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Swim team information.

Swim team information. (or how to avoid getting disqualified). You are representing St. Marcellinus and everyone associated with it. Conduct yourself accordingly. You are here to have fun, but not at the expense of the enjoyment of others, and not at the expense of our reputation.

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Swim team information.

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  1. Swim team information. (or how to avoid getting disqualified)

  2. You are representing St. Marcellinus and everyone associated with it. Conduct yourself accordingly. You are here to have fun, but not at the expense of the enjoyment of others, and not at the expense of our reputation. Cheer positively.

  3. Do not assume anyone else will respect your belongings. Do not bring iPods, expensive cameras, flashy cell phones, jewellery, or clothing that would be ruined if it got wet… Do not leave any items unattended that you don’t want stolen.

  4. Warm Up It will be crowded: Be polite, stick together, do not stand around or hang on to the wall or you’ll find yourself on the kicking-end of some jerk doing a flip turn through the crowd. Diving is allowed only when and where the officials announce.

  5. Marshalling • Marshalling • Watch carefully for your event number, the board tends to jump unexpectedly. If your number has passed get moving! • When your number comes up go to the marshalling table, take your card and/or get in order. Look and listen for instructions on where you should wait and where you should go. Pay attention to the order of how things are moving ahead of you. • When the race before you leaves the blocks, you should be ready behind the blocks in your correct lane. • Do not wait till you’re on the blocks to put your goggles and cap on.

  6. Butterfly • The starter will blow a long whistle  climb onto the blocks and get your feet into the correct position • On the starter's command “take your marks” immediately take up a starting position with at least one foot at the front of the starting platforms.  • When all swimmers are stationary, the starter will give the starting signal. 4. If you move before the starting signal you will be disqualified for a false start.

  7. Butterfly • Your dive should be powerful and streamlined. Enter the water with distance and speed. • You may glide up to 10 meters underwater with dolphin kick only.

  8. Butterfly Turns • You should know how to do them if you’re swimming fly.

  9. Backstroke • At the first long whistle, jump into the water. • At the second long whistle, move to your starting position. • On the starter's command “take your marks” pull your body partly out of the water  • When all swimmers are stationary, the starter will give the starting signal. 4. If you move before the starting signal you will be disqualified for a false start.

  10. Backstroke • Your start should be powerful and streamlined. Focus on speed, not distance. • You may glide up to 10 meters underwater with dolphin or flutter kick. • You may NOT do any double-arm pulls underwater, or when you surface.

  11. Backstroke Turns • Count your strokes from the flags at race pace. • Take a big breath. • Roll onto your front and take no more than ONE pull on your front. • If you are too far from the wall, glide without stroking till you are close enough to flip. • Flip, place your feet firmly, push off powerfully and keep your body streamlined. • You may glide up to 10 meters underwater with dolphin or flutter kick. • You may NOT do any double-arm pulls underwater, or when you surface.

  12. Backstroke Finishes • You must finish on your back. • You may tilt your head back with the last stroke or two (same stroke count as turns) to attempt to see the starting block. • Use this to judge your distance to the wall so you can reach out and finish by touching the wall, not the pool deck.

  13. Breaststroke • The starter will blow a long whistle  climb onto the blocks and get your feet into the correct position • On the starter's command “take your marks” immediately take up a starting position with at least one foot at the front of the starting platforms.  • When all swimmers are stationary, the starter will give the starting signal. 4. If you move before the starting signal you will be disqualified for a false start.

  14. Breaststroke Start • Use the momentum from your dive to glide in a streamlined position. • Take one full pull. Make this pull count • You are allowed ½ of a dolphin kick (down only). • Use a single powerful kick to maintain your speed during your arm recovery. • Break the surface of the water with your first regular (half) pull of the stroke. You must break the surface within 10 meters.

  15. Breaststroke Turns • Touch the wall with both hands • Turn, to look at the other end of the pool. Place your feet on the wall. • Your front hand should sneak through underwater • Your back (wall) hand should come over top of your head while your body sinks down. • Push off of the wall underwater. • Glide in a streamlined position. • One full pull. • ½ dolphin kick (down only) • One kick with arm recovery • Break the surface of the water with your first regular (half) pull of the stroke. You must break the surface within 10 meters.

  16. Freestyle • The starter will blow a long whistle  climb onto the blocks and get your feet into the correct position • On the starter's command “take your marks” immediately take up a starting position with at least one foot at the front of the starting platforms.  • When all swimmers are stationary, the starter will give the starting signal. 4. If you move before the starting signal you will be disqualified for a false start.

  17. Freestyle • Your dive should be powerful and streamlined. Enter the water with distance and speed. • You may glide up to 10 meters underwater with dolphin or flutter kick. • You may NOT do any double-arm pulls underwater.

  18. Freestyle Turns • Take a big breath one or two strokes before you hit the wall. • Swim into the wall at full race pace. • Begin your flip with both arms at your hips. • When your feet touch the wall, take a second to make sure you’re pointing in the correct direction and you have firm footing Push off hard and streamline your body. Kick underwater for up to 10 meters. NO DOUBLE ARM PULLS.

  19. After your race, there are two options: • You must leave the pool as soon as possible, but it is rude to get out if there are still people swimming, so unless otherwise instructed, you should be ready to exit the pool immediately after the last swimmer of your race finishes (except relays: get out as soon as your next teammate has entered the water), or • If you are told the meet will be “starting over the top” then you should wait in the water until the next race starts, then get out immediately (unless the next race is backstroke, in which case you will be asked to leave the water first. PreROPSSAA and ROPSSAA

  20. Other ways to get Disqualified • Moving before the starting signal. • Touching the bottom of the pool (including turns) • Pulling on the lane rope. • Entering the water during a race that is not yours. • Doing your IM or relay in the wrong order.

  21. If you are disqualified: If an official tells you that you are disqualified, …then you are disqualified. • LISTEN to why you are disqualified (and REMEMBER WHY for step 2) • Say “thank you” and immediately inform your coaches. • Do not argue, do not discuss, do not explain, do not reason, do not give attitude, do not grumble about unfairness, do not complain about lousy judging, do not comment on the judge’s eyewear…

  22. Etiquette • Cheer positively, especially for Para events. • Quiet during Para starts. • Putting your feet in the gutter during a race is considered rude. • No flash photography during starts.

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