JFIFC    $ &%# #"(-90(*6+"#2D26;=@@@&0FKE>J9?@=C  =)#)==================================================n" }!1AQa"q2#BR$3br %&'()*456789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz w!1AQaq"2B #3Rbr $4%&'()*56789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz ?rje q;Ӂꠀ)@ 244H$ҧր#^4201Js-RyvI+ڊIWiR\Znv!=3Q0x?:EqL)撗IS7i8C('\sҊ봯ń7ZB $w}3E)l`?uA<$JĻf({d;[{x#Q6JaxnH 73x95NlȴFh) d?ҩ2:H\ tp^5xzwǮ+ P9o0v.4ȩ[YÕTsn'nRy֔f@OMzςc4JGo}t͓'jZ*!(d%b> h(%ղ'p$eKR㦧 >ͬ`# {W+^2jY&x@7Tz fa+#W$mdG;H_溿xEZZ~r zgy3T=ǕϘgV[Xk+בE̋-y,A9'Ұ.Y#{դK6Wр@ӑb YRvRҺEC[8ӓ p,?|[z)LaВxXxk-e۴߮ d5D.}O S IHf{}J6$A32?*${[Wg-$1fR4Q\qy> E cF@s,$idɈUz֓Zj$4C ryVQ"m1WuFMOP32ځpg&Js&ust4Em0%X{V-c)8W$hQ'2INm#v3KtqEChʅs^ ;O>Ip(  +y-Պ,qؚQ\'-W ʢ>:u5-Wb2OHU v;QX"z#6p2EyzEC'#2PlYP=\gjYh¶tv,s|(P` Υ y. ۉyOS]2$+Snn"׊]" '޴4i#drAn7QJPx&ms̄T}~m܃#FAoJ^vPBNj̗<Xbs=[WC3%Yyvm*Q=?t;pe{BF* U+y ?gM$~t-8`TY*a-GF5$N +;>oL6$S١g] ' Cһ[m]ur١,`&b9 `&2V#Rl',8^+w+p4j0]&G q]?wxku}.j6$uY1;+| eFYjҌ4vq5^P9N+"7sZGU&ο8nMW0J.-Ʀ,Uv܊iy^)tQ35mJax+SeFVjE9x*pG)oA@҄YrsКmm4(&8r?ZpVF8` ƺlMI4oT`ժO]\E֢֭4u 1eTyH8$;O'p+n@`09Xf,ZVz'ҧ dؙ$=qi kv9=2*wS:8hpx'O=h (JE n this years Channel League finals, Josh earned the third-place medal. He also throws the discus 127'3". What ever will help him improve and gain an advantage over his opponents, like participating in track and field, he will do it. <br>When asked what motivates him in the weight room, Josh exclaimed, "I think about next football season." He definitely has the desire to excte (give or take 2 athletes depending on how fast your athletes are able to get on, jump, and get off the mat). <br>Quickness drills can be done from this mode as well. As soon as the athlete is off the mat for 1.1 seconds, the computer automatically goes into timing mode. Shuttle runs can be performed by standing on the mat and running some distance and then returning to the mat. The computer will compute the time the athlete was off the mat (see illustration 2). <br> <br>4-JUMP MODE<br><br>This mode is unique only to the Just Jump or Run. It is an extremely important function because of its ability to put a measurable number to an athletes ability to explosively jump out of a down position such as a sprinter exploding out of the blocks or jumping after a rebound several times. Of course, the faster your athletes can explode out of these positions, the greater advantage they will have over their opponents. It s reactive jumping power.<br>In this mode, the athlete will need to jump consecutively 4 times as quick and as high as possible. The computer will compute the athletes average ground time, average jump height, and explosive leg power factor (ELPF). The ELPF is the air time divided by the ground time. Therefore, the less time on the ground and the higher the jump, the greater the ELPF. <br>A good performance number for ground time is .20 to .23 seconds. A good number for ELPF would be anything greater than 2.50 (Athletes with an ELPF less than 2.50 need to work extra hard on the quick lifts such as the Clean and Snatch). For the athletes jump height, a good performance number would be anything greater than 20 inches. <br><br>SP