Athletics Handouts
Athletics Handouts
This course module provides a widely useful compilation of ideas, concepts and activities to
provide students with the knowledge and skills essential to selecting and implementing activities,
which will insure long-term wellness. Sports and activities include, but are not limited to, racket
sports, athletics and martial arts. Students will progressively learn the skills and game strategies
for each sport as well as the historical background, conditioning programs, equipment, rules and
regulations, game officiating and terminology.
These sports/activities have been chosen to encourage students to participate in physical activity
for life and to promote good health and wellness. It will be incorporated into a seamless program
of involvement which will have as their goals outcomes that have application throughout
students’ entire lives.
Technical Practice:
Dedicate focused practice sessions to improve specific techniques and movements relevant to
your sport.
Seek guidance from coaches or experts to refine your skills and receive constructive feedback.
Tactical Understanding:
Study the strategies and tactics used in your sport, understanding game plans, positioning, and
decision-making.
Analyze game footage and learn from successful athletes in your sport to enhance your tactical
awareness.
Mental Toughness:
Practice mental exercises like visualization, mindfulness, and goal-setting to enhance mental
resilience and concentration during competition.
Work with sports psychologists or mental coaches to develop strategies for handling pressure
and improving mental toughness.
3. Goal-Setting:
Setting clear and achievable goals is crucial for athletic progress and motivation. Here's how to
set effective goals:
SMART Goals:
Ensure your goals are Specific, Measurable, Achievable, Relevant, and Time-bound (SMART).
Break down long-term goals into short-term and intermediate goals to track your progress
effectively.
Short-Term Goals:
Set achievable goals for the next week or month, focusing on improving specific aspects of your
physical conditioning or skills.
Long-Term Goals:
Define your ultimate goals, whether it's winning a championship, achieving a specific
performance level, or making it to a higher league.
Create a roadmap with milestones to reach your long-term goals and adjust them as needed
based on your progress.
Review and Adjust:
Regularly evaluate your progress towards your goals and make adjustments to your training,
skills development, and goals based on your performance and experiences.
By combining effective physical conditioning, continuous skills development, and thoughtful goal-
setting, you can maximize your athletic potential and work towards achieving your desired level
of performance in your sport.
FLIGHT:
Arms should gradually drop and circulate back, upward, and over (will vary
depending on the athlete’s preferred
flight style)
Athlete should maintain a BIG chest
and slightly upward head-tilt
Drive knee should also drop downward
to elongate the body, further combating
FLIGHT STYLES:
HANG: After the takeoff, the jumper allows the
free leg to drop until it is directly under the hips (see above). This long, narrow
silhouette of the body causes the least possible rotation as both the arm and leg (hand
and foot) are a maximum distance away from the hips (the theoretical center of mass).
Long levers rotate more slowly than short levers. The free leg, which has dropped
directly under the hips, will eventually be joined by the takeoff leg. We call this position
180°. At this point, the knees of both legs are directly under the hips. This is the most
stable in-flight position because very little rotation can occur
LANDING:
• Prior to landing, the jumper’s arms should
be over top of the head
• The legs should be drawn up toward the
chest, as the arms are driven downward
• As the arms pass the legs, the legs
should extend forward, heels out in front
• Hitting the sand heels first, the athlete
should pull, reeling the butt beyond the
initial landing spot
• Athletes may either pull to the side or
straight ahead, scooping their feet through
the sand (“Skoosh”)
ACCELERATION DRILLS:
Wall Series:
1. Start your athlete with their hands against a wall or fence with their torso leaning from
the ankle at 45 degrees with one knee up. Adjust them as needed. Have them “feel”
the straight line from their head through their shoulders, hips, knees and finally feet.
Repeat the drill without aligning the athlete
2. From position A, have the athlete take 3 or 5 steps in place (walking, marching and
finally running) watch that their feet land in the same position they start in. Repeat
watching and cueing the straight line from head to toe.
3. Have the athlete repeat the drill keeping lined up but gradually getting more upright
with each foot contact, so they end up standing. (An exercise band around the thighs
can be added for resistance). Wall Series
Partner Series:
1.Have the athlete assume the same leaning start, supported at the
shoulders by a partner’s hands; the partner will be facing the athlete.
2.Do a five step start by first marching, progressing to a full effort
push.
3. Repeat the full effort start, but at five steps the partner will step out of
the way allowing the athlete to continue to accelerate.
4. After assuming the correct lean against the partner, the athlete is
released to accelerate on his or her own. Partner Series
Resistance: Proper body lean, powerful drive steps, and quick acceleration
can also be developed through the use of resistance implements (e.g. sleds,
harness systems, bungees, chutes, etc.). A variety of dynamic lunge
movements can be implement with resistance bands as well. Resistance
Training.
Wickets: a speed drill we use frequently because of its effectiveness and
versatility is the “Wicket Drill”, which begins with 6 progressively longer
acceleration strides (similar to the DRIVE phase of the approach). These
require that force be applied to the ground in order to produce momentum
and velocity.
Sprint Drills: any type of sprint training done with power sprinters (100, 200
runners) could benefit a jumper by improving runway speeds. Simple build-
ups (jumper simulates the entire runway way progression from drive phase
to final acceleration either on the turf or runway) are also beneficial in
establishing runway rhythm.
TAKEOFF/FLIGHT DRILLS:
Power Skips: a continuous skip with exaggerated arm and knee drive,
emphasis placed on getting maximum height. Power Skips.
Continuous Takeoffs: athlete jogs down the track and counts “1-2-3-pop”
simulating the penultimate step and executing a takeoff-like knee drive/arm
drive, landing on their drive leg, regrouping in three jog steps, and repeating
the drill without stopping, and continuing down the track 50-100 meters in
this pattern. As athletes get their timing down, the number of steps in
between takeoffs can be reduced. Continuous Takeoffs.
TRIPLE JUMP
Triple jump or ‘hop, step and jump’ can be broken down into three phases; the approach, take
off, and landing. Here we explain the main points to work on for each stage of the jump:
The Approach:
12-18 step run-ups are most common, with more experienced athletes using the longest.
The approach should provide velocity, accuracy, and get the athlete to a good physical
position.
Gradual acceleration is a key aspect of the approach, reaching maximal controlled speed
when reaching the board.
The approach phase is split into 4 smaller parts, the start, drive phase, continuation
phase, and the transition phase.
The Start
Athletes either start with what is known as the crouch or rollover technique.
The crouch start does exactly what it says. The athlete starts with the front knee over the
toes of the same leg. The upper body is bent over so that the shoulders are down by the
thigh of the front leg. Hips should be at least in line with the shoulders if not above them.
From here the run begins with a forceful push-up and out. This position does not allow the
athlete to see the board or sand which can be seen as a disadvantage.
The rollover start allows the athlete to stand much more upright. Then a rocking motion
takes place shifting the weight to the back foot and back. As the weight is shifted forward
the athlete flexes at the waist and bends forward before pushing forcefully up and out into
the first step.
The Takeoff:
On the board, the takeoff foot should be planted almost flat, directly under the body’s
centre of mass, with the shin vertical.
The ankle must stay strong through flexion at the ball of the foot.
The athlete should maintain contact with the board until the shin has moved forward so
that the knee is over the toes.
The next part is to extend the hip to push off the board
If the takeoff is executed correctly the athlete’s body should be well in front of the takeoff
foot before the foot leaves the board.
The thigh of the other leg should be brought forward, but this does not mean lifting the
knee.
The arms should either keep pumping or both arms should be brought forward as the
athlete leaves the board.
The 3 Phases:
Hop
The main point of the hop is to take off and land on the same foot, whilst gaining distance,
maintaining horizontal velocity and making sure the body is in a position to complete the
next phase.
After the take-off, the first stage of the hop is to bring the thigh forward with the foot
coming up close to the bum.
The lower part of the takeoff leg then prepares to make contact with the ground by moving
down and forward.
The free leg plays an important part in reducing forward rotation and maintaining good
balance. To do this the hip has to extend, knee straightens, which allows the leg to extend
and fall
Step
The main point of the step phase is to land on the other foot to which was used to take off
from the board and during the hop phase.
However, as with the hop, maintaining horizontal velocity, gaining distance, and preparing
for the next phase are important.
A swing of the free leg is very important within this phase. The leg has to come from
behind to finish in a lengthened position just in front of the body as it makes contact with
the ground.
The step needs a high take-off angle, higher than the hop. So because the athlete is
already moving horizontally due to the previous stages they should concentrate all their
energy on pushing vertically.
Jump
The final phase is the jump where the athlete should still attempt to gain distance,
maintain horizontal velocity and prepare the body for the landing.
The success of this phase really depends upon how the athlete has performed in the
previous phases.
Most athletes will use the hang technique, with arms stretched over their head, and legs
hanging down to control the forward rotation. Some athletes may attempt the hitch-kick
with the free leg, but in the triple jump, they have little time in the air.
The Landing:
Throughout the whole of this phase, the athlete’s head and torso should be upright.
The arms start to move down from above the athlete’s head.
Both legs come forward, landing slightly heel first.
When the athlete lands, they need to continue the forward movement by flexing the hips
and knees. This will allow the athlete’s bum to reach their heels.
As this happens the athlete must kick their feet out of the sand, so their bum can land in
the footprints, to maintain the distance
HIGH JUMP
High jump technique – The approach:
3 important factors of the approach are acceleration, maximum velocity, and curve
running.
There are 3 different approaches that athletes use today. The J approach, flared
approach, and hook approach.
All 3 approaches have the same curve into the jump. The only difference between them is
the initial starting position. The J approach involves the athlete running in a straight line
before curving their run into the jump. An athlete using the flared approach will start from a
position wider than that of the J approach, and the opposite occurs with the hook
approach. The starting point is inside that of the J approach.
Athletes run on a curve to lean away from the bar by creating pressure against the
ground.
Most athletes use between 6 and 12 steps on the approach, usually an even number so
the first step is taken with the non-jumping foot.
The radius of the curved run is specific to individual athletes, and this can only be found
through trial and error. However the average for women is around 31-32 feet (9.5-10
metres), and for men, it is 27-28 feet (8.3-8.6 metres), so these are good starting points
for your long jump.
The athlete must approach the bar from the correct angle in the last 2 steps. Again this is
somewhat athlete-specific but 50 degrees for the penultimate step and 40 degrees for the
final step are good guidelines.
The last 2 steps of the approach are the most important. The penultimate step must land
flat, and on the imaginary curve line, with the hips and torso moving over this foot as
quickly as possible.
The last step should also be flat-footed and purposely planted in a dorsiflexed position.
POLE VAULT
Pole vaulters combine some of the best track and field qualities into one event. They require the
leaping strength that any good jumper possesses, together with a gymnastic-like ability to control
their bodies in the air. A successful vaulter generally has a sprinter’s speed and must build that
speed while carrying a long pole. Finally, while pole vaulters don’t resemble discus
throwers or shot putters — vaulters are typically tall and lean — pole vaulters do require strong
arms to control, plant and push off from the pole. In the beginning, therefore, coaches will look for
well-coordinated athletes who can multi-task athletically. Beginning vaulters may then learn the
event’s different aspects separately, but ultimately a successful vaulter must treat the event as
one continuous maneuver, with each segment flowing smoothly into the next.
A pole vaulter’s first lessons will likely include the proper way to grip the pole, and how to hold it
at the start of your run-up. You’ll place your hands about shoulder-width apart toward the top of
the pole, with your dominant hand closer to the end. In the long run, you’ll want to grip the pole
as close to the end as possible. In the beginning, however, your coach will have you place your
hands in the proper positions, depending on the type of pole you’re using and the speed of your
approach run.
Approach Run
There’s a lot of ground to cover — literally — as you learn to make a proper approach run while
holding the pole. The key points include how to pace yourself so you reach top speed at the end
of your run and keeping the pole under control so you can plant it correctly. Approach drills will
help you run with an erect stance while you hold the pole comfortably. You should move your
hands and arms as little as possible until it’s time to plant the pole in the box, although the pole
itself will move from a vertical to a horizontal position during your approach. As in the long jump,
it’s important to execute your approach consistently so you can plant the pole properly.
Beginners will develop a relatively short approach and typically must learn to run with consistent
stride lengths before they start taking actual jumps. As with the long jump approach, you’ll also
learn the subtle changes you must make in the last few strides before the plant.
The key to a successful plant and takeoff is to convert your horizontal motion into a vertical jump.
Common beginner drills include the “jump over,” in which the vaulter simulates planting the pole
after an approach run. The pole won’t actually touch the ground, however. Instead, the vaulter
brings the tip of the pole down, then back, similar to a rowing motion. The vaulter may also jump
or hop while performing the simulated plant.
Your first planting drill may be to simply stride up to the box and plant the pole while you walk.
Before taking an actual vault, athletes may perform some gymnastic-type drills to learn how to
flip their bodies, head-down, in the air. They may perform flips using gymnastic rings or may
swing themselves upside-down on a horizontal bar.
You’ll likely take your first vaults without a bar. You’ll take a short approach run, plant the pole in
the box and raise yourself minimally off the ground — more like a vertical than a horizontal jump
— before you land in the pit. You’ll then progress to swiveling your body after takeoff, as if you
were clearing an imaginary bar, then you may begin jumping over an actual bar, which will, of
course, be set quite low.
Long Term
The pole vault is a complex, technical event. Learning to make a consistent approach run while
holding the pole is a skill in itself, never mind planting the pole, lifting off and moving your body
correctly through the air so you can achieve your ultimate goal — clearing the bar. Prospective
pole vaulters and coaches should be patient during a vaulter’s learning process. If the athlete has
the tools and desire to pole vault, give him or her some time to develop.
DISCUS THROW
Discus Technique
The discus event we know today evolved from the ancient Olympic Pentathlon where the athlete
was required to long jump, throw the discus and javelin, as well as run and wrestle. The following
sequence explaining how to throw a discus is written for a right-handed thrower which means
that they will be entering the throw by turning to the left (anti-clockwise).
Note in the examples, 12 o’clock is the back of the circle, so the front is 6 and the athlete will turn
towards 9 on entry.
Within these sections are the behavior goals we are looking to achieve in pursuit of good
technique. The key to being successful at this event is to develop good rhythm i.e.,1-2, 3 turn the
feet and release.
The Wind phases
Pivot phase
Turn phase
Discus release
Within these sections are the behavior goals we are looking to achieve in pursuit of good
technique. Like other throwing events the rhythm on delivery is important and should be 1-2,3.
The following sequence is written for a right-handed thrower.
Start
Crossovers
At the beginning of the crossovers, the athlete starts to move sideways and the left hip
starts to face the direction of the throw
The left arm goes back across the body
as legs cross
And the javelin is drawn back fully by
the throwing arm
The penultimate step is the impulse
step when the right knee (leg) pushes
off to achieve the plant and then
release (last push off of the right leg)
with the rhythm 1-2,3
Left foot is 1 and impulse step with the
right leg is 2, and 3 is the left leg
Give enough time between 1 & 2
otherwise, athlete will run forward into the throw releasing in front of the left leg
As the athlete comes out of the crossover, the correct throwing position of the javelin and
body is essential to allow an efficient transfer of energy from the athlete to the implement
Position of Javelin and shoulders – alignment should be parallel with javelin slightly higher
Left (lead) leg foot on ground heel down left arm bent in front
The throwing arm held as far back as possible
Release
Reverse
SHOT PUT
The following sequences are written for a right-handed thrower (12 o’clock is the back of the
circle, so the front is 6)
Step 1: Stand
Stand at the back of the circle facing 12
and hold the shot in the right hand with an
even finger spread with thumb on
downside
Do not hold in the palm of the hand,
but instead on the fingers
The elbow of the throwing arm should be
at shoulder height in the 12/3 position
i.e., face & chest looking at 12 and the
elbow pointing to 3
Think neck-ball-elbow inline
Maintaining this position until delivery
will help the force generated go in the
direction of the throw
Keep body weight on the right foot with left foot slightly back from the right.
Step 2: Sit
Sit by bringing the left foot close to right
foot (don’t cross legs at this point) then
push back of the right heel,
simultaneously driving left foot back, so
that legs briefly hold a split A position
Glide 3 – Glide
Two techniques can be used:
Step 4 – Land
When landing the body should be braced and body-weight over the right foot with
shoulders and elbow still facing the back
of the circle in 12/3 position;
The left foot lands between 6 & 5 just
behind the stop board
Remember to hold the core position and
resist throwing until the elbow has been
moved to the low point of 12 as
shoulders come around the head
Important that the head remains passive
so that the shoulders and trunk rotate
around the head (core movement)
Step 5 – Turn
Step 6 – Delivery
Ensure core movement around head, do
not drop left shoulder on delivery
As the right (power) hand pushes the
shot up at 45ْ so must the left (block) arm
pull down at 45ْ to achieve a core throw
Use the mnemonic phrase Punch Pop
(punch the giant & pop the elf)
When performing the right toe turn / left
heel block with the feet punch the giant
(the power arm punches up at 45ْ) and
pop the elf (as the block elbow comes
down at 45ْ with equal force)
RUNNING EVENTS
In the sprinting events, there is a need to have an efficient start. On this page, we look at the standing,
crouch and block starts and the correct positions for the "On your marks" and "Set" positions.
STANDING START
On Your Marks
Set
Hips raised to a position slightly higher than the shoulders
There should be an angle of 90 degrees at the front knee
There should be an angle of 120 degrees on the rear knee
When viewed from the side, the shoulder should be above
the start line
The head and neck should be in line with the spine
Remain motionless
UMPIRES
• Observe & report.
• Umpires do not disqualify athletes.
• If you see an infraction, raise the yellow flag and stay at your position until the Referee (or
Chief Umpire) comes to you.
• Be prepared to give a full (written) description of who did what to whom and when.
• If you’re not sure, don’t make the call.
• If you see a situation you know is not a foul, but there may be a question, write a report to
pass on to the Referee (NCAA rules specifically ask for report on any ‘incidents of
concern’).
4 8 3
Observe & Report Possible Violations
• Impeding or jostling
• Failing to run in a direct line on final straight
• Illegal hurdling – trail leg, intentional knock down, etc.
• Unfair assistance or contact
• Exchanging the baton outside the relay exchange zone
• Running on or over inside lane line on a curve
HURDLE VIOLATIONS
(Also, in Master’s competition competitors shall hurdle with a continuous motion such that both
feet shall be off the ground for at least an instant; i.e., no stepping over hurdles or SC barriers)
Hurdle Crew
Crew chief should have track markings diagram and list of hurdle heights
6-8 persons
Place hurdles, aligning edge of crossbar closest to approaching athlete directly above
edge of mark on track closest to approaching athlete
Set hurdles from start line to finish line Check hurdle heights, position of weights
After event, reset to next height, reposition and stack
RELAY PASSES BATON MUST BE WITHIN THE ZONE AND MUST NOT DROP THE
BATON
THE FINISH
- when Fully Automatic Timing (F.A.T.) is not used
FINISH JUDGES
For races not fully on the track, convert times to next highest second; e.g., marathon, XC:
– Time on watch = 3:29:45.12
– Reported time is 3:29:46
DIFFERENCES IN TIMES
• If 3 watches disagree (after rounding up), select the middle time
• If 2 of 3 watches agree, select the time of the agreeing watches
• If only 2 timers and they disagree, take the slower of the 2
• Priority given to timer assigned to time the higher place
• Important to have back up timer
Normally, the toe of the shoe must be seen by the eye to extend beyond the edge of the board to
be considered a foul. If plasticine is being used, there must be a mark in the plasticine in order
for a foul to be called (i.e., if your eye sees the toe beyond the edge of the board, but there’s no
mark in the plasticine, there’s no foul).
Throws Crew
At least 4 officials -
Javelin Crew Positions
TRACK EVENTS
Track events include sprint, middle distance, hurdle and steeplechase events. The 400m oval
track forms the basis of a multi‑-sports arena and its dimensions are dependent on the
requirements of other sports.
The competition area for track events includes the following:
Oval track with at least four lanes and safety zones measuring no less than 1m on the inside and
outside.
Straight with minimum of six lanes for sprints and hurdles.
Steeplechase track as for oval track with a permanent water jump.
There are three basic types of track surface—synthetic, unbound mineral (cinder) and grass.
START LINES
The essential requirement for all start lines, straight, staggered or curved, is that the distance for
every athlete, when taking the shortest permitted route, is the same, and not less than the
stipulated distance with no negative tolerance.
For races of 800m or less, each athlete has a separate lane at the start.
Races of up to, and including 400m are run entirely in lanes.
Races of 800m start and continue in lanes until the end of the first bend.
The exit from the first bend is marked distinctively with a 0.05m wide line (breakline) across the
track to indicate when the athletes can break from their lanes.
To assist athletes to identify the breakline, small cones or prisms (0.05m x 0.05m) and no more
than 0.15m high,preferably a different colour from the breakline and the lane lines, are placed on
the lane lines immediately before the intersection of each lane and the breakline.
Races over 800m are run without lanes using a curved start line.
For the 1000m, 2000m, 3000m, 5000m and 10,000m, when there are more than 12 athletes in a
race, they are divided into two groups with one group of 65% of the athletes on the regular arced
start line and the other group on a separate arced start line marked across the outer half of the
track. The other group runs as far as the end of the first bend on the outer half of the track.
The separate arced start line is marked so that all the athletes run the same distance. A cone or
other distinctive mark is placed on the inner line of the outer half of the track at the beginning of
the following straight to indicate to the athletes of the outer group where they are permitted to join
the athletes using the regular start line. For the 2000m and 10,000m this point is at the
intersection of the 800m break line and the inner line.
The scratch lines of the first take‑-over zones are the same as the start lines for the 800m.
Each take‑-over zone is 20m long of which the scratch line is the centre. The zones start and
finish at the edges of the zone lines nearest the start line in the running direction.
The take‑-over zones for the second and last take‑-overs are marked 10m either side of the
start/finish line.
The arc across the track at the entry to the back straight showing the positions at which the
second stage athletes are permitted to leave their respective lanes, are identical to the break line
arc for the 800m event.
Hurdles
The standard 400m track and the sprint track with 100m and 110m are used for hurdle races.
The hurdle positions are marked on the track by lines 100mm x 50mm so that the distances
measured from the start to the edge of the line nearest the approaching athlete are in
accordance with the table below.
400 METRE STANDARD RUNNING TRACK
LONG JUMP
The long jump facility includes a runway, a takeoff board and a landing area. Usually, it is placed
outside the track along one of the straights with two adjacent runways with a landing area at
each end. This allows competition in either direction by two groups of athletes simultaneously.
Runway
The runway is 40m minimum long, 1.22m ± 0.01m wide and is measured from the beginning of
the runway to the takeoff line. It is marked by white lines 0.05m wide or broken lines 0.05m wide,
0.10m long and 0.50m apart. The runway is usually covered with the same surface as the track.
Take-off board
The takeoff board is a white rectangle and measures 1.22m ± 0.01m long and 0.20m ± 0.002m
wide and not more than 0.10m deep. The surface of the takeoff board must be flush with the
surface of the runway.
In the case of a runway with a permanent surface, this requires a builtin installation tray made of
corrosion protected metal in which the takeoff board is correctly positioned. During sport free
periods, the takeoff board can be removed. If it has a track surface on its reverse side, it can be
turned over and used as part of the runway. This makes it possible to combine the long and triple
jump with two or three takeoff boards (which can be used on both sides) on a triple jump runway.
Landing area
The landing area is 79m long depending on the distance between its nearest end and the takeoff
line. It is 2.75m wide. Generally, a landing area 8m long placed 2m from the takeoff line is
recommended. The landing area is placed so that the middle of the runway coincides with the
middle of the landing area.
If two landing areas are situated parallel side by side or staggered, the distance between them is
at least 0.30m.
The landing area has a border not less than 0.05m wide and 0.30m high, rounded off towards the
inside (e.g. wooden plank or concrete border with soft covering) and level with the ground.
The landing area has a water permeable substructure or a suitable drainage system (draining
well or canal connection) and filled with sand to a depth of not less than 0.30m at the edges and
slightly deeper at the centre.
The top edge of the border of the landing area, generally also dictates the level of the sand,
which must be level with the takeoff board.
Triple jump
With the exception of the placement of the takeoff board, the same facilities are used for triple
jump as for long jump. For international competition, it is recommended that the takeoff board is
not less than 13m for men and 11m for women from the nearer end of the landing area. For other
competitions, this distance is appropriate for the level of competition.
High jump
Layout
The high jump facility includes a semicircular runway, a takeoff area, two uprights with cross bar
and a landing area. By temporarily removing sections of the kerb, it is possible to use the oval
track as part of the runway. For major championships, the high jump facility must be large
enough so that two high jumps can be conducted simultaneously.
Runway
The semicircular runway, with a radius of at least 20m, will permit approaches from every
direction. If it is necessary to remove the kerb temporarily in order to be able to use the oval track
as a runway, care must be taken to ensure that the heights of the surfaces of the oval track and
the segment are the same along the track border.
The runway and takeoff areas are usually covered with the same surface as the track.
Uprights
Landing area
The landing mats measure not less than 6m x 4m and are covered by a spike proof protective
mat. The overall height is a minimum 0.70m.
Pole vault
Layout
The pole vault facility includes a runway, a box for inserting the pole, two uprights with crossbar
and a landing area. It can be located either outside the track, parallel to one of the straights or
within one of the segments.
When located outside the track, it is usually constructed as a symmetrical facility with one landing
area in the middle of two runways. When located within a segment, it is usually constructed with
two parallel runways with positions for landing areas at each end.
The runway is a minimum of 40m long and is measured from beginning of the runway to the
0line. The runway is 1.22m ± 0.01m wide.
It is marked by white lines 0.05m wide or broken lines 0.05m wide with a length of 0.1m and a
distance of 0.5m. At the end of the runway, the box is mounted flush with the runway and
installed such that the top inside edge of its end board lies on the 0line and at the same height.
The 0line is marked by a white line, 0.01m wide which extends beyond the outside edges of the
uprights.
Uprights
The two uprights must be installed on horizontal bases, level with the 0line, such that each can
be moved from the 0line not less than 0.80m towards the landing area (eg on a builtin double
rail) or in fixed sockets with movable cross bar supports.
They are not less than 5.20m apart with approximately 0.10m between each upright and the
landing mat. The lower part of the uprights are covered with appropriate padding to protect the
athletes and their poles. The landing mats are recessed to take the uprights and any horizontal
bases.
Landing mats
The landing mats are the same as for the high jump, except for the dimensions.
For major international competitions, the landing area is a minimum of 6m long (excluding the
front pieces), 6m wide and 0.80m high. The front pieces must be at least 2m long. The sides of
the landing area nearest to the box are 0.10m0.15m from the box and slope away from the box
at an angle of approximately 45°. For other competitions, the landing area is not less than 5m
long (excluding the front pieces) x 5m wide.
Discus throw
Layout
The discus throw includes a throwing circle, protective cage and landing sector. They are located
near the ends of the back straight and the landing sector is located in the grass area inside the
track.
The facility for discus throw, near the 1500m start, is usually combined with a facility for hammer
throw. Discus-throw-circle-facility The only difference is the diameter of the throwing circle is
2.50m for discus throw and 2.135m for hammer throw. The protective cage must meet the more
stringent requirements for hammer throwing. If two separate discus and hammer circles are
placed within the hammer protective cage then the discus throw circle is the circle closer to the
landing sector.
Throwing circle
The throwing circle is made of band iron, steel or other suitable material, the top of which is flush
with the ground outside or the synthetic surface or concrete surround. The interior of the circle is
constructed of concrete and must not be slippery.
Further information on the construction of the throwing circle is in Section 2.4.1.2 of the Manual,
page 59.
Safety cage
Frequently discus and hammer are thrown from a combined facility. In those instances the higher
standards required for hammer throwing apply to the protective cage design. To provide greater
safety it is desirable to extend the netting on the side of the cage nearer to the track further than
7m from the centre of the circle and/or increase the height of the netting for the last 2m.
Landing sector
The landing sector consists of cinders or grass or other suitable material with an even surface
soft enough to ensure that the place of the initial fall of the implement can be clearly established
by the judges. The landing surface must not allow the implement to bounce backwards, thus
creating a risk that the measuring point is obliterated.
The landing sector is laid from the middle of the circle with an angle of 34.92 degrees and
marked by 0.05m wide white lines, the inside edges which form the boundary of the sector. The
length of the sector is 80m. Its angle of 34.92 degrees will be attained if the two sector lines at a
distance of 80m are spaced 48m apart.
Hammer throw
Layout
The hammer throw facility includes a throwing circle, a protective cage and a landing sector. It is
usually combined with the facility for discus throw.
Throwing circle
The circle for the hammer throw is slightly smaller than the discus throw. The surface finish to the
concrete circle is slightly smoother for hammer throwing than for discus throwing. When a circle
is used for both discus and hammer throwing a compromise finish is required. See section
2.4.2.2 of the Manual for further information.
Safety cage
Hammer and discus must only be thrown from an enclosure or cage to ensure the safety of
spectators, officials and athletes. Cages specified in the manual are intended for use in major
stadia in high class competition when the event takes place outside the arena with spectators
present or when the event takes place in the arena and other events are taking place at the
same time. Simpler and smaller cages may be adequate for competition of lower standard and
for well regulated training facilities. Further information is available from section 6.3.2 of the
Manual.
Layout
The javelin throw facility includes a runway, a throwing arc and a landing sector. Since the length
of the runway exceeds the space available in the segment, it is usually extended across the track
It is necessary to have a removable kerb and the height of the surfaces of the oval track and the
segment must be the same along the track border. For a runway in either segment, the landing
sector is located in the grass area inside the track.
The runway is 30m minimum long and measured from the beginning of the runway to rear edge
of the side markings outside the runway at the same level as the throwing arc. It is marked by
two parallel white lines 0.05m wide and 4m apart. The runway is covered with the same surface
as the track.
Throwing arc
The throwing arc is situated at the end of the runway. It is painted or made of wood (3 to 5
weatherproof, bonded layers) or a suitable noncorrodible material like plastic. If not marked with
paint, it must be installed flush with the surface of the runway.
The throwing arc is 0.07m wide, white and curved with a radius of 8m from the centre point in the
middle of the runway, in the throwing direction. It is advisable that the centre point is marked with
a synthetic plug of a different colour to the surface, with a diameter and surface thickness of
20mm30mm. Lines are drawn from the extremities of the arc at right angles to the parallel lines
marking the runway. These lines are white, 0.75m in length and 0.07m wide.
Landing sector
The sector lines are laid from the centre point on the runway through the crosspoints of the
throwing arc and the lines of the runway. The length of the sector is 100m. At this distance the
inner edges of the sector lines are 50m apart. The marking of the sector lines extends to a
distance appropriate to the competition.
Shot put
Layout
The shot put facility includes a throwing circle, a stop board and a landing sector. The landing
sector is usually located in the grass area inside the track.
Throwing circle
Stop board
The stop board is painted white and made of wood or other suitable material in the shape of an
arc so that the inner edge coincides with the inner edge of the circle. It is placed midway between
the sector lines and firmly fixed to the ground. It measures 1.21m ± 0.01m long on the inside.
The width at the narrowest point is 0.112m ± 0.002m and the height is 0.10m ± 0.002m
measured above the adjoining surface of the circle when the stop board is firmly in position.
Landing sector
The length of the sector is 25m. The angle of 34.92 degrees is attained if the two sector lines, at
a distance of 25m, are spaced 15m apart.