Performance Judge Training

Slides:



Advertisements
Similar presentations
USAJR to FISAC There are only two major differences between USAJR judging and FISAC judging – Music (Presentation) – Frequency of notations (Content)
Advertisements

Michigan Horseshoes Training Guidelines. Events offered Singles Doubles Modified Singles Modified Doubles 2 Special Olympics Michigan.
Section 7 Regulations Governing the D Score D Score: Content Vault: The D score on Vault is the Difficulty Table in the Table of Vaults. The D score on.
 The run distance is a maximum of 25 meters. (-0.50 if the run is longer – D Panel deducts)  All vaults must be performed with repulsion from.
Michigan Bowling Training Guide. Singles Doubles Team Bowling Ramp Bowling Singles Ramp Bowling Doubles Unified Doubles Bowling Unified Team Bowling 2.
ISSSC 2012 Snowboard Brief  Slopestyle  Judging Criteria / Scoring / Deductions / Comp format  Big Air  Judging Criteria / Scoring / Deductions / Comp.
National Federation of State High School Associations Take Part. Get Set For Life.™ cell office
Speed Bounce Challenge
© Tony Fagelman 2006 Coach Tariffing, Routine construction, Judging & Competitions Tony Fagelman.
What is Tumbling? Tumbling is a form of gymnastics which is performed without the assistance of props; you may also hear it referred to as floor gymnastics.
North Carolina State University Cheerleading Head Cheer Coach: Harold Trammel Box 8506, Reynolds Coliseum
CHEERLEADING SAFETY Michelle Kelly, ARM, CPSI Sr. Consultant, Risk Services Poms & Associates.
1 Using the NFHS Spirit Rules Book Rule Reference Format 2-1-3: 2 = Rule # 1 = Section # 3 = Article # (Situation/Rulings format: 2.1.3) Rule Reference.
LEGACY JUNIOR HIGH CHEER TRY-OUT PARENT INFORMATION MEETING.
Take Part. Get Set For Life.™ National Federation of State High School Associations Dru Nix cell office
I Speak 2010 © 2010 The McGraw-Hill Companies, Inc. All rights reserved. Appendix Working and Presenting as a Group.
1 Article 10 BALANCE BEAM General u The evaluation of the exercise begins with the take- off from the board or the mat. u A second run approach.
Difficulty. Basic Jump With arms in the open position, the athlete jumps up and spins the rope around their body and under their feet once The basic jump.
Head Competition and Football Coach: Hannah Miller Football Coach/Assistant: Kristin Keith.
GENERAL The evaluation of the exercise begins with the take off from the board or the mat. Additional supports under the board (i.e.: an extra.
Skill and Ability Learning objectives
ICCA RULES REVIEW. ICCA & IHSA FOLLOW NFHS SPIRIT RULES New rule changes for the season Rule situations and interpretations Clarification of.
EDISON HIGH SCHOOL CHEER PROGRAM Head Coach: Cari Craft JV Coach: Nycole Bell Freshman Coach: TBA.
1 Article 11 FLOOR General The evaluation of the exercise begins with the first movement of the gymnast. The duration of the floor exercise may.
Skill Acquisition UKCC Certificate in Coaching Rugby League Level 2.
Central Illinois Figure Skating Club December 2015.
As well as a players technical and tactical development, their physical development is paramount if they are to progress later in their footballing career.
As well as a players technical and tactical development, their physical development is paramount if they are to progress later in their footballing career.
By : Shannon 904. FACTS  Cheerleading is over 100 years old. On November 2, 1898, Johnny Campbell lead the first cheerleaders at an University of Minnesota.
Intermediate 2 PE Prelim Preparation Skills and Techniques.
Sue Humphrey USA Track & Field
Speed Competition Rules 2015 National Speed Disciplines second individual speed 30 second individual double unders 30 seconds pairs double unders.
How I can prepare for Cheer over the summer Slides 2-15: Stretching Slides 16-25: Positions Slides 26-33: Jumps Slides 34-31: Stunts.
Don’t forget to sign in!!! Please include your name and your address.
NFHS Rules Changes For downloads, updates and rules interpretations, visit spiritrules.com.
The high jump is a track and field athletics event in which competitors must jump over a horizontal bar placed at measured heights without the aid of.
Contact Sharon Hartley PO Box CASUARINA NT AUSTRALIA 0811 Phone: Fax:
Report in P.E. 3. Long Jump The long jump (historically called the broad jump) is a track and field event in which athletes combine speed, strength and.
What is Tumbling? Tumbling is a form of gymnastics which is performed without the assistance of props; you may also hear it referred to as floor gymnastics.
Wellness Fitness Awareness.
GHSA OFFICIALS TRAINING
Cheerleading and Mascot Tryouts
Kevin Morast Assistant Executive Director Volleyball Liaison NDHSAA
NFHS Rules Changes.
Mueller Park Junior High Cheerleading Tryouts
Cadet Physical Fitness Test
Cheerleading.
EDISON HIGH SCHOOL CHEER PROGRAM
Balances All the elements of balances must have the following basic characteristics: Be performed on the toes or on one knee Be visibly held for a while.
Run slideshow
Law 7 - Duration of the Match
«Виды спорта, знакомые и незнакомые»
Audition preparation Lesson 03.
STUNT a potential FHSAA Sport in years 2014 and beyond…
Contact Us Performance Deductions Rule Reminders NFHS Rules
Cheerleading & Dance Special Olympics Iowa.
Overview Information Before You Start Important Documents Rules
What is Tumbling? Tumbling is a form of gymnastics which is performed without the assistance of props; you may also hear it referred to as floor gymnastics.
Module 6- Speed, Plyometrics, Tecnhique and Testing
Feb. 27th- March 1st Tryout Dates
Game Day: What is all the BUZZ about?
UDA Cheerleading Hello,
REQUIRED SKILLS FOR TEAM SELECTIONS
“Freestyle Frisbee”.
Central Pep and Cheer Tryouts
Midway Middle Cheer
Regular season pre-warm up protocol: Gymnasts may not touch or use the equipment prior to the start of the 30-minute open stretch and warm-up.  Gymnasts.
CHEERLEADING An Activity in which the participants (called “cheerleaders) cheer for their team as a form of encouragement.
Presentation transcript:

Performance Judge Training 2018-19 Coach Version

Code of Conduct Judging should be based solely on what the judge sees during the performance. Prior reputation expectations or knowledge of previous performances must be disregarded Judges should keep in mind how hard the competitors worked to prepare for competition and give each team their complete concentration. Judges should give each team positive credit for all they can do and CONSTRUCTIVE criticism for what they need to improve. You are there to evaluate what they perform on the mat, not to choreograph their routine.

Code of Conduct Final scores should not be debated with coaches or spectators. If there are questions, direct them to the Quality Control judge, or to the Judge Coordinator’s email. Judges should strive to be consistent with their scoring Be open minded to new, creative, and traditional styles of cheer. One style of cheer should not be scored higher because a judge prefers that style. Judges should be sequestered at all competitions and should not have any contact with any coaches or team members prior to or during competitions.

Code of Conduct During breaks, judges should stay sequestered until the competition is over. Judges will be held accountable for their professionalism at all competitions. Judges should not be on cell phones during the competition If a judge is aware of a potential conflict of interest when assigned to a panel, it is required that he/she change to another panel or withdraw as soon as possible

Overall Formations/Transitions Routine Motions This category is combined One slight formation fault or transition should not drive a score. Looking at the formations and transitions as a WHOLE. Routine Motions This is all motions within the routine. You do not have to have a designated motion section This could include, but is not limited to, stunts, jumps, motion sections, and/or cheer

Overall Crowdleading Cheer Incorporation Looking for the effectiveness of the cheer, that props are used effectively, and level of voice Props can include, but are not limited to, signs, poms, flags, megaphones, etc. All forms of props are not necessary to score high in this category Cheer Incorporation Looking for the incorporation of skills, effective use of skills, and advanced visual effects Skills can include, but are not limited to, stunts, jumps and tumbling. All types of skills are not necessary to score high in this category

Overall Dance Routine Creativity Showmanship/Performance Looking for skills using total body, floor work, level changes and formation changes with some creative and visual elements. Looking at the pace of the dance. Looking at technique, placement, and synchronization Routine Creativity Looking at creative elements throughout routine. Showmanship/Performance Looking for facial projection, eye contact, energy, confidence and/or recoveries. Scores are based on performances at that day's event compared to other teams in each division. Scores may change from event to event

Building All stunts and tosses are based upon a stunt group of 4. When a team is on the mat, you will take that group number and divide it by 4 in order to get your ALL stunt group number. Tosses A team MUST perform a group toss to get their team into range. Group toss is 51% of your stunt groups based on a group of 4 Teams of 8 or 9’s group toss majority is 1. Toss scores are a flat score. A team performs the skill, they receive X amount of points. No tenths or half points. Example: if a team needs 3 tosses for majority and throw one toe touch toss and two 360 toss, the team will score at the lower skilled toss.

Building Stunts At least three (3) skills from the majority of the stunt groups must be performed in order to score in that difficulty range. Skills may not be repeated to get into that range. EX - If a team does one 7-8.9 stunt, two 5-6.9 stunts, the rest 3-4.9 stunts. They are in the 5-6.9 range The variety and creativity of load-ins, transitions, stunts, and dismounts will move the score through that range. The pace/speed of skills performed can affect difficulty Stunt majority is 51% of the maximum number of stunts that can be performed based on a traditional group of four (4) people

Building Exact skills may not be repeated to get into range Transitions include load ins and dismounts Stunt majority is 51% of the possible stunt groups. Team of 8 or 9 stunt group majority is 1. Skills with comparable difficulty can be used to score in a certain range i.e. an extended two footed partner stunt can be used in place of an extended 1 footed group stunt Majority of the team (51%) will get a team into range, Most of the team (75%) will get a team further through the range, and All of the team (100%) will drive a team through the range

Building Pyramid Exact skills may not be repeated to get into a range. Transitions also include load ins and dismount. Any skills immediately following the pyramid or the load into the pyramid. Example: a cradle out of the pyramid section with a back walkover out could be counted as an inversion. Skills with comparable difficulty can be used to score in a certain pyramid range. Each transition can only count for one of the skills. Example: a flip can be used as a release or an inversion but not both. Structures should be judged as pictures. If you were to take pictures of structure 1, it should look different than structure 2 and so on.

Standing Tumbling TWO standing tumbling sections are required in order to drive through the range, one of which must be a jump/tumble combination. The standing tumbling not connected to a jump determines the difficulty range and the jump/tumble combination drives a team through that range. The jump/tumble combo does not have to be of the same difficulty to keep a team in a range. A jump/tumble combo does not count as a recycled tumbling skill to hit your standing tumbling range.

Standing Tumbling The point ranges are for specific skill sets performed by the MAJORITY of the team. Recycling of skills can be done in order for teams to hit majority A skill in a higher range can count as a skill in the range the majority of their skills are performed. Majority of the team (51%) will get a team into range, Most of the team (75%) will get a team further through the range, and All of the team (100%) will drive a team through the range If you do not meet the requirements to score in a range, you will score 0.50 in difficulty and be accurately rewarded for the execution of the skills performed

Running Tumbling The point ranges are for specific skill sets performed by a MAJORITY of the team. Specialty skills include front walkovers, front handsprings, whips, arabians, bounding skills, etc. Recycling of skills can be done in order for teams to hit majority. Majority of the team (51%) will get a team into range, Most of the team (75%) will get a team further through the range, and All of the team (100%) will drive a team through the range. If you do not meet the requirements to score in a range, you will score 0.50 in difficulty and be accurately rewarded for the execution of the skills performed

Jumps Intermediate jumps include side hurdler, herkie, toe touch. Advanced jumps include front hurdler, pike, double nine. Variety means at least 2 different jumps The point ranges are for specific skill sets performed by a 75% of the team. In order to be considered connected, a whip (continuous) approach must be used. Jumps are a set score. No tenth or half points.

Jumps Jumps CANNOT be recycled to get into a range. If you do not meet the requirements to score in a range, you will score 0.50 in difficulty and be accurately rewarded for the execution of the skills performed

Questions? PERFORMANCE Judge Trainer: Jenny Gonrowski, occajudgecoordinator@gmail.com SAFETY Judge Trainer/Rules Interpreter: Haley Thomas, orcheertech@outlook.com