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WORKSHEET
High jump Evolution
HISTORIC TECNIQUES
Main principles to all
jumping events
TRIES
FRONTAL JUMP HIGH
1º FALSE 50cm
2º FALSE 80m
SIMPLE SCISSORS
1º FALSE 50cm
2º FALSE 50m
(2attempts)
VENTRAL JUMP
1º FALSE 50 cm
2º FALSE 80m
DORSAL JUMP
OR
FUSBURY JUMP
1º FALSE 1m
2º FALSE 1m 20m
Starting run - this is
the period of time
where the athlete
gathers speed for the
take-off.
Take off - this is the
transition between the
run and the jump with
the athlete propelling
their body into the air.
Flight - this is the
period of time when
the body is airborne,
sending them
horizontally away
from the starting
point in the long jump
or triple jump and
vertically over the bar
in the high jump.
Landing - this is the
point at which the
athlete finishes the
jump marking the
distance (in the case
of the long jump and
triple jump) that they
have travelled
through the air.

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  • 1. WORKSHEET High jump Evolution HISTORIC TECNIQUES Main principles to all jumping events TRIES FRONTAL JUMP HIGH 1º FALSE 50cm 2º FALSE 80m SIMPLE SCISSORS 1º FALSE 50cm 2º FALSE 50m (2attempts) VENTRAL JUMP 1º FALSE 50 cm 2º FALSE 80m DORSAL JUMP OR FUSBURY JUMP 1º FALSE 1m 2º FALSE 1m 20m Starting run - this is the period of time where the athlete gathers speed for the take-off. Take off - this is the transition between the run and the jump with the athlete propelling their body into the air. Flight - this is the period of time when the body is airborne, sending them horizontally away from the starting point in the long jump or triple jump and vertically over the bar in the high jump. Landing - this is the point at which the athlete finishes the jump marking the distance (in the case of the long jump and triple jump) that they have travelled through the air.