High Jump and It's Intricacies


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High Jump is a field event in which the athlete runs for a short distance and jumps over a bar that is placed across two upright poles. The cross bar is continually raised as high as possible. The athlete who jumps the highest is the winner.

High Jump Equipment and Facilities
High jump poles, a wooden or metal crossbar (4m Long), small pegs to hold the crossbar, landing foam/sawdust/soft sand and a measuring tape

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Skills in High Jump
The skills in high jump includes the following:
Run up: The jumper has his feet parallel to the mark point and steps out with the take-off leg. The jumper runs as if on a sprint race, taking 5 to 7 strides. The speed of run-up is gradual. The last three strides are special long movements that prepares the jumper for a good flight.

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The jumper may take off with the left foot and approach the bar from the left side or may jump-over the bar with the right foot.

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Take-off: A good jumper should use high speed and a smooth flight technique to get over the bar. The jumper should take-off from the foot farther from the bar with the aim to drive upwards. He/she swings the arms to power him/herself over the bar.

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Flight: The body is pulled up and the rest of the body comes over the crossbar to descend on the other side. It is important that the jumper takes off with one foot.

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Landing: The jumper lands on the mattress or soft landing pit immediately after clearing the bar.

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Recovery: The jumper stands up gently from the mattress or soft landing pit and walks slowly in order to regain his/her energy and balance.

Rules of High Jump
It is a foul play when a jumper:

  • Knocks down the bar during or immediately after jumping
  • Takes off on both feet
  • Runs under the bar
  • Runs forward up to the bar four times without making any jump

Pushing or holding an opponent is not allowed

The competitor becomes disqualified when he records three consecutive failures, irrespective of the height of the jump

Measurement shall always be made perpendicular from the ground to the crossbar

For record purposes, when others have failed, the leading competitor is allowed to continue until he has recorded three failures at a particular height

An athlete is allowed only two minutes to take his jump as soon as he is called

The crossbar must be raised high progressively as athletes succeed in jumping

In case of a tie or draw, ‘winner’ is awarded to the athlete who:

  • Has the least number of attempts during the competition
  • Has the lowest number of failures throughout the competition


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