Class 8 Khel Yatra Unit 3 – Fundamental Skills of Sports: Athletics | NCERT CBSE Notes, Solutions & Worksheet

Class 8 Khel Yatra Unit 3 – Fundamental Skills of Sports: Athletics with easy NCERT and CBSE Notes, Solutions, Questions & Answers and Worksheet. Learn important athletics skills and concepts with simple Class 8 Khel Yatra study material for revision, practice and exam preparation.

Unit 3 – Fundamental Skills of Sports

Athletics

Class 7 Khel Yatra – Easy Notes and Book Solutions

Reprint 2026–27

Running • Jumping • Throwing
Historical crouch start in athletics

Crouch start – Wikimedia Commons.

Athlete performing long jump

Long jump – Wikimedia Commons. CC BY-SA 2.0.

Shot put athletics

Shot put – Wikimedia Commons. CC BY-SA 4.0.

1. What is Athletics?

Athletics is one of the oldest and most basic forms of sport. It is also called Track and Field.

Athletics includes many activities such as running, jumping and throwing. It helps develop physical qualities as well as important personal qualities.

Main Types of Athletics Events

  • Track Events: Running events performed on a track.
  • Field Events: Jumping and throwing events.
  • Combined Events: Events that combine several athletics activities.

Physical Qualities Developed

  • Strength
  • Speed
  • Endurance
  • Agility
  • Flexibility
  • Coordination
Easy idea: Athletics teaches us to run fast, jump well and throw properly. It also develops discipline, determination, willpower and teamwork.

2. Running

Running is a way of moving quickly on foot. It is an important athletic skill that needs proper technique, speed, endurance and coordination.

Types of Starts

1. Crouch or Sitting Start

It is mainly used for running events up to 400 metres. It helps a runner react quickly and accelerate strongly at the beginning of a race.

Three starting positions are:

  • Bunch or Bullet Start
  • Medium Start
  • Elongated Start

2. Standing Start

It is commonly used in middle-distance and long-distance races. The runner begins in an upright position.

Important: In this grade, the focus is on the Crouch or Sitting Start.

3. FSA-1 – Crouch or Sitting Start

Textbook Page 58–65

The crouch start helps a sprinter produce strong acceleration from the beginning of the race.

1. On Your Marks Position

  • Stand directly in front of the starting blocks.
  • Place the stronger leg on the front block.
  • Place the other leg on the rear block.
  • Keep the knee of the rear leg on the ground.
  • Place both hands on the ground at shoulder width.
  • Keep the head relaxed and eyes focused on the ground.

2. Set Position

  • Raise the hips.
  • Lift the rear knee from the ground.
  • Keep the body stable.
  • Keep the head relaxed.
  • Prepare the body for a powerful start.

3. Drive Phase

  • React quickly to the starting signal.
  • Push strongly against the starting blocks.
  • Drive the legs forward.
  • Use quick and coordinated arm movements.
  • Keep the movement explosive and controlled.

4. Acceleration Phase

  • Keep the body leaning forward at the beginning.
  • Gradually increase stride length and stride frequency.
  • Move smoothly towards the normal sprinting position.
  • Do not raise the head too early.

5. Finish Phase

  • Maintain speed through the finish line.
  • Lean slightly forward when appropriate.
  • Keep proper arm action.
  • Do not slow down too early.

Finishing techniques:

  • Run Through: Continue running beyond the finish line.
  • Lunge: Lean the upper body towards the finish line.
  • Shoulder Shrug: Move one shoulder forward at the finish.

Lead-up Activity – Crouch Shuttle Run

  • Mark two lines 25 metres apart.
  • Name them A and B.
  • Take the crouch position behind line A.
  • On “Set”, take the four-touch position.
  • On “Go”, run to B and touch the line.
  • Return to A and touch the line.
  • Repeat the movement four times.
  • The first person to complete the required distance wins.

Circle Time – Awareness of the reaction time, acceleration and balance

Page 66 – Question 1

Discuss how awareness of the distance between the starting line and your step length can be beneficial for your start.

Solution: Knowing the distance and our step length helps us place our feet correctly. It can make the start faster and more balanced.

Page 66 – Question 2

Discuss how the distance between the starting line and your foot can affect your balance.

Solution: If the foot is placed too far or too close, the body may become unstable. Correct foot placement helps maintain balance and prepare for a strong start.

4. FSA-2 – Chase and Tag

Textbook Page 67–68

In this activity, one group runs towards a line and returns while another group tries to tag the runners.

Easy Steps

  1. Make two groups, A and B.
  2. Group A slowly runs towards the line 15 metres away.
  3. Group A touches the line and accelerates back.
  4. Group B stays 5 metres away from the 15-metre line.
  5. Group B tries to tag Group A as they return.

Page 68 – Question 1

Discuss how using the proper technique was important for saving time

Solution: Correct technique makes running efficient. Good posture, quick steps and proper arm movement help us save time.
Did You Know: Cadence means the number of steps taken per minute or the rate at which a person walks or runs.

Page 68 – Question 2

Calculate your cadence.

Solution: Count your steps for one minute. The total number of steps is your cadence in steps per minute.

Example: If you take 110 steps in one minute, your cadence is 110 steps per minute.

5. FSA-3 – Reaction Game

Textbook Page 69

The Reaction Game develops quick reaction, turning ability and running speed.

  1. Mark a Start line and a Finish line 20–25 metres apart.
  2. Sit behind the Start line with your legs straight.
  3. Keep your back towards the Finish line.
  4. On “Go” or the whistle, quickly stand up.
  5. Turn from either side.
  6. Run towards the Finish line.

Circle time – Strategy and winning

Discuss how strategising the position of players affected the outcome.

Solution: Good positioning helps players react quickly and use space effectively. A good strategy can save time and improve the result.

6. Jumping

Jumping means propelling the body into the air using one or both legs. It requires power, coordination and good technique.

Main Components of Jumping

  1. Approach Run: Build controlled speed.
  2. Take-off: Push strongly from the ground.
  3. Flight: Maintain balance in the air.
  4. Landing: Land safely and maintain balance.

Common Jumping Events

  • Long Jump
  • High Jump
  • Triple Jump
  • Pole Vault
Easy idea: A good jump needs a controlled approach, powerful take-off, balanced flight and safe landing.

7. FSA-4 – Long Jump

Textbook Page 70–74

The long jump has four main phases: Approach, Take-off, Flight and Landing.

1. Approach Phase

  • The athlete runs towards the take-off board.
  • Speed increases gradually.
  • The stride pattern should remain consistent.
  • The athlete should reach the take-off point with control.

2. Take-off Phase

  • The take-off foot is placed quickly.
  • The athlete pushes strongly from the ground.
  • The free leg moves forward and upward.
  • The ankle, knee and hip extend strongly.
  • The aim is to gain upward movement without losing too much forward speed.

3. Flight Phase

Two techniques introduced in this grade are:

  • Sail: The legs are extended forward towards landing.
  • Hang: The arms and legs are positioned to help maintain balance in flight.

4. Landing Phase

  • Extend the legs towards the landing area.
  • Lean the trunk forward.
  • Bring the hips towards the landing point.
  • Land with the feet first.
  • Avoid falling backwards because it can reduce the measured distance.

Lead-up Activity

  • An obstacle course is arranged around a square area.
  • Some players become Hunters.
  • Captured athletes complete a lap before returning.
  • Hunters try to remove all athletes from the square.
  • Hunters are changed in each round.
  • The activity is played for limited rounds to reduce fatigue.

Page 74 – Circle Time – Strategy

Discuss their strategies, teamwork, and challenges faced during the lead-up activity.

Solution: Players can use teamwork, quick movement and good planning. Communication helps the team decide where to move and how to avoid being caught.

8. FSA-5 – Standing Broad Jump

Textbook Page 75–77

Standing broad jump is a jumping activity in which players jump forward from a standing position.

How to Play

  1. Make teams of five members.
  2. The first player jumps from the starting line.
  3. The second player starts from the end point of the first jump.
  4. Continue the same process for all five players.
  5. Add the distances covered by all five players.
  6. The team covering the maximum combined distance wins.

Page 77 – Circle Time – Dependency on others

Discuss other exercises to improve jumping ability and the conversion of kinetic energy into potential energy that you developed during the ‘approach run’ and its significance.

Solution: Squats, lunges, skipping and repeated jumps can improve jumping ability. During the approach run, movement gives the body kinetic energy. A strong take-off helps use this energy to produce a powerful jump.

9. FSA-6 – Hopping

Textbook Page 78–79

Hopping means moving forward by repeatedly jumping on one leg.

How to Play

  • Mark two lines 15 metres apart.
  • Start behind the starting line.
  • Hop towards the other line.
  • Turn around and repeat with the other leg.
  • Players can perform the activity as a race.
  • The first player to finish wins.

Page 79 – Circle Time – Technique of hopping

Discuss the significance of barefoot hopping versus hopping with shoes in relation to body weight and the effects of gravitational force. Also, discuss how injury can be prevented with the use of protective gear.

Solution: Barefoot hopping may give a different feeling of balance and contact with the ground, while shoes provide cushioning and protection. Safe surfaces, proper shoes and protective equipment can help reduce the chance of injury.

10. FSA-7 – Making an Arch

Textbook Page 80–81

How to Play

  1. Place a block a few steps away.
  2. Run towards the block.
  3. Place the strong foot on the block.
  4. Push upwards.
  5. Jump while making a backward arch.
  6. Land safely and repeat 10 times.

Page 81 – Circle Time – Feeling of success

Discuss the difference in the technique used by different players.

Solution: Players may use different speeds, take-off positions and body movements. Some techniques may provide better balance and height.

Page 81 – Circle Time – Feeling of success

Discuss how you felt when you were able to do the jump with proper technique.

Solution: I felt happy, confident and proud because my practice helped me perform the jump correctly.

11. FSA-8 – Landing

Textbook Page 82

Easy Landing Technique

  • Take a few steps behind the take-off board.
  • Jump from the take-off area.
  • Stretch the legs forward.
  • Keep the body slightly forward.
  • Keep the feet together while landing.
  • Extend the arms beyond the legs.
  • Bend forward during landing to maintain control.

Page 82 – Circle Time – Thinking in air

Discuss what you were thinking to ensure that the landing is proper and discuss how injury can be prevented with the use of proper landing techniques.

Solution: I would focus on keeping my body balanced, stretching my legs forward and bending safely during landing. A proper landing reduces the risk of falling and injury.

12. FSA-9 – High Jump

Textbook Page 83–85

The high jump has four main phases: Approach, Take-off, Flight and Landing.

1. Approach Phase

  • The approach is J-shaped.
  • The first part is relatively straight.
  • The later part becomes curved.
  • Speed increases during the approach.
  • The body gradually becomes more upright near take-off.

2. Take-off Phase

  • The take-off foot is placed quickly.
  • The foot points towards the landing area.
  • The free knee is driven upward.
  • The body becomes upright at the end of take-off.

3. Flight Phase

The textbook mentions the Straddle and Fosbury Flop techniques. In this class, the focus is on the Straddle Technique.

  • The jumper clears the bar facing downwards.
  • The take-off leg passes over the bar first.
  • The trailing leg follows.
  • The body remains relatively parallel to the bar.

4. Landing Phase

  • The head is drawn towards the chest.
  • The jumper lands on the shoulders and back.
  • The knees remain apart during landing.

Lead-up Activity

Each pair stands in front of a soft high-jump bar. One partner gently throws a small ball above the bar. The other partner jumps over the bar and tries to catch the ball before it lands. Partners then change roles.

Page 85 – Circle Time – Reflection

Discuss in pairs and share their highest cleared height, discuss what worked well in their approach, and identify areas for improvement. What factors will you consider while setting the next goal for clearing the height?

Solution: I would consider my previous height, approach speed, take-off technique, body position, confidence and safe landing. My next goal should be challenging but realistic.

13. FSA-10 – Heading Suspended Ball

Textbook Page 86

How to Play

  • Suspend balls from ropes at different heights.
  • Take a three-step run-up.
  • Try to hit the ball with the head.
  • After successfully touching one ball, move to the next higher ball.
  • Repeat the activity four to five times.

Page 86 – Circle Time – Success

Discuss and identify the qualities of other players which you would like to imbibe.

Solution: I would like to develop qualities such as confidence, discipline, patience, courage, teamwork and determination.

Page 86 – Circle Time – Success

What did you feel when you were unable to touch the ball with your head? How did you overcome this feeling?

Solution: I may feel disappointed at first. I can overcome the feeling by practising again, staying positive and learning from my mistakes.

14. FSA-11 – Trikoṇa Kainchī Kūda

Textbook Page 87–88

Trikoṇa Kainchī Kūda is an obstacle-course activity that combines running, jumping and the scissor technique of high jump.

Easy Steps

  1. Make a triangle using points A, B and C.
  2. Keep the points 10 metres apart.
  3. Place boxes between A and B.
  4. Place cones between B and C.
  5. Place an obstacle at C.
  6. Run from A to B and jump on and off the boxes.
  7. Run from B to C while jumping over the cones.
  8. Jump over the obstacle at C using the scissor technique.
  9. Run from C back to A as quickly as possible.

Page 88 – Circle Time – Identify the mistakes

Discuss how, by changing the rules, you can modify the activity to make it harder or easier.

Solution: To make it harder, we can increase the distance, add more obstacles or reduce the time. To make it easier, we can reduce the distance, use fewer obstacles or allow more time.

15. FSA-12 – Putting Ball

Textbook Page 89–90

Putting Ball is an activity that introduces students to the basic pushing movement used in shot put.

How to Play

  1. Mark two throwing lines 15 metres apart.
  2. Make pairs of players.
  3. Players stand behind opposite lines.
  4. Hold the medicine ball near the neck.
  5. Push or put the ball towards the other player.
  6. The other player collects it and performs the same action.
  7. Extend the leg and lift the chest while putting the ball.
Safety: Always follow the teacher’s instructions. Make sure the throwing area is clear before putting or throwing any ball.

Page 90 – Circle Time – Injuries in shot put

Discuss the difference you felt while putting the balls of different weights and sizes.

Solution: A heavier ball needs more effort and may feel harder to control. A lighter ball is easier to move. The size also affects grip and control. We should always use safe equipment suitable for our age and activity.

16. Quick Revision – Unit 3

Running

  • Crouch start
  • On Your Marks
  • Set
  • Drive
  • Acceleration
  • Finish

Jumping

  • Approach
  • Take-off
  • Flight
  • Landing

Long Jump

  • Approach
  • Take-off
  • Flight
  • Landing
  • Sail and Hang techniques

High Jump

  • J-shaped approach
  • Take-off
  • Straddle technique
  • Safe landing

17. Important Terms

TermEasy Meaning
AthleticsA group of sports involving running, jumping and throwing.
Track EventsRunning events performed on a track.
Field EventsJumping and throwing events.
Crouch StartA low starting position used mainly for sprint races.
AccelerationThe increase in running speed.
CadenceThe number of steps taken per minute.
ApproachThe controlled movement or run before take-off.
Take-offThe action of pushing the body away from the ground.
FlightThe phase when the athlete is in the air.
LandingThe safe return of the athlete to the ground.
Long JumpAn event in which the athlete tries to jump as far as possible.
High JumpAn event in which the athlete tries to clear a bar placed at a height.
Shot PutAn event in which a heavy ball is put for distance.

18. Easy Learning Points

  • Athletics includes running, jumping and throwing.
  • Running requires speed, endurance, coordination and correct technique.
  • The crouch start helps sprinters start quickly.
  • The main parts of a crouch start are On Your Marks, Set, Drive, Acceleration and Finish.
  • Jumping needs power, coordination and balance.
  • The four basic phases of jumping are approach, take-off, flight and landing.
  • Long jump aims to achieve maximum horizontal distance.
  • High jump aims to clear a bar at the greatest possible height.
  • Proper landing helps prevent injuries.
  • Practice improves technique and confidence.
  • Good sportsmanship, discipline and teamwork are important in athletics.

19. Safety Rules for Athletics

  1. Always warm up before physical activity.
  2. Listen carefully to the teacher.
  3. Use proper sports equipment.
  4. Keep enough space between players.
  5. Never run into another athlete’s path.
  6. Land safely after jumping.
  7. Keep the throwing area clear before throwing or putting a ball.
  8. Do not push or distract other players.
  9. Drink enough water during physical activity.
  10. Cool down after exercise.

20. One-Page Revision

Athletics is a basic sporting discipline that develops strength, speed, endurance, agility, flexibility and coordination.

Running: The crouch start helps sprinters begin quickly. The important stages are On Your Marks, Set, Drive, Acceleration and Finish.

Jumping: The main stages are Approach, Take-off, Flight and Landing.

Long Jump: The athlete runs towards the board, takes off, flies through the air and lands in the sand pit.

High Jump: The athlete uses a controlled approach, powerful take-off, a flight technique and a safe landing to clear the bar.

Throwing: Putting Ball introduces students to the basic movement used in shot put.

Remember: Good technique + regular practice + safety + confidence = better performance.

Practice important questions and revision exercises from this unit with this easy Class 8 Khel Yatra worksheet for unit 3 . It is useful for learning, revision, practice and exam preparation.

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Unit 3 Worksheet

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