Kotara South Athletics Club         


  • Home Page
    • Contact Us
    • Registration
      • Uniforms
        • FAQ
          • Fees
          • Parent Info - important
            • Guidelines for Parent Helpers
              • Code of Behaviour
                • Safety in the Park
                • Competition
                  • Carnivals
                    • Other Clubs Gala Days
                    • Committee
                      • Meetings>
                        • Agenda and Minutes
                      • Newsletters
                      • Results
                        • Previous Seasons 2010-2012
                        • Other Links

                        AGE MANAGERS
                        Keep group together and supervise at all times.  Take care when moving from one event to another e.g.: crossing running tracks, shot put/discus areas etc.  Assist officials if, whenever, wherever needed.  Fill out results sheets for each event

                        IN ALL FIELD EVENTS
                        Each athlete will have three trials only, the best time will determine athletes performance and placing.

                        LONG JUMP AND TRIPLE JUMP
                        To measure, place the zero end of tape at edge of sand break. Distance read to take-off point, i.e. take-off board for ages U13 and to toe impression on metre square for ages U6 - U 12.  It is a "foul" if  the competitor does not take off from the metre square or if their toe protrudes past the take-off board. They will also be fouled if on completing their jump, they walk back through the landing area. Do not measure foul jumps; place an "F" on the sheet. Fouls are included in the three trials. 

                        SHOT PUT
                        Place zero end of tape measure where shot first breaks soil.  Distance is read on inside edge of throwing circle, in line with circles centre.  Distance to nearest 1 cm.  Competitor must always enter and leave from rear of the circle.  Wait until all children are behind throwing area before allowing next competitor to throw.  It is considered a foul if they step over the front of the circle, if the shot lands outside the lines marked, if hand moves in any other direction except forward during the "push" action, or shot not held in the correct position on the neck.  Do not measure fouls, place "F" on the sheet and explain to athlete why they received it.  Fouls are included in the three trials.
                         

                        DISCUS
                        Zero end of tape measure is placed where discus first breaks soil.  Distance is read in inside edge of throwing circle, in line with circles centre.  Distance to nearest 2 cm.  Competitor must enter and leave from the rear circle.  All other children must be behind and to one side of the circle before competitor is allowed to have a throw.  It is considered a foul if they step over the front of the circle or if the discus lands outside of the marked lines.
                         

                        HIGH JUMP
                        Measuring stick is placed in the centre of cross bar, measure to top of bar.  Each competitor is allowed three trials at the set height.  If they succeed they rest until height is reset.  If they fail three times at a set height, they are out of the competition.  It is considered a foul if the bar is knocked off.  Competitors are allowed to pass at any height prior to their third attempt at that height and attempt the next height.

                        TIMEKEEPER
                        Chief timekeeper announces "gun up" - reset watch - Start timing on smoke not sound.  Give placing card to competitor and time for that child to Chief timekeeper.
                         

                        EVENT RECORDER
                        Record times/distances of competitors in each running/field event on the result sheet.

                        STARTER
                        Call athletes to line then "on your mark", allow time for them to get comfortable in starting positions.  The next command is "set", they stay in this position until the starter is satisfied that they are still.  The starter may then fire the pistol, a second shot is fired if there is a false start.


                        DMF Dec 2011