ अधिकतम नियंत्रित गति तक दौड़ता है। टेक-ऑफ पर पैर तेज़ी से बोर्ड पर रखा जाता है, स्विंग पैर की जाँघ ऊपर उठाई जाती है और टेक-ऑफ पैर पूरी तरह सीधा होता है। उड़ान में संतुलन के लिए सेल या हैंग तकनीक अपनाई जाती है। उतरते समय दोनों पैर आगे, लगभग सीधे, फैलाए जाते हैं और एड़ियाँ पहले रेत में लगती हैं; धड़ आगे झुकता है, बाँहें आगे और फिर पैरों के पास से पीछे जाती हैं, और घुटने मुड़ते हैं ताकि शरीर आगे या बगल में जाए। कभी पीछे नहीं गिरना चाहिए, क्योंकि कूद रेत में सबसे नज़दीकी निशान तक मापी जाती है।
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List the safety rules to be followed during jumping and throwing activities in school. / विद्यालय में कूद और फेंक गतिविधियों के दौरान पालन किए जाने वाले सुरक्षा नियम लिखिए।
Show answer
For jumping: warm up properly; dig and rake the sand pit so it is soft and free of stones, and keep the rake teeth down away from the pit; land with bent knees and never fall back; practise high jump back landings only onto a thick mat and use a soft or elastic bar while learning; raise the bar gradually; only one jumper at a time. For throwing: put only on the teacher's signal and when the area is clear; never stand in front of or close beside a thrower; do not catch a medicine ball or shot; retrieve only on the signal, walking, and carry the implement back instead of throwing it; use a weight suitable for your age and hold the ball on the base of the fingers. / कूद के लिए: ठीक से वार्म-अप करें; रेत के गड्ढे को खोदकर और रेक करके नरम और पत्थर रहित रखें, और रेक के दाँते नीचे करके गड्ढे से दूर रखें; मुड़े घुटनों के साथ उतरें और कभी पीछे न गिरें; ऊँची कूद में पीठ के बल उतरने का अभ्यास केवल मोटे गद्दे पर करें और सीखते समय नरम या इलास्टिक बार का उपयोग करें; बार धीरे-धीरे ऊँचा करें; एक समय में एक ही खिलाड़ी कूदे। फेंक के लिए: केवल अध्यापक के संकेत पर और क्षेत्र खाली होने पर फेंकें; फेंकने वाले के सामने या बहुत पास न खड़े हों; मेडिसिन बॉल या गोले को पकड़ने की कोशिश न करें; केवल संकेत पर, चलते हुए, उसे वापस लाएँ और फेंकने के बजाय हाथ में लेकर आएँ; अपनी आयु के अनुसार भार का उपयोग करें और गेंद को उंगलियों के आधार पर रखें।