Foreword
We have written this book because time and time again we
have needed it, but when we have searched for it we have come up empty-handed.
As sports students we desperatelu wanted a simple to
athletic technique we could take out and use on the training track. As more
experienced coaches we knew that an easy to use reference would be valuable as
a quick review of the basics before coaching an event from which we had been
away fo a while.
Later, in our work educating coaches, physical education
theachersvand others who work with athletes, we have had to recommend a variety
of complex and detailed texts to novice after novice, knowing the tedious and
difficult study it would take just to acquire the rudiments for teaching technique.
We were sure that a clearly presented primer could make many who were new to
coaching successful sooner, perhaps reducing the discouraging drop out rate of
young coaches.
Involvement with the IAAF Development Programme and the
Coaches Education and Certification System (CECS) brought us into contact with
is publication entitled Techniques of Athleticsand Teaching Progressions. We
felt that book was a big step in the right direction and we used it ourselves.
Naturally, we were delighted to be asked to work, with the support of many
experts from around the world, on correcting weaknesses in the original and
adding new material to produce Run!
Jump! Throw!. The book you are now holding.
Our aim throughout the project was to provide what we
ourselves had wanted and what we believe new and experienced coaches around the
world want –enough guidance to allow them to get on with their work and learn
by doing. We feel that Run! Jump! Throw! Does just that in a clear, user–friendly
format. Now when you, and we, search for such a book, it will be there.
Work on the contest of Run! Jump! Throw! Started from the
premise that to teach and refine athletic technique property coaches need the
following four things:
1)
An understanding of the key
points for teaching and learning the event;
2)
A technical model for their
athletes to emulate;
3)
The ability to anlyse
technique themselves;
4)
A programme of activities
through wich their athletes can progress and develop the desire technique.
Run! Jump! Throw! Is divided into three main sections, each covering
one of the event groups which make up the title. The main section start with a
very brief review of the fundamentals of the event group. These include the
most important points of basic theory-the common aims, the key biomechanical
principles and examples of games which help to introduce the skills demanded by
the eventsin the group. The running events section also features a brief
overview of training for middle and long distance races.
The bulk of each section is taken up by visual description
of the techniques of the events in the group. These start with an overview of
the whole sequence. Then the models down into constituent parts or phases, each
of which is presented on the same page as the objectives of the phase and key technical
characteristics for the coach to observe
and control. We believe that this format is unique in coaching literature and
that coaches of all experience levels will find it easy to apply the
information in practice.
Each technical model is followed immediately by a teaching
progression of steps by which a beginner, guided by the coach, can learn the
event. Again, in addition to visual information, the objective of each step and
other key points are given.
We are that the phase breakdown and the teacching
progression of some events might be contentious and we do not mean to imply
that those we have presented are the only ones that are correct. However, the
reasonable and orthodox models we have chosen give coaches valuable tools they
can work with immediately, effectively and savely. This, in our opinion, is far
better than leaving them to the time consuming and haphazard task of creating
their own models unguided. If and when an experienced coach finds the need to
develop a new analysis or teaching steps for an event, we hope that what we
have presented here will be seen as a starting point.
Our Run! Jump! Throw! Project has also included the
production of an accompanying video with the same title. It illustrates the
technique and teaching progression of this book using athletes of a variety of
standards. Like the book, the video is a central element of IAAF CECS
Level 1 courses. It is also available commercially
and we recommend it for all coaches.
Finally, we gratefully welcome any comments, which might
help to improve future editions of this book or the video. These should be
directed to the Development Department at the IAAF Headquarters.
The Authors
Spring 2000
FUNDAMENTALS OF
RUNNING
1.
INTRODUCTION
The running events are sometimes described as nontechnical ,
mainly because running is a natural activity which appears relatively simple
when compared to the Pole Vault or the Hammer Throw. However, there is nothing simple
about any of the running events. The relative emphasis of speed and endurance dictated
by the distance of presence of barriers in the hurdling and steeplechase racesall
make technical demands for which athletes must be prepared.
Note: For the purpose of this book, Race walking has been
grouped together with the running events. The rules and technique of Race
Walking are, of course, very different and a detailed explanation of these
differeces is given in the Race Walking section.
Aims
The fundamental goal in all running events is to maximise
average running speed over the course of the race. To achieve this aim in the
sprint events the athlete must focus on reaching and maintainig maximum
velocity. In the hurdles events the focus is the same with the addes
requirement of clearing the hurdles. In the longer events optimising the distribution
of effort is of primary importance.
Biomechanical Aspect
An athlete’s running velocity is determind by stride length
and straide frequency. Optimal stride
length is lagerly determined by the physical characteristics of the athlete and
by the force he or she exerts on each stride. This force is influenced by the
athlete’s running mechanics, technique and coordination.
Specific endurance and tactics are, of course, important to
the overall speed of a race, though from the sprints to theultra-distancesthe
degree of importance varies.
Movement Structure
Each running stride comparises a supoort phase and a flight
phase. These can be broken down into front support and drive phases for the
support leg and front swinging and recovery phass for the free leg.
The two parts of the support phase are of critical
importance. In the front support phase there is actually a deceleration of the
forward motion of the athletes’s body. This must be minimised by (a) an active
landing on the ball of the foot and (b) a “pawing” action of the foot,
particularly in sprinting. During this phase energy is stored in the muscles as
the leg bends to absorb the shock of landing—a process known as amortisation.
The drive phase is the only part of the stride that
accelerates the body. The athlete’s aim is to direct greatest amount of force
into the ground in the shortest possible time. This force is created by
contractions of the leg muscles and the release of the stored energy as the leg
extends. To achieve maximum acceleration from each stride it is essential that
there is full extention of the ankle, knee, and hip joints in combination with
an active swing of the free leg and the powerful drive of the arms.
2.
TEACHING RUNNING
TECHNIQUE
Running technique can be taught by introducing the key
skills that are related to the elements of sprint races: reaction,
acceleration, maximum speed and speed maintenance. As there is no way to train
all elements at once, a variety of exercise and drills focussing on specific aspects
are used.
Point to Emphasise:
·
Improving reaction (using
various starting signals and starting positions, such as lying, sitting,
standing)
·
Increasing stride frequency
(by working on a high knee action and shortening the pendulum of the free leg)
·
Increasing stride length
(by working on the full extension of the support leg).
·
Additonal exercises and
drills focusing on:
-the pawing action of feet
-full body extension
-powerful but relaxed arm action.
·
A wide variety of games
involving running and hurdling.
Points to Avoid:
·
Concentration on only a few
exercises or drills.
·
Maximum effort sprints with
no variation of distance.
·
Fatigue when working on
maximum speed.
·
Heel contact when
sprinting.
Note: the strength and endurance capacities
of youngsters are not fully developed. Therefore, exercises and load levels
must be carefully considered and set to meet the ability and requirements of
the individual.
3.
SKILL AND
CONDITIONING EXERCISES
Basic exercise and drills should be part of almost every
training session, particularly for sprinters. They should be carried out after
the general warmup and stretching exercises and should require about 10
minutes. The combined total of repetitions for all the different exercises used
in a session should be 1530.
Basic Exercise 1: Heel Kickup
gambar
Loadin; 1 rep = 20-30 metres.
Basic Exercise 2: Ankling
Gambar
Loading: 1 rep= 15 metres.
Basic Exercise 3: High-knee
Gambar
Loading: 1 rep=20-30 metres
Basic Exercise 4: High-knee With Extension
Gambar
Loading: 1 rep= 20-30 metres
Note: Pawing action of the foot; fixed knee joint of the
support leg.
Exercise Group 1: Combination and Variation Drills
·
Basic exercise with one leg
then change leg for second repetition.
·
High-knee- three running
strides – heel kick-up – three running strides – high-knee—etc
·
High-knee—Heel Kick-up—three
running strides—high-knee – Heel Kick-up – etc.
Loading: 1 rep = 40-60 metres.
Exercise Group 2: Combination and Transition Drills
·
From ankling to High-knee.
·
From High-knee to
sprinting.
·
From Heel Kick-up to
sprintig
·
From high-knee with
Extension to Sprinting.
Loading: 1 rep= 40-60 metres.
Excercise Group 3: Arm Action Drills
·
Fix arms by grasping the
hips. Accelerate for 20 metres keeping arms fixed. Release arms then sprint
normally.
·
Hold hands up. Accelerate for
20 metres. Drop arms then sprint normally.
Loading: 1 rep= 40-60 metres.
Excersie Group 4: In and Out Drills
·
Accelerate for 10 metres –
float 10-15 metres – accelerate for 10 metres—float for 10-15 metres- etc.
Loading: 1 rep= 40-60 metres
4.
GAMES
“Sprint game”
GAMBAR
A tyre is placed at the far end of each team’s course. The runners
sprint to the tyre and slip through it before starting the next runner with a
handclap.
Variation: all runners start together and slip through the tyre
before sprinting back to the starting point together.
“Relay Game”
GAMBAR
Team jog single file around two turning marks. The first
runner of each team carries a baton. On a agreed signal he/she sprints away
from the rest of the team and follows the course until reaching the last runner
of his/her team. The baton is handed over and passed forward to the new leader
who sprints away, etc.
Variation: run to music.
“Hurdle Game”
GAMBAR
Each team is given a pile of cardboard boxes. Marks are
placed showing the points to which the boxes must be carried. The first runner
carries his/her box to the first mark, returns and sends off the next runner
with a hand slap. The second runner carries his/her box to the second mark,etc.
The first round is finished when all the boxes have been distributed. In the
following rounds the boxes are used as hurdles. Shuttle and turning relays are
possible. In the last round the boxes are collected one by one and returned to
the start.
Note: the marks should be positioned in such a way
that the boxes can be run over with a specific rhythm (“one stride rhythm”, “two
stride rhythm” etc).
Variation: cones can be set out instead of marks. In the
first round the runners place rings over the cones. In the following rounds the
runner hurdle the cones/rings.
“Endurance Game”
Gambar
Runners must complete
a prescribed number of laps on a
200-400 metres cross country course. each lap is interrupted by a throwing
station. Runners are allowed to continue only when they hit the target. Runners
who fail to hit the target after three throws must run a penalty lap.
Variation: run in teams. The teams can only continue when all
members have hit the target or completed the penalty lap.
SPRINTING
WHOLE SEQUENCE
GAMBAR
Phase Description
Each stride comprises a SUPPORT PHASE (which can be divided
into a front support phase and a drive phase) and a FLIGHT PHASE (which can be
divided into a front swinging phase and a recovery phase)
·
In the support phase the
sprinter’s body decelerated (front
support) then accelerated (drive)
·
In the flight phase the
free leg swings ahead of the sprinter’s body and extends for the touchdown
(front swing) while most recent support leg bends and swings to the sprinter’s
body (recovery)
Gambar
SUPPORT
PHASE
GAMBAR
OBJECTIVES
To
minimise deceleration at touchdown and to maximise forward drive
TECHNICAL
CHARACTERISTICS
·
Landing is on the ball of
the foot (1)
·
Knee bend of the support
leg is minimal during amortisation; the swing leg is double up (2)
·
Hip, knee and ankle joints
of the supports leg are strongly extended at takeoff.
·
Thigh of the swing leg
rises quickly towards a horizontal position.(3)
GAMBAR
FLIGHT PHASE
GAMBAR
OBJECTIVES
To maximise the
forward drive and to prepare for an effective footplant at touchdown.
TECHNICAL
CHARACTERISTICS
·
Knee of the swing leg moves
forwards and upwards (to continue the drive and increase stride length). (1)
·
Knee of the support leg
flexes markedly in the recovery phase (to achieve a short pendulum). (2)
·
Arm swing is active but
relaxed.
·
Next support leg sweeps
backwards (to minimise the braking action at touchdown).(3)
STEP 1 BASIC EXERCISE
GAMBAR
Use the basic exercises to
complete the warm-up:
-
Heel Kick-up - Hig-knee
-
Unkling - High-knee
with extention
OBJECTIVES: To develop basic
running skills.
STEP 2 BASIC DRILSS
GAMBAR
-
Combination and Variation -
Arm Action
-
Combination and Transition(see
figure) - In and Out
OBJECTIVES: To develop sprinting
skills and co-ordination
STEP 3 RESISTENCE RUNS
GAMBAR
-
Use the resistence of a
partner or an implement
-
Do not exaggerate the
resistance.
-
Ensure full extension of
support leg and short ground contacts.
OBJECTIVES: To develope the drive
phsae and spescific stength.
STEP 4 PURSUIT RUNS
GAMBAR
-
Use a stick or a rope (1.5
m)
-
Jog in line
-
Front runner releases the
stick (or rope) to initiate the pursuit
OBJECTIVES: To develope reaction
speed and acceleration.
STEP 5 ACCELERATION RUNS
GMABAR
-
Mark a 6 m zone
-
One partner waits at the
end of the zone
-
Accelerate when the
incoming partner enters the zone.
OBJECTIVES: To develope acceleration
and maximum speed.
STEP 6 FLYING START 20 METRES
SPRINT
GAMBAR
-
Mark a zone of 20 m.
-
Use 20-30 m approach.
-
Run through the zone at
maximum speed
OBJECTIVES: To develope maximum
speed.
CROUCH
START
WHOLE
SEQUENCE
GAMBAR
PHASE
DESCRIPTION
The Crouch Start is divided into
four phases: “ ON YOUR MARKS, “SET” POSITION, DRIVE and ACCELERATION.
-
In the “on your marks”
position the sprinter has set the blocks and assumed the initial position.
-
In the “set” position the
sprinter has moved to an optimal starting position.
-
In the drive phase the
sprinter leaves the blocks and takes the first stride.
-
In the acceleration phase
the sprinter increases speed and makes the transition to the running action.