A Wise Athlete Sport and education. Both.

A park or a ground with a grown-up

Athletics at home

A yard, lane or park for running, jumping and throwing games; a club for hurdles, the pole vault and real throwing kit.

6 cards at home 13 for a park or court 5 for the club

What should we practise today?

Tell us where you are and who is playing. You get one card and the reason.

Where are you?
Who is playing?

Start a session

New to athletics? The game in a minute

Read this once before the first card.
The sport in short

Running, jumping and throwing. Races on a track are the track events. The jumps (long jump, triple jump, high jump, pole vault) and the throws (shot put, discus, javelin, hammer) are the field events.

How you win

In a race, the first across the finish line wins, and the time is recorded. In the jumps and throws each athlete has a few attempts and the best one counts: the longest, or in the high jump and pole vault the highest.

How jumps and throws are measured

A long jump is measured from the take-off line to the mark in the sand nearest to it, so falling back costs distance. A throw is measured from the throwing line to where it first lands. In the high jump an athlete has three tries at each height; three misses in a row and they are out.

Rules children break first
  • Moving before the start signal is a false start.
  • In a jump, stepping past the take-off line makes it a "no jump", not measured.
  • In a throw, stepping over the line is a foul, and nobody walks out until everyone has thrown.
  • Nobody stands in a landing area or walks in front of a thrower.
At home you play the basics

Running, stopping and turning, jumps onto soft ground, throws with bean bags and foam kit, and measuring your own results. Hurdles, real throwing kit and the pole vault are learnt at a club.

Words you will hear (35, in plain language)
Track events
Races, on a track or a measured strip.
Field events
The jumps and the throws.
Sprint
Running as fast as you can over a short distance.
Hip to lip
The arm swing of a runner: the hands swing from the hip up to about the lips, elbows bent.
Start line
Where a race starts and ends. Runners run through the finish line, not up to it.
Dip
Leaning the chest forward at the finish line.
False start
Moving before the start signal.
Falling start
Standing tall and leaning forward until you have to step, then sprinting.
Flying start
Jogging in, then sprinting from a moving start.
Crouch start
Starting from the hands and knees, with the feet against starting blocks. Learnt at a club.
Stride
One running step.
Pace
How fast you run. An even pace stays the same all the way.
Lap
Once round a set course.
Relay
A team race where each runner runs a part and passes on a baton.
Baton
The short tube passed from runner to runner.
Change zone
The marked part of the track where the baton must be passed.
Hurdles
Low barriers runners stride over without slowing down.
Lead leg
In hurdling, the leg that goes over first, and the one that follows.
Run-up
The run before a jump or throw.
Take-off
The moment the foot leaves the ground to jump.
Take-off zone
A marked strip a jumper must take off from.
No jump
A jump that does not count because the take-off was past the line.
Pit
The sand landing area for long and triple jump.
Standing long jump
A jump from two feet, from standing still.
Triple jump
A hop, a step and a jump, one after the other: "same, different, both".
High jump
Jumping over a bar or an elastic onto a thick mat.
Scissors
A high jump where the legs swing over one after the other, landing on the feet.
Shot put
Pushing a heavy ball from the neck, not throwing it.
Javelin
A throwing spear. Children use foam ones.
Discus
A flat disc thrown with a turn.
Sector
The marked area a throw must land in.
Throwing line
The line a thrower stays behind.
Side-on
Standing with a shoulder, not the chest, toward where you aim.
Personal best
Your own best result so far.
Split
The time for part of a race, such as the first 30 m.

Try it, nothing to buy

Mark the space once. Every card starts from it.
A suggested first ten sessions (optional)
  1. b1 · Run, stop and change direction
  2. b2 · Hop, step, jump and land
  3. b3 · Overarm throw
  4. b4 · Skipping and rhythm
  5. b5 · Reaction starts
  6. b6 · Rhythm run over sticks
  7. b7 · Even pace, then finish
  8. b8 · Underarm target throw
  9. b9 · Jump and reach

The cards, level by level

Nobody is late. A beginner of any age starts at Basic.
Basic 9 cards · show· hide The child runs tall and relaxed, jumps and lands softly on two feet, throws overarm, and enjoys a circuit of run, jump and throw games. At this age athletics is a small part of plenty of other play.
Intermediate 11 cards · show· hide The child learns real event technique step by step (sprint and start, relay, hurdle rhythm, long jump, high jump, the throws) and measures progress. Try events by group (runs, jumps, throws) rather than one event, and keep the triple jump to standing, low-volume work.
Advanced 4 cards · show· hide Choosing events after about 16: the technique of one event (pole vault, triple jump, rotational shot, hammer, steeplechase, race walking), training blocks, easing off before big races, and race tactics. Training hours rise a lot at this stage; the club sets them.

Teaching this at home

More space and a second person. A grown-up can run every card.

You do not need to know the sport. Each card tells you where to stand, what to say and what to look at. Pick one thing to say in a session and say only that. The first week looks messy; that is normal. End every session on one that works.

Cards marked At a club are taught by a coach. They tell you what the coach teaches, what is safe at home, and what to ask the club before your child joins.

How to warm up before playing is at workonfitness.com. The rules of the game are at sportsmaze.com.

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