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Competition Volunteer Roles

Every Friday night runs on parent volunteers. Here’s what each role involves, so you know what to expect when you sign up on ClubVolunteer. Tap a role to read more.

Field events

High Jump

Event: The aim of the high jump is to clear the tallest height without dislodging the crossbar. Taking off from one foot, competitors attempt to clear the bar, and have up to three attempts per height. Three consecutive failures at the same height, or combination of heights, leads to elimination.

What volunteers do: Organising athletes into jumping order, raising and replacing the bar, checking the bar height, judging fair/failed attempts, recording results. Results are recorded digitally in ResultsHQ on the CLAC tablets. Keep the landing area clear and make sure the mat is fully together before the first jump.

High Jump (Small)

Event: The aim of the high jump is to clear the tallest height without dislodging the crossbar. Taking off from one foot, competitors attempt to clear the bar, and have up to three attempts per height. Three consecutive failures at the same height, or combination of heights, leads to elimination. This station uses a lower bar and smaller mat for younger jumpers. U10 and younger should be using scissor technique only.

What volunteers do: Organising athletes into jumping order, replacing and raising the bar, encouraging first-time jumpers, recording results. Results are recorded digitally in ResultsHQ on the CLAC tablets. Expect lots of first-timers — gentle encouragement goes a long way.

Long Jump

Event: Competitors sprint along a runway and jump as far as possible into a sandpit from a take-off board or mat. The distance travelled, from the edge of the board to the closest indentation in the sand to it, is then measured.

What volunteers do: Organising athletes into jumping order, watching the take-off, measuring jumps with the tape, raking the pit smooth between jumps, recording results. Results are recorded digitally in ResultsHQ on the CLAC tablets. Older athletes who are waiting/completed their turn can help rake the pit.

Triple Jump

Event: Competitors sprint along a runway and jump as far as possible into a sandpit from a take-off board or mat. The take-off foot absorbs the first landing, the hop. The next phase, the step, is finished on the opposite foot and then followed by a jump into a sandpit. The distance travelled, from the edge of the board to the closest indentation in the sand to it, is then measured.

What volunteers do: Organising athletes into jumping order, watching the take-off board, measuring jumps, raking the pit, recording results. Results are recorded digitally in ResultsHQ on the CLAC tablets. Older athletes who are waiting/completed their turn can help rake the pit.

Shot Put

Event: In the shot, competitors put a metal ball with one hand. The aim is to put it as far as possible. In order for the put to be measured, the shot must not be thrown, and must land inside a designated sector. The athlete must not touch the top of the toe-board during their put or leave the circle before the ball has landed, and then only from the rear half of the circle.

What volunteers do: Organising athletes, judging fair throws, measuring throws, recording results, retrieving the shot. Results are recorded digitally in ResultsHQ on the CLAC tablets. Safety first: no one enters the sector until told, and the shot is always rolled or carried back — never thrown back. Older athletes who are waiting/completed their turn can help rake the pit.

Discus

Event: Competitors throw a rubber or metal disc as far as possible while remaining inside a throwing circle. In order for the throw to be measured, the discus must land inside a marked sector and the athlete must not leave the circle before it has landed, and then only from the rear half of the circle.

What volunteers do: Organising athletes, measuring throws, recording results, retrieving discus. Results are recorded digitally in ResultsHQ on the CLAC tablets. For older age groups, highly encourage getting athletes who have had their turn to help in retrieving discus. Retrieve only once the circle is clear and the judge signals.

Javelin

Event: A throwing event in which athletes throw a metal-tipped javelin as far as possible. The athlete must hold the javelin by its corded grip with his or her little finger closest to the tip of the implement. For the throw to be measured, competitors must not cross the foul line, at any time. The javelin must also land tip first and within the marked sector.

What volunteers do: Organising athletes, judging fair throws, measuring throws, recording results, retrieving javelins. Results are recorded digitally in ResultsHQ on the CLAC tablets. Strict safety: no one goes into the sector until all athletes have thrown and the judge calls it clear. Javelins are carried upright back to the throwing area — never thrown back. Older athletes who are waiting/completed their turn can help retrieve.

Vortex

Event: For younger age groups. Athletes throw a foam 'vortex' (a rugby-ball shape with a tail) overarm from behind a throwing line, aiming to land it inside the marked sector (similar to javelin movement). Measured from the line to where the vortex first lands.

What volunteers do: Organising athletes, checking athletes stay behind the line, marking where each throw lands, measuring throws, recording results, retrieving vortexes. Results are recorded digitally in ResultsHQ on the CLAC tablets.

Track

Track times and places are captured with the Timing Solutions system.

Track – Start Line

Role: The primary goal of a starter is to ensure all runners receive a fair and equal start for each race. No competitors should be allowed to gain an unfair advantage, nor should any competitor suffer any disadvantage in the starting process.

What volunteers do: Placing athletes in lanes or on the curved start line for longer races, checking the finish line is ready, giving the 'On your marks / Set / Go' commands, calling back false starts, keeping waiting athletes clear of the track.

Track – Finish Line

Role: Place judges determine the finishing order of the athletes at the completion of a race. The role of a timekeeper is to measure the elapsed time between the start and finish of an event conducted on a track or course.

What volunteers do: Depending on the race, you might support marshalling of completed athletes, hand out place-markers, ring the final lap bell, or support the timing/results which are captured via the Timing Solutions motion sensitive timing poles and electronically recorded (including handing out place/result tickets and personal best ribbons).

Age group chaperones

Age Group Chaperone

Groups needing chaperones:

U6 Boys & GirlsU7 BoysU7 GirlsU8 BoysU8 GirlsU9 Boys

Under 6 boys and girls are one combined group.

Role: Stays with one age-group cohort for the whole night as they move through each event rotation, so coaches and event volunteers can focus on running the events.

What volunteers do: Meeting the group after warm up, helping them know which events are coming up and where to go, keeping athletes together and safely off the track, encouraging them to listen to coaches/volunteers, helping with toilet trips and water breaks, alerting a committee member to any injury or concern. Keeping athletes in line for events entertained/monitoring behaviour (some star jumps and other warm up exercises always help!), and intervening where unsafe or unsportsmanlike behaviour is exhibited (e.g. climbing, playing with sticks, fighting, unkind words).

This role requires active supervision of all children in the group, not just your own, and we request phones away for the duration. Parents are otherwise not permitted on the track or field — this role is the way to be alongside the athletes.

Contingency

Contingency Volunteer

Role: Two contingency volunteers are needed each competition night to fill in wherever a rostered volunteer can't make it.

What volunteers do: Checking in with the committee on arrival, stepping into any role that's short (field, track or chaperone), helping out generally where needed if everyone turns up. Great role if you're flexible and happy to learn a different event each week.

Nitro Nights

Our two fun nights: the December Xmas break-up and March. These replace the normal program.

Nitro Night – Under/Over Hurdles

Role: Nitro Nights only. A fun race where athletes alternate between going over and under a series of hurdles. Medals for 1st–3rd in each age group.

What volunteers do: Setting and resetting hurdles, starting races, checking athletes go over/under correctly, judging and recording finishing places, handing out medals.

Nitro Night – Vertical Leap

Role: Nitro Nights only. Athletes jump as high as they can from standing and touch the highest point they can reach.

What volunteers do: Organising athletes, marking the standing reach and the jump height, measuring and calling out results, encouraging athletes.

Nitro Night – Beep Test

Role: Nitro Nights only. Athletes run back and forth between two lines in time with beeps that get gradually faster; an athlete is out when they can't reach the line before the beep.

What volunteers do: Lining athletes up, watching the lines and calling athletes out, noting the level each athlete reaches.

Nitro Night – Obstacle Course

Role: Nitro Night only. A fun obstacle course for the youngest age groups (U6–U8).

What volunteers do: Guiding athletes through each obstacle, resetting obstacles, cheering everyone on.

Nitro Night – Stop Go

Role: March Nitro Night only. A reaction game for younger age groups (U6–U9) where athletes run on 'go' and freeze on 'stop'.

What volunteers do: Helping the coach run the game, watching for athletes who move on 'stop', keeping the group together and safe.

Questions about volunteering? Email [email protected].