High school track meet events

Track and Field Order of Events

high school track meet events

Track and Field Order of Events. All fields events start min. prior to the running events. High Jump, Pole Vault, Long Jump, Triple Jump, Shot Put, Discus . Relay Traditionally, this is the last event contested at most track meets. . official distance for the Olympic Games and collegiate track, but many high schools run. All of the track events are the same for both girls and boys. During meets, the girls always compete first in each track event. meter High Hurdles (Boys).

Pre-Meet Planning and Logistics Set the date of the meet. Decide on a meet entry method, either online or hard copy entries.

Decide on meet entry fees. Decide on a meet schedule. Send out promotional meet information to the media. Order needed meet equipment, starting shells, hip numbers, crossbars, etc.

Decide on the type of meet awards and place order for awards. Secure meet officials, the earlier the better. Plan the method of handing out awards.

high school track meet events

Plan a method of controlling traffic on the track and field event areas. If possible it is best to designate an entrance gate s and exit gate s.

Designate areas for bus parking, meet check-in, the clerk of the course, award stand, meet center announcer, scorer, timing system operatorimplement weigh-in area. Ready facility for meet. Running the Meet It is very important to keep the meet rolling once the first running event starts. Some meets use a rolling event schedule and others use a specific start time for each running event.

9th Massachusetts Middle School Track and Field Championship Meet

Defined below is a different premise that may be worth trying. The premise is basically a goal to keep the meet rolling. The key to this plan is making sure the announcer, clerk of the course, starter, automatic timing official and event timing official work in sync. This will take practice!

high school track meet events

The Perfect Track Meet Premise: Each heat of an event will start exactly 90 seconds after the last finisher of the previous heat crosses the finish line. There will be three minutes between each event. The three minutes between events will allow time for the announcer to announce the results of the event prior to the previous event. The only exception to the above will be when hurdles are being placed on or taken off the track and the start of the relays. This will ensure that the races will be started every 90 seconds or three minutes.

Meet Officials and Duties In charge of all activities during the competition. Responsible for the conduct and supervision of all meet officials. Responsible for receiving written protests. Act upon any protests. Rule on any race infractions and interpret the rules of the meet. Consult with the Jury of Appeals when situations arise. Announcer Keep runners, coaches and spectators updated as to the race schedule. Coordinate presentation of awards medals to top three. Results of the event prior to the last event contested will be announced after each race.

Announce team scores after every three events scored 3, 6, 9, 12, 15 and prior to the start of each meter relay. Alert Event Timing Official when relay exchange zones are ready. Recognize all meet officials and workers during the meet not all at one time. Make any related public service announcements.

Clerk of the Course Position each competitor in their proper race heat and starting position lane.

The Track Meet Plan – a Simplified Method

Distribute hip numbers for all races. Participants are to place competitor numbers on their left hip. Inform that these numbers must stay visible. Make sure competitors stay off the track. Meet Clerk Check teams in and hand out team packets. Collect any entry fees that have not been collected. Failure to exchange the baton in the zone results in disqualification.

For the 4 x m, 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.

Each athlete runs one full lap and exchanges the baton in a zone near the finish line. For this relay the outgoing athlete generally turns his face and watches the baton exchange.

Track and Field Order of Event Schedule

The incoming athlete, who is finishing the final meters of a tough m, 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.

Race walk requires a complex physical motion involving the feet, legs, hips, back and arms. A primary rule of race walking is that at no time can both feet be in the air at the same time. Judges watch for this running motion and disqualify athletes who accidentally allow one foot to leave the ground before the other has landed. This event requires exceptional endurance and cardiovascular ability, not only for the competitions, but also for the training involved to be successful in this event.

The Field Events Horizontal Jumps: High Jump, Pole Vault Throws: 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 phasetakes off again from that same foot and lands on the opposite foot skip phaseand then takes off from that landing foot to leap into the 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.

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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: The Throws The name of the game in all of the throwing events is distance. The farthest throw wins.

Amongst the throwing events the other similarities that they share is: 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. Hammer Throw The Hammer shares many similarities with the discus including the cage, the circle and the spinning approach to the throw.

The 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.

Javelin Throw The javelin is a long, spear-like implement with a sharp tip on the end.