Presentation is loading. Please wait.

Presentation is loading. Please wait.

GHSA OFFICIALS TRAINING

Similar presentations


Presentation on theme: "GHSA OFFICIALS TRAINING"— Presentation transcript:

1 GHSA OFFICIALS TRAINING
GAOA - Macon, Centreplex July 22, 2017

2 New For 2017 New Format Total Score Sheet Points Now 110 From 300
True Category Judging – Table Safety will help Score with HJ Score Sheet Format (Panel A, B, & C) Point Deductions: 2, 5, 10 pts Primary and Secondary Stunts are Separated

3 New For 2017 Coed Assisted vs. Unassisted Dance Score now 7 Points
More! Checkboxes on the Score Sheet Overall Routine Composition – Averaged Tie Breaker System

4 Standing & Running Tumbling Definitions

5 Standing Tumbling Standing tumbling is a tumbling skill or series of skills performed from a standing position without any previous forward momentum. Any number of steps backward prior to execution of tumbling skill(s) is defined as standing tumbling (Source:usasf.net)

6 Running Tumbling Running Tumbling: Tumbling that is performed with a running start and/or involves a step or hurdle used to gain momentum as an entry to another skill. Any type of forward momentum/movement prior to execution of the tumbling skill(s) is defined as running tumbling.

7 Entry into tumbling The entry into a skill will help you to determine what type of skill it is, standing or running. Cartwheel Standing because that’s what initiates the skill. A step hurdle into a cartwheel will be judged as running. Round-off Running tumbling because of the momentum it generates.

8 Specialty Pass Running tumbling with entries, including front walk- over/handspring, aerial, or punch front, ending in a tuck or higher. Running tumbling involving skills, including back handspring step outs, whips, or Arabians ending in a tuck or higher. In standing and running tumbling, two fulls in a single tumbling pass is the max that will be counted.

9 Panel B Standing and Running Tumbling

10 Standing & Running Tumbling
Majority: 51% or more of the team members execute a required skill. Half of the team plus one. 15 members would need 8 members completing the skill to fall in the majority range. Less than Majority: 50% or fewer of the team members execute a required skill. Half the team or less. A team of 15 members have 7 members complete a skill, then they would fall in the less than majority range.

11 Standing & Running Tumbling, continued
Tumbling is not cumulative, tumbling needs to be shown in sections of the routine. We must assume that if an athlete performs a higher level skill, then that athlete can also perform the lower level skill. Examples: If an athlete performs a round off handspring full, then we must assume that the athlete can also perform a round off back handspring tuck or layout. If an athlete performs a standing tuck, we must assume that athlete can also perform a standing back handspring.

12 Standing Tumbling Scoring DOD: look for the highest skill the team executes as a group. DOD of 3: Majority (51% or more) performs handsprings, tucks, handspring tucks, or higher. DOD of 2: Less than Majority (50% or fewer) performs handsprings, tucks, handspring tucks, or higher. If a team really has no tumbling but a couple of people execute a roll or cartwheel, they can still score a 1, not 0.

13 Running Tumbling To score the max of 6 points for DOD, at least the entire team minus 2 must tumble doing round-off tuck or higher. In addition the team must perform at least 4 fulls. Again, we assume the athletes throwing the fulls can also perform the lower skill. Two team members executing 2 fulls in one pass will count as a total of 4 fulls.

14 Tumbling Execution The execution score is based on all tumbling throughout the entire routine. Form to look for: Bent legs Legs apart Landing short Timing off Bent elbows Steps on landings Hands down Height on tumbling – whip over vs. setting up Hands down in tumbling is not a fall (2 pt. Deduction) - Hands down only would be deducted from the execution score.

15 Total Team Minus Total Team# - 0
The Total Team members performing the skill is used to determine the DOD in jumps, standing and running tumbling. If the rubric reads… Then… Total Team# - 0 All team members must perform the skill. Total Team# - 2 1 and/or 2 team members are not required to perform the skill. Total Team# - 4 3 and/or 4 team members are not required to perform the skill. Total Team# - 6 5 and/or 6 team members are not required to perform the skill. Total Team# - 8 7 and/or 8 team members are not required to perform the skill. . The numbers are even numbers: ‐2, ‐4, ‐6, ‐8.

16 Jumps Tips and Tricks Tips Descriptions 1
Make sure you know the tumbling skills when performed (watch videos to teach yourself) 2 Split the mat with your partner (front and back) or (middle) to ensure you know the skills performed by the squad. Ensure both officials are aware of EXE when splitting the mat. 3 Decide with your partner prior to the competition who will look for repeat tumblers. Teams will try to recycle. Try to catch them if you can. 4 Keep an eye on the back row and corners for hoppers on standing tumbling. 5 Create your own code for the Tumbling skills: BT=Back Tuck   S- ROBHST=Squad Round Off Back Handsprings Tucks 6 Count your tumblers during the running tumbling section; not the ones not tumbling. Floor Safety will assist with the counting; at times, may be able to confirm of skill. Watch for team members on the side 7 DOD: After the routine: FIRST you, your partner and the floor safety determine how many did not tumble 8 Determine the highest-level skill, then look at the rubric DOD and work your way through the rubric 9 If a member of the team throws a higher-level skill, we assume they can do the lower level skill.

17 Jumps EXE Tips and Tricks
Descriptions 1 The execution score is based on all tumbling throughout the entire routine. 2 Weak performers are typically in the middle, back, or hidden on the side. 3 Will one person write the skills down and the other watch and commentate to the other, etc 4 EXE: Be prepared and know what you are looking for according to the score sheet; i.e. stuck landings, timing off 5 Talk with your partner and review notes to determine EXE 6 Make sure you check the boxes on the score sheet

18 Partner Stunts & Pyramids Definitions

19 Partner Stunts & Pyramids Definitions
Term Definition Fall A body part, other than the sole of the shoe, coming into contact with the performance surface during the execution of a stunt/skill. Falling to the floor with a body part landing on the floor such as hands, knees, legs, back, head, rear, elbow, and so on. A stunt group falling to the floor will count as 1 fall. Drop A stunt/skill being attempted that comes down early. It may then be put up again; however, it is clear to the officials that the stunt was not executed as intended. Missed Stunt A skill is attempted but does not hit the appropriate position or height as the other stunts. Failure to hit a heel stretch and instead remaining in a platform or liberty. Bobble When a flyer hits a stunt/skill and wobbles, shakes, swings their arms but the stunt remains in the air.

20 Partner Stunts & Pyramids Definitions
True Full-up: Bases remain stationary and flyer rotates 360 and Back spot stays behind the flyer. Entry: The beginning or mounting phase of a stunt, where one foot/hand(s) starts on the performing surface or in a loading position. Structure: A place in a pyramid when flyers connect, hand-hand or hand-foot, and pause to show a defined position. This is also known as a picture.

21 Partner Stunts & Pyramid Definitions
Extended Stunt/Position: The supporting hand(s) of the base(s) is/are above the head. Unassisted/Assisted: For the Coed Secondary Stunts, Unassisted and Assisted will be defined as the following. Assisted: Any contact made to the stunt by any other member of the team. If another member touches the stunt prior to clearly hitting the intended position, then it is assisted Unassisted: Stunt completed by only one person and without the help of any other team member. A stunt must hit at the intended position without any assistance or contact to receive full credit.

22 Partner Stunts

23 Partner Stunts Main/Primary Stunts: will normally include the squad’s best and most creative stunts. To MAX out, the squad must complete the skills defined in the rubric for the main stunt. Secondary Stunt: All groups must demonstrate stability at the extended point of the executed stunt. This cannot be show & go style execution. Tosses can be used instead of the secondary stunt. All-girl only! Basic: Straight rides, blow outs, pose Intermediate: Single full, X outs, toe touch, pike, ball up star Advanced: Kick single or 1 ¼, hitch-kick single or 1 ¼, star single or 1 ¼, toe touch full down, full up toe touch

24 Partner Stunt Entries Basic: Straight up to stunt, prep level stunts
Intermediate: Faux full up, half up to extension, switch up to prep level, and inversion from ground to prep level Advanced: True full up, switch up, ball ups, invert to extended position or un-braced tick-tock Coed Entries: Walk-in, Tosses, Cannonballs, J- ups, etc.

25 Partner Stunts Body Positions
Liberty, Torch, Arabesque, Heel Stretch, Front Stretch Bow& Arrow, Scale, Scorpion, Needle, Cobra, Chin Chin. Flexibility Skills Heel Stretch, Front Stretch, Bow& Arrow, Scale, Scorpion, Needle, Cobra, Chin Chin.

26 Partner Stunts Front Spots
If front spot(s) is/are used on group partner stunts or group baskets, 1 point will be deducted from DOD. Using a front on a single opening basket, or during a show-n-go that is not part of the group stunting would not deduct a point from DOD score. No DOD deduction on front spots used during pyramid.

27 Partner Stunt Entries, continued
For legal ball ups in partner stunts, a quick toss must be used. The un-braced tick tock must go from the performing surface or loading position to the extension, power press/absorb to the prep position and tick tock to the extended position in one CONTINUOUS motion to be counted as an entry. If a squad performs the same entry multiple times, it will still only count as one entry. (pg. 4-12)

28 Primary Partner Stunts Dismounts
Basic Straight cradles from two legged stunts pop downs squish prone from prep level

29 Primary Partner Stunt Dismounts
Intermediate 1- 11/4 rotation(twist) from prep level single leg position full down from prep or extended position 360 (cork screw) from prep level to a squish or floor 360 down (cork screw) from extended (two legged) position to a squish or floor forward suspended roll prone from extended level half turn cradle yoyo

30 Primary Partner Stunt Dismounts
Advanced 1-11/4 rotation (twist) from extended single leg position 360 down (cork screw) from extended (single leg) position to a squish or floor Power press prep level kick/toe/pike full

31 Secondary Partner Stunts - COED
Coed teams will be required to demonstrate single based coed stunts during the Secondary Stunt sequence in order to score in the 1-4 DOD categories. The team is still required to put up the same number of secondary stunts to score within a specific DOD category, however each male (up to 5 males) must complete the coed requirement.

32 Secondary Partner Stunts - COED
If a squad has more than 5 males on its team, their coach will choose the male athletes best suited to perform the 5 single based coed stunts. Total groups for COED secondary stunts does not refer to the number of male athletes to be used. Total groups refers to the number of stunt groups.

33 Secondary Partner Stunts - COED
5 Total Groups: a team of 16 with 1 male athlete – to max out at DOD 4, they still have to put up a total of 5 secondary stunt groups but the 1 male athlete must complete the coed requirement. The other 4 groups can be all‐girl. 4 Total Groups: a team of 15 with 4 male athletes – to score a DOD of 3, they still have to put up a total of 4 secondary stunt groups AND all 4 male athletes must complete the coed requirement. 3 Total Groups: a team of 12 with 2 male athletes – to score a DOD of 2, they still have to put up a total of 3 secondary stunt groups but all 2 male athletes must complete the coed requirement. The other 1 can be all‐girl.

34 Secondary Partner Stunts -COED
New Coed Requirements DOD of 4 Unassisted entry to the extended position. Then assisted or unassisted extended single leg/one-arm skill. DOD of 3 Unassisted entry to hands/prep level. Then assisted or unassisted extended single leg/one-arm skill. DOD of 2 Unassisted entry to hands/prep level. Then assisted or unassisted extension. DOD of 1 Assisted entry to hands/prep level. Then assisted or unassisted extension.

35 Partner Stunts - COED Clarifications
An example of One/Arm stunt is a Cupie. One/Arm stunt does not mean that the guy must hold a single leg extended stunt with one arm. If a Coed team does not perform any type of coed stunt listed, they would score a 0 for their secondary stunt. The Coed stunt must be performed by the male(s) on the team. A female performing the stunt will not satisfy the Coed requirement.

36 Partner Stunt Execution
Execution form to look for: No Drops Bobbles Missed stunts Timing Flexibility Balance checks Walking the stunt

37 Tips and Tricks Don’t hit it, can’t get it.
Descriptions 1 Don’t hit it, can’t get it. 2 Split the floor with your pyramid partner. It is easier to divide and score correctly. 3 Watch hand placements and stunt set ups as they start stunts. You should easily be able to figure out if it will be an advanced entry versus intermediate or beginning. 4 Look for the elimination of specific skills as you read the rubric. 5 Stunts that do not go to the intended height of the stunt are not given full credit. 6 Start at the top DOD and subtract what you see. Look at the number of groups. 7 Primary Stunts: If 4 groups, you start at 8 DOD and work from there. If 3 groups, you start at 7 DOD. If 2 groups, start at 5 DOD. 8 Look for entries into stunts/pyramid. Are they advanced? More than one? Less than two? Intermediate?

38 Tips and Tricks What flex position and how many are pulled?
Descriptions 1 What flex position and how many are pulled? 3 flex positions can range from 6-8 DOD considering other factors like number of groups and entries. 2 flex positions can range from 3-6 DOD. 2 If they hit it, give them credit for what they did. Bobbles, timing, sloppy – come off in EXE. 3 Know the difference between primary and secondary stunts. These should be executed where they are easy to define. 4 Primary stunts require dismounts in high DOD. 5 Make notes of execution as you judge the stunts. This will make it easier to check off the boxes and give a more accurate execution score. 6 Secondary stunts do not require a dismount.

39 Coed Secondary Stunts Tips and Tricks
Descriptions 1 Coed teams will be required to demonstrate single based coed stunts during the Secondary Stunt sequence. Secondary stunts on coed teams cannot be tosses. 2 To MAX out on DOD in Secondary Stunts, Coed teams: Male athletes must demonstrate the ability to get to hands and extend without assistance.

40 Partner Stunts Know your definitions for Partner stunts. DOD is based on Total Groups for the primary or secondary stunt. Tosses count as secondary stunts for all-girl. If a team only puts up 3 stunt groups, they Can Not Max Out a score of 8!

41 Pyramids

42 Pyramids - Entries Basic: Straight up to stunt, etc. Little creativity, not visual. Intermediate: Half up to any level, switch up to prep level, and inversion from ground to prep level. Moderate creativity, somewhat visual. Advanced: Full up to stunt, switch up, ball up, invert to extended position. Very creative, very visual. If a squad performs the same entry multiple times it will still only count as one entry.

43 Pyramids Transitions Basic: Show and go, single leg show and go, straddle sit, splits. Little Creativity, not Visual. Intermediate: Half around back to squish, full around back to squish, flat back into stunt, helicopter, power press, and other similarly difficult skills. Advanced: 1 ½ around back to squish, fly-over, vault, and release transitions. Release transitions: loss of contact tricks in a pyramid. Example: tick tock, ball up, toe touch, full around, forward flip, backward flip, etc., that are very creative and visual.  

44 Pyramid Creativity will determine the difference between a DOD of 7 or 8, 5 or 6, 3 or 4, 1 or 2. Dismounts are not weighed when scoring pyramids. Front spots on pyramid do not deduct from DOD. Execution to look for: Missed elements Timing Drops Bobbles flexibility

45 Tips and Tricks Don’t hit it, can’t get it.
Descriptions 1 Don’t hit it, can’t get it. 2 Split the floor with your Partner Stunt judge. It is easier to see all the elements if you have help. 3 Watch hand placements and stunt set ups as they start the pyramid. You should easily be able to figure out if it will be an advanced entry versus intermediate or beginning. 4 Look for the elimination of specific skills as you read the rubric. 5 Watch entries, transitions and dismounts to determine the correct DOD of the pyramid. 6 If one or both sides of the pyramid do not reach the intended height, you must reflect that in the DOD. 7 Dismounts are not required in pyramid.

46 Tips and Tricks Tips Descriptions 1 If they hit it, give them credit for what they did. Bobbles, timing, sloppy – come off execution. 2 An advanced pyramid will contain transitions with advanced entries such as switch ups, full ups, quick loads, and advanced dismounts. 3 Make notes of execution as you judge the stunts. This will make it easier to check off the boxes and give a more accurate execution score. 4 If a team performs specific skill requirements to get in a score range, then you must give the team credit. The higher score can be achieved by how creative you thought the pyramid was performed.

47 JUMPS

48 Jumps - Definitions Combo Connected jumps without a pause in between
Variety A jump sequence that involves at least 3 different jumps. Advanced Jumps Herkie, hurdler, pike double nine, toe touch Basic Jumps Tuck jumps, spread eagles, banana jumps

49 Jumps – DOD of 4, 5, or 6 The team must perform three (3) different advanced jumps that are connected with no pause in between. Connected jumps with no pause, step, or turn. Degree of Difficulty (DOD) is not determined by jumps connected to tumbling. Jumps and tumbling are separate. Tumbling can accompany jumps but will be judged in tumbling not jumps.

50 Jumps The team can perform all jumps together or
The team can ripple or group their jump sequence. During the same sequence, half the squad can perform 3 connected advanced jumps and when done or almost done, the other half of the squad can perform the same three connected advanced jumps. When placing jumps in groups or rippling – all jumps must be done in the same combination with the same jumps.

51 Jumps - Execution Look for : Height of jumps
Pointed toes vs. Flexed feet Head and chest positioning Timing and landing with feet together Arm levels Do not focus on just one jumper. Look to see what the team does as a whole and then average it out. Do not single out the front center or back right corner.

52 Cheer

53 Cheer One or more of the following must be incorporated into the cheer to receive maximum points: jumps, tumbling, stunts, tosses and/or pyramids. Cheer Requirements: A minimum of 3 eight counts of cheer with incorporations. The entire team must participate in cheer to receive full credit. Athletes must say words in the cheer. Cheer words should be distinct and have a high volume. The type of incorporation does not affect the cheer score. Cheer must include motions and words.

54 Dance

55 Dance A minimum of 4 eight counts of dance
The entire team must participate in dance to receive full credit. Dance should have level changes, transitions, footwork, and floor choreography in order to max out. Full of energy, creative use of music with choreography.

56 Jumps Tips and Tricks Tips Descriptions 1 To max on DOD, the entire squad must do 3 different advanced connected jumps. 2 EXE: Begin by looking first at back row, right and left side. The front middle will have the strongest jumper. View the entire team at quickly as possible. 3 Consider: synchronization, height of jumps, good form

57 Cheer Tips and Tricks Tips Descriptions 1 All team members are expected to cheer to max out DOD. 2 Incorporations must be included – jumps, tumbling, pyramid, partner stunts 3 The type of incorporation does not impact the cheer score 4 Short chants of an 8-count may limit your score 5 Consider: Sharp motions, synchronizations, and transitions 6 Consider: Ability to hear the entire squad saying the words, focus on the team saying the words, not the fans

58 Dance Tips and Tricks Tips Descriptions 1 All team members are expected to dance to max out DOD. 2 Requires: Energy, creative use of music and choreography 3 Requires: Formation and level changes 4 Consider: Motions, synchronization, transitions 5 Consider: Visual excitement, enthusiasm! 6 Ask yourself: Did they sell it, is it memorable, and entertaining?

59 OVERALL ROUTINE COMPOSITION

60 ORC – What To Look For Overall Impression Pace of the routine
Routine Layout Use of the floor Creative formations and transitions Innovative, visual, and intricate choreography Energy and excitement level Enthusiasm and showmanship How did the routine make you feel – skills or choreography that made the routine pop

61 Score Sheet

62 New Format Panel A – Jumps, Cheer, Dance
This panel will be the head judge and the table safety Dance score is now out of 7 points instead of 8 Panel B – Tumbling (Standing an Running) Panel C – Building (Partner Stunt, Pyramid, & Tosses Primary and Secondary stunt are now separated for scoring Work with your partner to come up with a score for DOD & Execution Every judge will give an overall routine composition score, this score will be averaged by the score keepers. Focus on your category, but pay attention to full routine

63 Checkboxes Related to the Execution on the Rubric.
Positive boxes are on the top two rows and areas of improvement are on the bottom two rows. Don’t check boxes to just check boxes. All panels should check boxes to help coaches best understand why they are receiving a score. Randomly checking boxes can be misleading to the coaches. ORC boxes you will need to put your judge # next to the box you are checking.

64 Tips for Scoresheet Handwriting
Make sure your scores can be read! Score in ink. Sign your score sheet and make sure your whole name can be read! If you make a mistake, initial it, strike through the score you wish to change once and write in the new score.

65 Safety

66 New Roles Floor Safety Official 7
Primary Safety Judge and will confer with Panel A to determine deductions or violations that have occurred. Will assist in the counting the number of team members performing jumps, running tumbling, and standing tumbling. Panel A Official 1 & Official 2 Responsible for scoring jumps, dance, and cheer. Assist the Primary Safety Judge in determining violations and deductions which may have occurred during the routine.

67 Safety – New Point Values
2-POINT INFRACTIONS NFHS – Rule 2 Section 1; Rule 3 Section 1 and 2; GHSA Performance violations Hair, hair pieces/devices, nails, shoe laces, jewelry, glitter. Improper uniforms, unsafe performing surface, Inattentive spotter, tumbling outside the routine, Top person not beginning with one foot on the floor, etc.; 5-Point Infractions NFHS – Rule 3 Sections 2 – 10; Safety Infractions Delay of Meet Time of Routine Infraction

68 Safety – New Point Values
10-Point Infractions NFHS – Rule 2 Section 2 – Sportsmanship DisqualifIcations GHSA – Too many team members; illegal substitution; or unauthorized props (briefs, socks, T-shirts, or any other items that may be used as signs)

69 Safety 2-POINT INFRACTIONS Guide: page 3-3, 3-4 One foot on the floor
Tumbling outside of the routine Loss of hair device Inappropriate Uniform Boundary violations (Additional header pg. 3-3) Falls Unsafe performing surface Loss of shoe Untied shoe Inattentive spotter

70 Safety – Hair Devices Hair devices are considered unsafe when they come off, untied, or fall on the floor. Several rules may be involved when a hair device is considered unsafe. This is a one-time call no matter which rule the judge selects to call. NFHS Rule Violation Deduction Amount 3-1-3 A hair bow or hair piece comes out and falls to the floor. For safety reasons, the team member may reach down and pick up the bow. The bow may be tossed from the competition area. Loss of hair device 2 points 2-1-5 A team member drops a hair bow or hair piece and the team then stunts on, dances on, jumps on, etc. the bow then the performing surface will be considered unsafe.

71 Falls – Stunting/Pyramids
Partner Stunt/Toss Because each of the members of the stunt group are interdependent if the group has a fall it will be considered one fall. If all three or four team members of the stunt group fall to the floor it is still would be one falls Pyramid When determining the number of falls in a pyramid, consider the number of possible stunt groups that may fall. Here are a couple of examples. If one side of a pyramid falls it is one fall. If two sides fall or a center and the side it is two falls. 2-POINT INFRACTIONS

72 5 Point Infractions– NFHS/GHSA
Type Violation Violations of stunting rules Rule 3 Section 2 – 10 located in the NFHS Safety Spirit Rules Book. Delay of Meet See Timing Infractions - Delay of Meet instructions in the Timer and Timing Guidelines section of this manual. A team failing to report for rotation may be removed from rotation and will not be allowed to participate in competition. Timing Infractions involving routine timing or music timing See Timing Infractions – Routine Timing instructions in the Timer and Timing Guidelines section of this manual. 5 points per each 15-seconds.

73 10 Point Infractions – NFHS/GHSA
Type Violation Sportsmanship As defined by the GHSA acts of sportsmanship will be a 10-point deduction per act. The new rules specifically give the officials the responsibility for calling unsportsmanlike acts through the competition time. Music cannot contain profanity, suggestive and inappropriate language. Music in poor taste will result in a sportsmanship deduction of ten points.

74 Disqualifications 1 Too many team members 2 Illegal substitutions 3
Type Violation 1 Too many team members 2 Illegal substitutions 3 Ineligible student participating on the team. 4 Unauthorized props (Props will be defined as the use of any item other than pom-poms to initiate crowd response.) No part of a uniforms may be used as a sign, to include briefs, socks, items worn as a part of the uniform or under the uniform such as T- shirts. No signs allowed.

75 Safety Calling Procedures
To call a major violation two of the three officials must be in total agreement that the violation occurred. The location of skills violations must be marked along with the block of time it occurred in on the Safety Infraction Sheet, this includes warnings. Boxes are provided at the top of the page for the officials to provide information concerning all safety violations, falls, and out-of- bounds. The page or the rules and section should be listed on the Safety Infraction Sheet. If the Officials cannot cite the rule or identify the violation, they only should give a warning! Records should be maintained by the Head Judge and all Safety Officials on the location of all violations and warnings; when/where it was observed for potential inquiries. When calling rules, only call what you saw! Do not read into a rule. When in doubt and if there is not an agreement on what was seen or the rule cannot be identified, then do not make the call. Only warn the team!

76 ALL Officials All officials can call:
Out-of-bounds, uniform violation, loss of shoes/hair devices, jewelry violation, etc. can be called by any one judge. Warnings are not given for these types of violations. They are called. The Head Judge should be informed by any judge on the panel who identifies a possible violation.

77 Safety Prep Tips Descriptions 1 Review NFHS Rule book, know which sections pertain to which types of rules so they can be located quickly on competition day. 2 Review videos online to study the reason for illegal stunts, not just whether it is or isn’t, but the ‘WHY’ 3 Have a list of commonly called rules in addition to the Safety Quick Reference guide.

78 Floor Safety Tips Tips Descriptions 1
Stand toward the back corner of mat to be able to view from the side and stunt groups from the rear in order to see hand placements for especially back spots. 2 Know how many people are on the floor and which stunts that are immediately ruled out. Not having enough bodies to perform certain stunts or certain # of stunts. 3 During standing tumbling, look for how many bodies do not tumble or fake the move rather than counting who does what. 4 Look at the floor beneath the whole group to see if knees hit, rather than staring at any one person. 5 During running tumbling, try to count # and type of skill, but also remain aware of out of bounds and running falls. Scribble on a notepad and have shorthand for tumbling skills. You cannot look down to write or you will miss something. 6 Once hand placement is established, look for spotters and bases to maintain visual contact with flyer. Rarely focus on flyer…you know what skill they are doing but keep most attention on bottom layer of stunt or pyramid. 7 Know which stunts a shoulder sit and/or shoulder stand cannot brace so that those easily missed skills are warned or called. 8 When teams are at the back of a mat before entering the floor, do a quick scan for uniform infractions, nails, shoelaces, braces, gum, jewelry, glitter, etc.

79 Table Safety Tips Tips Descriptions 1 Count the athletes as they are coming onto the floor. 2 Look for bows, uniform infractions, nails, jewelry, etc. 3 Stunts – scan hands of bases to look for hand placement. If seen, quickly look back and forth at all stunts to see how many it was or just the one. 4 Write down everything, even stunts you are just not sure about. Your floor safety may have a question about it too. 5 Tumbling – scan for knees and out of bounds, always goes so quickly. 6 When the routine is over we discuss questionable stunts and even try to run through them really quickly like we are in the stunt. 7 Make notes of schools and stunts. Go back home and YouTube routines to see if they are up. Go through questionable stunts A LOT and look through the rule book.


Download ppt "GHSA OFFICIALS TRAINING"

Similar presentations


Ads by Google