Start with the story. Then go through each chapter, one lesson at a time. Each lesson has three short checks. Each chapter ends with a review. The unit ends with a wrap-up.
Watch an experienced skater link a 360 flip into a backside 180 and it can look like magic. It is not. Every advanced trick is built from simpler pieces: a pop, a scoop, a flick, a turn of the shoulders. In this unit you take apart frontside and backside 180s, the 360 flip, varial flips, rock to fakie, airs and grabs, and see how each one grows out of tricks you may already know.
You will also look at the physics that decides how a trick moves. A spin must start while your feet push on the ground, because in the air your angular momentum cannot change. A deck rolls around its length far more easily than it spins flat, which is why a kickflip needs only a flick. Worked examples show the arithmetic, from time in the air to the force of a fall.
The second chapter turns to learning itself. Research on motor learning explains why short, spaced sessions beat long ones, why mixing tricks helps, why sleep matters, and how video and one clear cue speed things up. You will build a fear ladder, practice falling small, and plan sessions you can repeat safely for months.
When it happened
1885
Hermann Ebbinghaus publishes memory experiments showing the value of spaced repetition
1967
Paul Fitts and Michael Posner describe three stages of learning a motor skill
Late 1970s
Pool and park skaters begin flying above the coping; Alan Gelfand's ollie on transition
1979
Shea and Morgan publish a study showing that mixed practice improves later performance
1981
Thrasher magazine is founded, printing photo sequences of tricks
Early 1980s
Rodney Mullen develops many flat-ground tricks, including the impossible
1984
The Bones Brigade Video Show lets skaters study tricks on VHS
1999
Tony Hawk lands the 900, two and a half turns, at the X Games in San Francisco
2002
The Tony Hawk Foundation is started to help build public skateparks
2007
Oliver Percovich founds Skateistan in Kabul, Afghanistan
29
Chapter
Spins, Flips and Grabs
Tricks
Big questionHow does each advanced trick grow out of simpler ones, and what makes the board and the body turn the way they do?
The story
One Line at a Time
A notebook page fills with tricks over a year, and every new line rests on the ones above it.
In September, Dani tapes a blank page inside the cover of a school notebook. At the top she writes "Tricks I Can Land." The first line says "ollie, rolling, about ankle high." The second says "pop shove-it, sometimes." She puts a small dot next to each one every time she lands it clean at the local park.
By November the dots next to the pop shove-it fill the margin. Dani adds a new line: "frontside 180." It takes her three weeks of afternoons. She learns it first as a slow pivot on the back wheels, then with a tiny pop, then with a real ollie. Her notes say "turn the shoulders first" in block letters.
Winter is slow. Snow covers the park, so Dani practices flick motions standing on a board on the carpet in her room, with the wheels blocked by pillows. In March a kickflip joins the list. In May she writes "varial flip" and draws an arrow from it back up to two lines above: pop shove-it and kickflip. The varial is just those two, done at once.
On a warm evening the next August, Dani lands her first 360 flip. She does not rush to write it down. First she draws arrows from it to every line it needed: the ollie, the shove-it, the 360 shove-it, the kickflip. Her friend looks at the page and says it looks like a family tree. Dani nods. Nothing on the page came from nowhere.
Talk about itLook at the order of Dani's list. Why might a skater land a varial flip only after the pop shove-it and the kickflip are both steady?
Section 1
Turning in the Air
29.1
Frontside and Backside
Main ideaFrontside means you turn so your chest faces where you are going first; backside means your back leads.
Skaters borrowed the words and from surfing. A surfer riding frontside faces the wave. A surfer riding backside has the wave behind them. Early skaters in California were often surfers, so the words came with them onto pavement and into empty pools in the 1960s and 1970s.
On flat ground the words describe which way you rotate. Picture rolling forward. In a frontside turn, your chest swings around to face the direction you were rolling. In a backside turn, your back swings around to face that direction first. The words work the same for regular and goofy riders, because they are about your body, not about left or right.
On a ramp, the direction of travel is up the wall. A frontside turn on a ramp means you face the wall as you turn. A backside turn means your back is to the wall. The same two words name kickturns, 180s, airs, grinds and slides, so learning them once unlocks the names of hundreds of tricks.
Every 180 ends with you rolling . Fakie means rolling backward in your normal stance, with your back foot now leading. Being able to roll fakie with steady knees is the first skill to own before trying either kind of 180. Practice it on a gentle, smooth surface: push forward, stop, then let the board roll back slowly while you keep your shoulders over the deck.
Words to know
frontside
a turn in which your chest faces the direction of travel, or the wall on a ramp, first
backside
a turn in which your back faces the direction of travel, or the wall on a ramp, first
fakie
rolling backward in your normal stance, so the back foot leads
Check yourself
1. Where did the words frontside and backside come from?
Why: Early skaters were often surfers, and surfers used frontside and backside to say whether they faced the wave.
2. In a frontside turn on a ramp, what faces the wall?
Why: On a ramp, frontside means you face the wall as you turn.
3. After any 180, how is the skater rolling?
Why: A 180 turns you halfway around, so you roll backward in your normal stance, which is fakie.
29.2
The Frontside 180 Ollie
Main ideaIn a frontside 180 ollie, the head and shoulders turn first and the board follows them halfway around.
Before you start, gear up: a buckled helmet that fits, wrist guards and pads, and flat shoes. Pick a smooth, empty spot. Your ollie should already be steady while rolling, and you should be able to roll fakie. Learn this trick first as a frontside 180 on flat ground: press the tail, lift the front wheels, and pivot halfway around on the back wheels with no pop.
Now the ollie version. First, set your back foot on the and your front foot just behind the front bolts. Next, roll slowly and crouch. Turn your shoulders a little the opposite way, like winding a spring. Then pop the tail and slide your front foot up as in an ollie, and at the same moment unwind your head and shoulders frontside. Your chest turns toward where you were rolling. Your hips and the board follow your shoulders.
In the air, your front foot guides the nose around and your back foot steers the tail. Look for your landing spot. Land with both feet over the bolts and knees bent, rolling fakie. The landing should feel like a soft squat, not a stomp. Bent knees spread the stopping over a longer time, which lowers the force on your legs and the board.
Two problems are common. If the board stops at a quarter turn, turn your head and shoulders farther and earlier. If the board slides out on landing, your shoulders were leaning off the board; keep them over the deck. If you start to fall, crouch low and roll rather than catching yourself on straight arms.
Words to know
kickturn
lifting the front wheels and pivoting on the back wheels to change direction
tail
the raised back end of the deck, where the back foot pops
wind up
turning the shoulders a little the opposite way before a spin, to store a twist
Check yourself
1. What should a learner practice before the frontside 180 ollie?
Why: Pivoting halfway around on the back wheels teaches the turn before adding the pop.
2. What leads the turn in a frontside 180 ollie?
Why: The head and shoulders unwind first, and the hips and board follow them.
3. The board keeps stopping at a quarter turn. What helps?
Why: A quarter turn usually means the upper body did not rotate enough, so turning it farther and earlier helps.
29.3
The Backside 180 Ollie
Main ideaIn a backside 180 ollie, your back turns toward the direction you were rolling, and you land rolling fakie.
The backside 180 uses the same pieces as the frontside one, turned the other way. Again, learn the turn first without a pop. Roll slowly, press the tail and pivot halfway around on the back wheels so your back turns toward where you were heading. Do it on a smooth, flat spot with your helmet buckled and wrist guards on, until the pivot feels easy.
For the ollie version, first place your back foot on the tail and your front foot just behind the front bolts. Next, crouch and wind your shoulders slightly frontside. Then pop, slide the front foot up, and unwind your shoulders backside. Your back swings toward the direction of travel. Many skaters keep their eyes on the ground ahead as long as possible, then find the landing spot again as they come around.
Bring your knees up so the board can turn under you. Your back foot guides the tail around. Land with both feet over the bolts, knees bent, and roll away fakie. If you over-rotate and land past halfway, start with a smaller wind-up. If you land with your weight on your heels and tip backward, keep your shoulders stacked over the middle of the board.
Backside and frontside 180s together give you a way to change direction anywhere. On a ramp, the same backside turn becomes a backside kickturn or, much later, a backside air. Practice both directions so neither becomes a weak side. Skaters who learn only one direction often find later that half of the ramp tricks feel strange to them.
Words to know
backside 180
an ollie that turns halfway around with the back leading the turn
over-rotate
to turn farther than planned, such as past halfway on a 180
bolts
the screws that hold the trucks to the deck; a guide for where to place the feet
Check yourself
1. In a backside 180 ollie, what faces the direction of travel first?
Why: In a backside turn your back swings toward the direction you were rolling.
2. A skater keeps turning past halfway. What should they change?
Why: Over-rotating means too much twist was stored, so a smaller wind-up helps.
3. Where should the feet land on a backside 180?
Why: Landing over the bolts with knees bent keeps the board steady.
29.4
Why the Spin Starts on the Ground
Main ideaOnce you leave the ground, your total spin cannot change, so the turn must start before your feet leave.
In the air, no outside twist acts on you except tiny air drag. Physicists say your stays the same. Angular momentum is L = Iω, where I is the (how spread out your mass is from the spin axis) and ω (omega) is how fast you spin. With no outside , L stays fixed until you land.
That is why the turn in a 180 must start while your feet still push on the board and the board pushes on the ground. The ground gives the twist. Winding up stores a twist in your body; unwinding just before and during the pop passes it to the whole system of you and the board. If you start turning only after you leave the ground, you have nothing to push against.
You can still change how fast you spin in the air. Pull your arms and knees in and I gets smaller, so ω gets bigger; L = Iω stays the same. Spread your arms and you slow down. Worked example: suppose a skater spinning at 2 turns per second pulls in until I is half as big. Then ω must double to keep L the same: 2 × 2 = 4 turns per second.
Tony Hawk’s 900 at the 1999 X Games in San Francisco was two and a half full turns, or 900 degrees, in the air above a vert ramp. Each of those turns started with a twist given on the ramp. Tucking tight in the air helped him spin faster, the same physics at work in a small 180 on flat ground.
Words to know
angular momentum
the amount of spin a body has, L = Iω; it stays the same unless an outside torque acts
moment of inertia
how hard an object is to spin, larger when its mass is farther from the spin axis
torque
a twisting push, equal to force times lever arm
Check yourself
1. Why must the turn in a 180 start while the feet are still pushing against the ground?
Why: With no outside torque in the air, angular momentum stays fixed, so the twist must come from pushing on the ground.
2. A skater pulls their arms in during a spin. What happens?
Why: Smaller I means bigger ω, because L = Iω stays the same.
3. A skater spins at 3 turns per second, then tucks until I is half as big. How fast do they spin?
Why: Halving I doubles ω to keep L the same: 3 × 2 = 6 turns per second.
Section 2
Flip Tricks That Combine
29.5
Three Axes of a Board
Main ideaA board can spin flat around an up-and-down axis, roll around its length, or tumble end over end.
An is the imaginary line something spins around. A skateboard has three useful ones. The vertical axis runs straight up and down through the middle of the deck. The long axis runs from nose to tail. The width axis runs across the deck from the toe-side edge to the heel-side edge.
Each simple trick uses one axis. A spins the board flat around the vertical axis, while your body stays facing the same way. A kickflip and a heelflip roll the board around its long axis. An impossible, one of the flat-ground tricks Rodney Mullen developed in the early 1980s, wraps the board end over end around the back foot, close to the width axis.
The backside pop shove-it is the base for many combined tricks. First, put your back foot on the tail with your toes near the toe-side edge, and your front foot just behind the front bolts. Next, pop lightly and scoop the tail backward, toward your heel side, so the board spins half a turn under you. Then jump straight up, let the board turn, and catch it with both feet over the bolts.
If the board shoots away in front of you, you scooped forward instead of backward and down. If you land on the board while it is still sideways, jump a little higher and wait for the grip tape to come back under you. Learn it standing still on grass first.
Words to know
axis
the imaginary line an object spins around
shove-it
a trick where the board spins flat, around its vertical axis, while the rider stays facing the same way
scoop
a backward-and-down sweep of the back foot on the tail that spins the board
Check yourself
1. Which axis does a shove-it spin around?
Why: A shove-it spins the board flat, around the up-and-down axis.
2. In a backside pop shove-it, which way does the back foot scoop the tail?
Why: A backside shove-it scoops the tail backward, toward the heel side.
3. Who developed the impossible and many other flat-ground tricks in the early 1980s?
Why: Rodney Mullen developed many flat-ground tricks in the early 1980s, including the impossible.
29.6
Why Flips Spin Faster
Main ideaA deck is much easier to roll around its length than to spin flat, so a small flick makes a fast flip.
A kickflip needs only a quick flick of the front foot, but a 360 shove-it needs a hard scoop. The reason is the moment of inertia, I. I depends on how far the mass sits from the axis. Mass far from the axis is harder to start spinning. A figure skater with arms out is the same idea: the spread-out mass makes the spin slow and hard to start.
Model the deck as a flat plank 0.80 m long and 0.20 m wide, and ignore the trucks and wheels. For spinning around the long axis, the mass is never more than 0.10 m from the axis. For a flat plank of width w, I = m·w²/12. For spinning flat around the vertical axis, I = m·(L² + w²)/12, where L is the length. The ratio of the two is (L² + w²) ÷ w².
Worked example: L² = 0.80 × 0.80 = 0.64 m². w² = 0.20 × 0.20 = 0.04 m². The ratio is (0.64 + 0.04) ÷ 0.04 = 0.68 ÷ 0.04 = 17. In this simple model, spinning the deck flat is about 17 times harder to start than rolling it. The real board, with trucks and wheels, gives a different number, but the long axis is still by far the easiest.
This explains how tricks feel. The flick in a kickflip is short and light. The scoop in a shove-it uses the strong back foot and the tail as a lever arm. In a 360 flip, the back foot does most of the work because the flat spin is the hard part; the front foot only adds a gentle flick.
Words to know
lever arm
the distance from the pivot to where a force pushes; longer means more torque
flick
a quick sweep of the front foot off a corner of the nose that starts a flip
ratio
how many times bigger one number is than another
Check yourself
1. Why is a kickflip started with only a light flick?
Why: Rolling around the long axis has a small moment of inertia, so little torque is needed.
2. In the plank model, L = 0.80 m and w = 0.20 m. What is (L² + w²) ÷ w²?
Why: (0.64 + 0.04) ÷ 0.04 = 0.68 ÷ 0.04 = 17.
3. In a 360 flip, which foot does most of the work?
Why: The flat spin has the larger moment of inertia, so the back foot's scoop does most of the work.
29.7
The 360 Flip
Main ideaA 360 flip, or tre flip, is a backside 360 shove-it and a kickflip done at the same time.
Skaters call the 360 flip a tre flip, from the "three" in three-sixty, because the board turns 360 degrees. It is two tricks at once. The board spins a full turn flat, as in a backside 360 shove-it, and rolls once around its long axis, as in a . Learn the pop shove-it, the 360 shove-it and the kickflip until each is steady before you combine them.
Foot placement comes first. Put your back foot on the tail with your toes in the toe-side pocket, ready to scoop. Put your front foot a little farther back than for a kickflip, angled, near the middle of the board. Gear up as always, with the helmet buckled, and start on grass or carpet with the board still.
Now the steps. First, crouch. Next, pop and scoop the tail hard backward and down, toward your heel side; this scoop makes the 360 spin. Then flick your front foot lightly forward and off the heel-side corner of the nose to add the flip. Jump straight up and lift your knees. Watch the board spin and flip under you, and catch it with your back foot first as the grip tape comes around, then set your front foot down over the bolts.
If the board flips but only spins halfway, scoop harder. If it flips twice, flick more gently. If it shoots forward, you jumped forward instead of up; keep your shoulders level and over the board. Expect hundreds of tries; each try trains the timing a little more.
Words to know
360 flip
a trick combining a backside 360 shove-it and a kickflip; also called a tre flip
kickflip
a trick where the front foot flicks off the heel-side corner of the nose so the board rolls once around its long axis
pocket
the curved edge of the tail where the toes rest to scoop
Check yourself
1. Which two tricks combine to make a 360 flip?
Why: The tre flip is a backside 360 shove-it plus a kickflip.
2. In a 360 flip, what does the front foot do?
Why: The front foot adds the flip with a light flick off the heel-side corner of the nose.
3. The board flips but only spins halfway. What should the skater change?
Why: The back foot's scoop drives the flat spin, so a half spin means the scoop needs more force.
29.8
Varial Flips and Their Cousins
Main ideaCombining a half shove-it with a kickflip or heelflip makes a family of four related flip tricks.
A is a flip trick that adds a 180 shove-it. There are two shove-it directions and two flips, so there are four combinations. Knowing the family helps you see which pieces each trick needs. A is the mirror of a kickflip: the front heel flicks off the toe-side corner of the nose and the board rolls the other way.
A varial kickflip is a backside pop shove-it plus a kickflip. A varial heelflip is a frontside pop shove-it plus a heelflip. A hardflip is a frontside shove-it plus a kickflip; the board seems to flip up between the legs. An inward heelflip is a backside shove-it plus a heelflip. In each, the board turns half a turn flat and rolls once along its length.
To learn the varial kickflip, first make the backside pop shove-it steady. Next, stand with your back foot in the toe-side pocket and your front foot angled behind the front bolts. Then scoop the tail backward and flick lightly off the heel-side corner of the nose at the same moment. Jump up, let the board spin and flip, and catch it with both feet over the bolts. It ends nose in back, so you roll away with the tail leading.
A common problem is a board that only flips and does not spin. That means the scoop was too soft compared to the flick. The fix is to practice a few plain shove-its, then try the varial again with the same scoop. Learn on smooth flat ground with pads on before trying any flip trick near a ledge.
Words to know
varial
a flip trick that adds a 180 shove-it spin
heelflip
a trick where the front heel flicks off the toe-side corner of the nose so the board rolls the opposite way from a kickflip
hardflip
a frontside shove-it combined with a kickflip
Check yourself
1. What is a varial kickflip?
Why: A varial kickflip combines a backside pop shove-it with a kickflip.
2. How does a heelflip differ from a kickflip?
Why: In a heelflip the front heel flicks off the toe-side corner, so the board rolls the opposite direction.
3. A skater's varial flips but does not spin. What is likely wrong?
Why: The scoop drives the spin, so a flip with no spin means the scoop was too soft.
Section 3
Airs, Grabs and Rock to Fakie
29.9
Rock to Fakie
Main ideaIn a rock to fakie, the board rests on the coping between the trucks, then the rider lifts the front wheels back over and rolls down fakie.
A rock to fakie is often the first lip trick on a ramp. A lip trick is done on the , the metal pipe or edge along the top of a ramp. Before trying it, you should drop in, kickturn and roll fakie with confidence on a small ramp. Wear a helmet, knee pads, elbow pads and wrist guards, and start on a mini ramp, not a tall one.
First, roll straight up the ramp with enough speed for the front truck to pass over the coping. Next, as the front wheels clear the coping, press your front foot down gently so the middle of the board settles onto the coping. This is the rock: front wheels on the deck at the top, back wheels on the ramp, the coping under the board between the trucks. Pause for a moment.
Then press your back foot on the tail to lift the front wheels, and lean your shoulders slightly back toward the ramp so the front truck clears the coping. Roll down fakie with knees bent and weight centered. It should feel like a gentle seesaw: rock forward, lift, roll back.
If the front truck catches on the coping, lift the front wheels higher before rolling in, and bring a little more speed. If the board shoots out, you leaned too far back; keep your weight over the board. If you fall, slide down on your knee pads instead of reaching back with your hands.
Words to know
coping
the metal pipe or hard edge along the top of a ramp or pool
rock to fakie
a lip trick where the board rocks onto the coping between the trucks, then the rider rolls back down fakie
lip trick
a trick done on the coping at the top of a ramp
Check yourself
1. Where does the board rest during the rock?
Why: In the rock, the coping sits under the middle of the board, between the trucks.
2. What does the back foot do to finish a rock to fakie?
Why: Pressing the tail lifts the front wheels back over the coping so the rider can roll down fakie.
3. With no friction, what speed reaches a 1.2 m coping? (v = √(2gh), g = 9.8 m/s²)
Why: 2 × 9.8 × 1.2 = 23.52, and the square root of 23.52 is about 4.85 m/s.
29.10
Airs Above the Coping
Main ideaAn air is a trick where the rider and board fly above the coping and land back on the ramp.
In the late 1970s, skaters riding empty backyard pools and the first concrete parks began flying above the coping instead of turning at it. These moves were called . Around the same time, Alan "Ollie" Gelfand popped his board into the air on transition without using his hands, the move that gave the ollie its name. Airs became the center of vert skating through the 1980s.
An air is projectile motion. You leave the coping moving almost straight up, slow down under gravity, stop, and fall back. To rise a height h above the coping, you need an upward speed of v = √(2gh) as you leave it. The time in the air is t = 2√(2h/g).
Worked example for h = 0.50 m. Speed: 2 × 9.8 × 0.50 = 9.8, and √9.8 ≈ 3.13 m/s. Time: 2h/g = 1.00 ÷ 9.8 ≈ 0.102 s², and √0.102 ≈ 0.319 s; doubling gives about 0.64 s in the air. That is the whole window for grabbing, turning and setting the board back on the wall.
Airs are advanced and belong on a ramp at a skatepark, after you can drop in, kickturn and rock to fakie. Wear full pads. Many skaters learn the motion first as a small frontside or backside turn that barely leaves the coping, then rise a little higher over many sessions.
Words to know
air
a trick where the rider and board fly above the coping and come back down on the ramp
vert
ramp or pool skating where the walls reach straight up at the top
projectile motion
the path of something moving through the air under gravity alone
Check yourself
1. When did skaters begin flying above the coping in pools and parks?
Why: Airs began in the late 1970s in pools and the first concrete parks.
2. What upward speed is needed to rise 0.50 m above the coping? (g = 9.8 m/s²)
Why: v = √(2 × 9.8 × 0.50) = √9.8 ≈ 3.13 m/s.
3. Which skills should come before learning airs?
Why: Airs build on ramp basics: dropping in, kickturns and rock to fakie.
29.11
Backside Airs and Grabs
Main ideaA grab holds the board to the feet in the air, and each grab is named by which hand holds which edge.
A is holding the board with a hand during an air. The grab keeps the board under your feet while you fly, since the wheels are no longer on the ramp. It also gives the trick its name. The main skills are knowing which hand reaches, which edge it holds, and where between the feet.
Two grabs show the naming system. An is a grab with the back hand on the toe-side edge between the feet. A melon is a grab with the front hand on the heel-side edge between the feet. Because you reach down to the board, grabs also make you crouch, which lowers your center of mass and keeps you balanced.
In a backside air, you ride up the wall and turn with your back to the coping. Many skaters grab the heel edge with the front hand. First, ride up with knees bent and eyes on the coping. Next, as the board leaves the coping, bring your knees up and reach down to the board. Then turn backside in the air, let go before landing, and set the wheels back on the wall with your weight over the board. Ride away forward.
A common problem is landing on the flat bottom instead of the wall; the wall gives a smooth landing, the flat does not. The fix is to leave the coping going straight up, not out. Learn the grab first on a tiny air at a low ramp, with full pads. Another problem is grabbing too late; reach as you leave the coping, not at the top of the air.
Words to know
grab
holding the board with a hand during an air
indy
a grab with the back hand on the toe-side edge between the feet
melon
a grab with the front hand on the heel-side edge between the feet
center of mass
the point where an object's mass acts as if it were all in one place
Check yourself
1. What is an indy grab?
Why: An indy is the back hand on the toe-side edge between the feet.
2. In a backside air, what faces the coping as you turn?
Why: Backside on a ramp means your back is to the wall and coping as you turn.
3. Why should the skater leave the coping going straight up?
Why: Going straight up brings the skater back down on the smooth wall instead of the flat bottom.
29.12
Mapping a Progression
Main ideaEvery advanced trick sits on a chain of simpler ones, so a skater learns them in an order where each piece is steady first.
A is the order you learn skills, each one building on the last. Advanced tricks are rarely new motions. They are older pieces combined, done faster, or done higher. Knowing the chain lets you work on the weak link instead of trying the hard trick again and again.
Here are three chains. On flat ground: rolling fakie, then the frontside and backside 180 kickturn, then the ollie, then the 180 ollies. For flips: the pop shove-it, then the 360 shove-it, then the kickflip, then the varial kickflip, then the 360 flip. On ramps: pumping (bending and straightening the legs to gain speed) and kickturns, then dropping in, then rock to fakie, then small airs and grabs. Each later skill reuses an earlier one.
A useful rule is to call a piece steady when you can land it most of the time on several days, not just once. For example, a skater might wait until they land a pop shove-it 7 of 10 tries before adding a flick. The number is a personal guide, not a rule from any group.
When a combined trick stalls, go back one step on the chain. If your 360 flip will not spin, spend a session on 360 shove-its. If rock to fakie scares you, rock on the coping while standing still at the top with a friend steadying you. Small steps keep the fear manageable and the learning going.
Words to know
progression
the order of skills a skater learns, each building on the last
steady
landed most of the time, on more than one day
weak link
the one piece of a chain that fails first and needs practice
Check yourself
1. What is a progression in skating?
Why: A progression is the order skills are learned, with each one building on earlier ones.
2. A skater's 360 flip will not spin. What does the progression suggest?
Why: The spin comes from the 360 shove-it, so going back to that step fixes the weak link.
3. Which ramp skill comes right before small airs in the chain given?
Why: The ramp chain goes pumping and kickturns, dropping in, rock to fakie, then small airs.
Chapter review
Spins, Flips and Grabs
0 / 8
1. In a frontside turn on flat ground, what faces the direction of travel first?
Why: Frontside means your chest swings to face the direction you were rolling.
2. Why can a skater not start a 180 after leaving the ground?
Why: In the air there is no outside torque, so the total spin set on the ground stays the same.
3. Which axis does a kickflip roll around?
Why: A kickflip rolls the board around its long axis.
4. What is a hardflip?
Why: A hardflip combines a frontside shove-it with a kickflip.
5. Which foot drives the flat spin in a 360 flip?
Why: The back foot scoops the tail to make the 360 flat spin.
6. What is the coping?
Why: Coping is the metal pipe or hard edge along the top of a ramp or pool.
7. About how long is a 0.50 m air above the coping? (t = 2√(2h/g))
Why: 2h/g = 1.00 ÷ 9.8 ≈ 0.102, its square root is about 0.319, and doubling gives about 0.64 s.
8. What is a melon grab?
Why: A melon is the front hand on the heel-side edge between the feet.
Send it to your teacher
30
Chapter
The Science of Practice
Learning
Big questionWhat does research on motor learning say about how to practice, rest, handle fear and fall, so a hard trick finally lands?
The story
The Weekend in Between
A skater misses a trick forty times on Friday and lands it on the first try Monday.
On Friday after school, Marcus tries his backside 180 ollie at the park for almost two hours. He lands with the board at a quarter turn again and again. His legs are heavy. By the end, he is landing worse than he did at the start. He sits on the curb, takes off his helmet, and says he will never get it.
His friend Jae, who has skated for six years, sits down next to him. She asks to see his phone. They watch a clip she filmed of his last few tries in slow motion. In every one, Marcus's shoulders turn only after the board leaves the ground. "Turn first, then pop," she says. "Just think about that one thing. And go home. You're tired."
Over the weekend Marcus does not go to the park. On Saturday he practices the wind-up and turn on the carpet for ten minutes, the board's wheels blocked by a rolled towel. On Sunday he does it again on grass. He sleeps well both nights. He does not think much about skating on Sunday evening.
On Monday he warms up with a few ollies and rolls toward his usual spot. He winds up, unwinds his shoulders, pops, and the board swings all the way around under him. He rolls away fakie, almost surprised. Jae claps from across the park. Marcus wonders what changed between Friday and Monday, when he had barely skated at all.
Talk about itList three things that were different between Marcus's Friday session and his Monday try. Which do you think mattered most?
Section 1
How Skills Become Automatic
30.1
Three Stages of Learning
Main ideaA motor skill moves from careful thinking, to smoother practice, to doing it without thinking.
A is a movement you learn to do well, like pushing, an ollie or a kickflip. In 1967 the psychologists Paul Fitts and Michael Posner described three stages that people pass through when learning such a skill. Their model is still taught in sports science and physical therapy today.
In the first, the , you think through every part. Where does my back foot go? When do I pop? Movements are slow and stiff, and mistakes are large and varied. A skater learning to push might look at their feet and say the steps under their breath. Clear, simple instructions help most here.
In the second, the associative stage, the pieces start to link. Mistakes get smaller and more alike, and you begin to feel when a try was wrong. A skater on this stage can push while looking ahead, but a bump still breaks the rhythm. Practice with feedback helps most here.
In the third, the , the skill runs almost by itself. You can push while talking to a friend and steering around a crack. Your attention is free for the next thing, like spotting a ledge. Every trick moves through the stages on its own schedule, so a skater can be autonomous at pushing and cognitive at a kickflip in the same afternoon.
Words to know
motor skill
a movement a person learns to do well through practice
cognitive stage
the first stage of learning a skill, when each part takes careful thought
associative stage
the middle stage, when the parts link and mistakes get smaller
autonomous stage
the last stage, when a skill runs almost without thinking
Check yourself
1. Who described the three stages of motor learning in 1967?
Why: Paul Fitts and Michael Posner described the three stages in Human Performance, 1967.
2. A skater pushes while chatting and steering around cracks. Which stage is that?
Why: In the autonomous stage the skill runs almost by itself and attention is free.
3. What helps most in the cognitive stage?
Why: In the first stage each part takes thought, so clear and simple instructions help most.
30.2
What Practice Changes Inside
Main ideaPractice changes the brain so a movement uses less effort and attention, and errors are corrected faster.
When you practice a trick, your muscles get only part of the credit. The bigger change happens in the nervous system. Each try sends signals from the brain to the muscles and back again through the senses. Over many tries, the brain strengthens the connections that produced good tries and weakens the ones that did not.
Several parts of the brain share this work. The , at the back of the brain, compares the movement you planned with the movement you felt and helps correct the difference. It is one reason your second try at a curb often looks smoother than your first. Deeper areas help string steps together into one smooth sequence.
Researchers who scan the brain during learning often see the areas used for careful planning grow less busy as a skill becomes practiced. The skill has not disappeared; it has become cheaper to run. That is why an experienced skater can watch traffic around a park or plan the next trick while still landing the current one.
One result is a , a stored plan for a whole movement. An ollie becomes one smooth command, not five separate ones. A motor program can also store mistakes, which is why it pays to practice the correct form slowly before practicing fast. Changing a habit is possible, but it takes many careful tries.
Words to know
cerebellum
a part at the back of the brain that helps compare planned and actual movements and fine-tune them
motor program
a stored plan in the brain that runs a whole movement as one unit
nervous system
the brain, spinal cord and nerves, which carry signals around the body
Check yourself
1. What does the cerebellum do during learning?
Why: The cerebellum compares the plan with what was felt and helps correct the difference.
2. What is a motor program?
Why: A motor program is a stored plan for a whole movement.
3. Why practice correct form slowly before going fast?
Why: Motor programs store whatever is practiced, so correct form first avoids building a bad habit.
30.3
Rest and Sleep Help Skills Settle
Main ideaSkills keep strengthening after practice ends, especially during sleep, and tired practice can make form worse.
After practice, the brain keeps working on what you did. Scientists call this : a new memory or skill becoming more stable over time. Sleep studies have found that people often perform a newly practiced finger-tapping sequence faster after a night of sleep than at the end of their practice, with no extra practice in between.
This helps explain Monday tries like the one in the story. The weekend gave the brain time and sleep to settle the pattern Marcus had worked on. Researchers still study exactly how much each kind of skill gains, so the effect is not magic or guaranteed. Still, good sleep is one of the simplest things a learner can do for any skill.
, or tiredness, works against learning in the moment. Tired muscles pop lower and tired attention misses details. A skater who keeps trying for two hours may finish worse than they started and also practice a sloppy version of the trick. Tired skaters also fall more, so ending a session on time is a safety choice.
A practical plan: stop working on a hard trick when your tries clearly get worse, and switch to something easy or rest. Drink water. Aim for a full night of sleep, which for teenagers is often eight to ten hours, as recommended by the American Academy of Sleep Medicine. Come back another day and notice what has changed.
Words to know
consolidation
the process by which a new memory or skill becomes more stable after practice
fatigue
tiredness of the body or mind that lowers performance
session
one period of practice, such as an afternoon at the park
Check yourself
1. What is consolidation?
Why: Consolidation is a new memory or skill becoming more stable over time, especially with sleep.
2. What did sleep studies find about a newly practiced finger-tapping sequence?
Why: Studies found performance often improved after a night of sleep, with no practice in between.
3. When should a skater stop working on a hard trick in a session?
Why: Worse tries signal fatigue, which lowers performance and raises the chance of falling.
Section 2
Practicing Well
30.4
Spaced Practice
Main ideaPractice spread over several shorter sessions usually builds a longer-lasting skill than the same time in one long session.
In 1885 the German psychologist Hermann Ebbinghaus published experiments in which he memorized lists of nonsense syllables and tested himself. He noticed that spreading his repetitions over several days took less total work than cramming them into one sitting. Since then, many studies of words, facts and movements have found the same pattern, called the .
means splitting practice into several sessions with breaks between them. means one long session with few breaks. Massed practice often feels better in the moment, because you get warmed up and land more tries late in the session. But tests days later usually favor the spaced schedule.
One explanation is that each new session makes you pull the skill back out of memory, and that effort strengthens it. The gaps also give time for consolidation and sleep. For skating, this means four 20-minute sessions on a trick during a week often beat one 80-minute session on Saturday, even though the total time is the same.
Spaced does not mean rare. Too long a gap and you start from scratch. A useful plan is a short focused block on the hard trick each time you skate, a few days a week, then easy skating for fun. The park visit can be long; the time spent on the new trick stays short.
Words to know
spacing effect
the finding that practice spread over time is remembered better than practice crammed together
spaced practice
practice split into several sessions with breaks between them
massed practice
practice done in one long session with few breaks
Check yourself
1. What did Ebbinghaus notice in 1885?
Why: Ebbinghaus found that spacing repetitions over several days was more efficient than cramming.
2. Which is an example of spaced practice?
Why: Spaced practice splits the time into several sessions with breaks.
3. Why can massed practice feel better even though it often works worse?
Why: Being warmed up makes late tries feel good, but tests days later usually favor spacing.
30.5
Variable Practice
Main ideaPracticing a trick in different spots, speeds and mixes builds a skill that works in new places.
means changing the conditions while you practice: different speeds, different surfaces, different obstacles, or different tricks mixed together. Its opposite, constant practice, repeats the same version in the same spot. In the 1970s, the motor-learning researcher Richard Schmidt proposed that varied practice helps the brain build a general rule for a movement, not just one copy of it.
A 1979 study by John Shea and Robyn Morgan found something surprising. People who practiced three movement tasks in a mixed, random order did worse during practice than people who did each task in a block. But on later tests, the mixed group did better. Researchers call this : mixing makes practice harder and learning stronger.
For a skater, variable practice can be simple. Once an ollie is steady, try it at a slow roll, then a medium roll. Try it on a different smooth surface. Mix trick order: a pop shove-it, then an ollie, then a kickturn, instead of twenty of one. Practice a little fakie, rolling backward in your normal stance, or switch, riding with your other foot forward.
Keep the first steps constant. A brand-new trick still needs repeated tries in one easy, safe spot until you can land it sometimes. Add variety after that. Choose changes that stay safe: new smooth ground, not stairs or traffic. The goal is a trick that works wherever you need it.
Words to know
variable practice
practice that changes speed, place or task from try to try
contextual interference
the finding that mixing tasks makes practice harder but learning stronger
switch
riding with the opposite foot forward from your normal stance
Check yourself
1. What is contextual interference?
Why: Shea and Morgan found that mixed practice was harder at first but led to better later results.
2. Which is an example of variable practice?
Why: Variable practice changes speed, place or task.
3. When should a brand-new trick be practiced in one easy spot?
Why: A new trick needs repeated tries in a safe spot before variety is added.
30.6
Filming Yourself for Feedback
Main ideaVideo shows what the body actually did, and counting frames can even measure how high a pop went.
is information about a try. Some comes from inside: how the pop felt. Some comes from outside: a coach’s words or a video. Skaters have learned from video since the 1980s, when VHS tapes such as Powell Peralta’s The Bones Brigade Video Show (1984) let viewers pause and replay tricks. Today a phone does the same in seconds.
Video helps because what you feel and what you do are often different. A skater may feel that their shoulders turn early and see on video that they turn late. Use slow motion and look for one thing at a time: shoulder timing, where the back foot lands, or whether the knees bend on landing. Film from the side for ollies, and from behind for flips.
Video can also measure. Many phones record 30 frames per second, so each frame is 1/30 of a second. Count the frames from the moment the tail leaves the ground to the moment the wheels touch. Worked example: 15 frames ÷ 30 frames per second = 0.50 s in the air. For a jump that rises and falls the same height, h = g·t²/8. So h = 9.8 × 0.50 × 0.50 ÷ 8 = 2.45 ÷ 8 ≈ 0.31 m.
Watching too often can distract. Many coaches suggest filming a few tries, watching once, picking one change, and skating again. Ask before filming other people at the park, and never film anyone who says no. Keep your old clips, too; comparing a clip from this week with one from last month shows progress that is hard to feel day to day.
Words to know
feedback
information about a try that helps you change the next one
frame rate
how many pictures per second a video records, such as 30 frames per second
slow motion
video played slower than real time so fast movements can be seen
Check yourself
1. A phone records 30 frames per second. A pop lasts 15 frames. How long is it in the air?
Why: 15 frames ÷ 30 frames per second = 0.50 s.
2. Why does video help a skater?
Why: Video shows what the body actually did, which can differ from how it felt.
3. What is a good way to use video during a session?
Why: Choosing one change keeps feedback useful and keeps you skating.
30.7
One Cue at a Time
Main ideaFocusing on one simple cue about the effect of a movement often works better than thinking about many body parts.
A is a short phrase or idea that reminds you what to do, like "turn first, then pop." Good cues are short, about one thing, and easy to picture. A skater thinking of six instructions during a half-second pop rarely does any of them well. Choosing one cue per session keeps attention clear.
Studies by Gabriele Wulf and other motor-learning researchers, starting in the late 1990s, compared two kinds of focus. An is on body parts, such as "point your ankle." An is on the effect of the movement, such as "snap the tail to the ground" or "pull the board up to your knees." In many tasks, people did better and learned faster with an external focus.
For skating, external cues often sound like this: "push the board forward," "slide the grip tape up toward the nose," "let the board turn under you." They point to what the board should do. If one cue does not help after a few tries, try another that describes the same goal differently.
Cues also come from friends. When someone gives you five tips at once, it is fine to ask, "What is the most important one?" That question helps you and helps the friend coach better. Write your working cue in a notebook so you remember it next session.
Words to know
cue
a short phrase that reminds you what to do during a movement
internal focus
attention on body parts during a movement
external focus
attention on the effect of a movement, such as what the board does
Check yourself
1. Which is an external-focus cue?
Why: An external cue names the effect on the board, like snapping the tail.
2. Why use only one cue at a time?
Why: A pop takes about half a second, so one clear cue keeps attention useful.
3. What did Wulf's studies find in many tasks?
Why: In many tasks, an external focus led to better performance and faster learning.
Section 3
Fear and Falling
30.8
Fear Is a Signal
Main ideaFear is a normal warning that a step is too big, and breaking a trick into smaller steps makes it manageable.
Standing at the top of a ramp, many skaters feel their heart race and their legs tighten. That is , a normal signal from the body that something might hurt. It is not a sign of weakness. Fear speeds the heart and tightens muscles to get you ready to react. A little of it can sharpen attention; too much makes the body stiff, and stiff skaters fall more.
A useful way to read fear is as information: this step may be too big right now. The answer is usually not to force it but to shrink the step. Skaters have done this for decades: practicing a drop-in on a small ramp before a tall one, or a trick on grass before pavement.
Here is a fear ladder for a drop-in on a mini ramp. First, stand on the board at the top with the tail on the coping, holding a friend’s hand. Next, lean forward a few centimeters and return, several times. Then roll in holding the friend’s hand, front foot pressing down over the bolts so your weight goes onto the board. Finally, roll in alone, committing your weight forward. Gear up with helmet and pads on every rung.
Some days fear wins, and that is fine. Stopping for the day is a choice, not a failure. Notice what you did manage: one rung higher than last week is real progress. Fear also tends to shrink with repeated calm tries on the same rung, so returning to a rung you already passed is useful practice, not a step back.
Words to know
fear
a normal body signal that something might be dangerous, which readies the body to react
fear ladder
a list of small steps from least to most scary, practiced one at a time
commit
to put your full weight and attention into a move instead of holding back
Check yourself
1. What does fear usually signal while learning a trick?
Why: Fear is a normal signal; read as information, it often means the step should be smaller.
2. On the drop-in ladder, what comes right after standing at the top holding a friend's hand?
Why: The next rung is leaning forward slightly and coming back, several times.
3. Why does too much fear make falls more likely?
Why: Too much fear tightens the muscles, and stiff skaters fall more.
30.9
Falling Small
Main ideaCrouching, rolling and keeping the arms bent spread a fall over more time and more body, which lowers the force.
Every skater falls, so falling well is a skill to practice like any other. Wrist injuries are among the most common skateboarding injuries, often from catching a fall on a straight arm. Wrist guards help prevent them. The goal of a good fall is to lower your height, spread the impact over time and over a large area, and keep your head off the ground.
The physics is impulse. To stop a moving body, its momentum, mass times velocity, must change to zero. Average force = change in momentum ÷ stopping time. Worked example: a 60 kg skater hits the ground moving 3 m/s. The change in momentum is 60 × 3 = 180 kg·m/s. Stopping in 0.05 s gives 180 ÷ 0.05 = 3,600 N. Stopping in 0.25 s by rolling gives 180 ÷ 0.25 = 720 N, five times less.
Practice on grass or a mat with your helmet and pads on. First, from a crouch, sit down and roll back onto your rounded back, chin tucked. Next, from a slow walk, step off to the side, crouch low, and roll over one shoulder. Then try stepping off a slowly rolling board and running it out. When you fall forward, land on your pads and slide or roll; keep your arms bent and your fists soft instead of reaching out stiffly.
A crouch helps before any fall, because a lower body has less distance to drop. If the board shoots out, step off and run it out if you can. Let the board go; chasing it into a street is never worth it. A loose board can also roll into other people, so call out "board!" to warn them.
Words to know
momentum
mass times velocity; how much motion a moving object carries
impulse
force times time; the push needed to change an object's momentum
run it out
to step off a moving board and keep running until you slow down
Check yourself
1. A 60 kg skater moving 3 m/s stops in 0.10 s. What is the average force?
Why: Momentum change is 60 × 3 = 180 kg·m/s, and 180 ÷ 0.10 = 1,800 N.
2. Why does rolling through a fall reduce the force?
Why: Force equals momentum change divided by time, so a longer stop means less force.
3. What should the arms do in a forward fall?
Why: Straight arms often lead to wrist injuries; bent arms and a roll spread the force.
30.10
Knee Slides on a Ramp
Main ideaOn a ramp, a fall forward becomes a slide down the transition on hard-capped knee pads.
Ramp skaters fall differently from street skaters. On a curved ramp, the wall is called the . If you lose the board near the top, you can drop to your knees and slide down the transition on your knee pads, like sliding down a playground slide on your knees. Done right, the slide turns a fall into a smooth ride to the flat bottom.
Knee slides need the right gear. Good for ramps have a hard plastic cap over a thick foam pad and straps that hold them in place. The hard cap slides on the ramp surface instead of grabbing it. Soft pads without caps grab and can stop you suddenly. Wear a helmet, elbow pads and wrist guards too.
Learn on a low ramp. First, walk a few steps up the transition without the board. Next, drop to both knees, sit back a little toward your heels, and let the pads slide you down. Keep your chest upright and your hands up near your chest, not reaching for the ramp. Then try from a little higher. Last, practice while riding: roll up slowly, step off the board on purpose, and drop into a slide.
Common problems: leaning forward and hitting the chest, so sit back toward your heels; landing on one knee and spinning, so practice landing on both. Many skaters practice knee slides at the start of every ramp session as a warm-up. Check your pad straps each time, because a pad that twists off the knee cap cannot protect it.
Words to know
transition
the curved part of a ramp or pool that bends from flat to steep
knee pads
padding strapped over the knees; ramp pads have a hard plastic cap
knee slide
a planned fall on a ramp, sliding down the transition on the knee pads
Check yourself
1. Why do ramp knee pads have hard plastic caps?
Why: A hard cap slides smoothly on the ramp surface, while soft pads grab.
2. Where should your hands be during a knee slide?
Why: Keeping the hands near the chest avoids catching the ramp with them.
3. What is the transition on a ramp?
Why: The transition is the curved wall of a ramp or pool.
Section 4
Learning Together
30.11
Skaters Teaching Skaters
Main ideaFor most of its history skateboarding has been learned from other skaters, in person and through magazines and videos.
Skateboarding grew mostly without coaches. Skaters learned by watching each other on the street, in pools and at parks. Magazines such as Thrasher (founded 1981) and TransWorld SKATEboarding (1983) printed photo sequences of tricks. Videos such as The Bones Brigade Video Show (1984) let skaters far from California study tricks frame by frame.
That tradition of , people learning from people at a similar level, is still strong. At a good park, a more experienced skater might show a newcomer where to put their back foot, film a try, or call out one cue. Many parks have an unwritten : take turns, look before you drop in, and do not sit in the landing zones.
Groups have built programs on this. Skateistan, founded by Oliver Percovich in Kabul, Afghanistan, in 2007, used skateboarding to bring children, including many girls, into lessons and school programs. The Tony Hawk Foundation, started in 2002 and renamed The Skatepark Project in 2020, has helped communities build public skateparks where this kind of learning happens.
Teaching also helps the teacher. Explaining a trick makes you put each step into words, and that can show you a gap in your own understanding. A good peer coach gives one clear cue, cheers effort, and never mocks a beginner. Everyone at the park started on their first push.
Words to know
peer teaching
learning from people at a similar level, such as other skaters
etiquette
the shared rules of polite and safe behavior in a place
photo sequence
a series of photos showing each moment of a trick in order
Check yourself
1. Which video, from 1984, let skaters study tricks far from California?
Why: Powell Peralta's The Bones Brigade Video Show came out in 1984.
2. Who founded Skateistan in Kabul in 2007?
Why: Oliver Percovich founded Skateistan in Kabul in 2007.
3. Which is part of skatepark etiquette?
Why: Taking turns and looking before dropping in keep everyone safe.
30.12
Building Your Own Practice Plan
Main ideaA good practice plan combines a warm-up, a short spaced block on one trick, variety, one cue, and a planned stop.
Each idea in this chapter fits into one session plan. A sample plan for an hour at the park: ten minutes of rolling, pushing and a few easy tricks; fifteen minutes on the new trick with one cue; fifteen minutes of mixed tricks you already know; a few filmed tries of the new trick; and ten minutes of fun skating to finish. Gear stays on the whole time.
The warm-up raises body temperature and gets joints moving, so you are less stiff when you start trying hard things. The short focused block uses spacing, because you will come back to it in two days. The mixed block adds variable practice. Filming a few tries gives outside feedback. Stopping on time protects against fatigue and gives sleep something to consolidate.
Keep a : a notebook or phone note with the date, the trick, your cue, how many tries you landed, and how it felt. After a few weeks you can see patterns, such as better results after a good night’s sleep or after mixing tricks. A log also shows progress on days when a trick still feels far away.
Adjust the plan to you. If fear is high, spend the focused block on one rung of your ladder. If you are tired, shorten the hard part. The best plan is one you can repeat a few times a week, safely, for months. A plan that is too long or too hard is usually dropped after a week, while a modest one keeps the spacing effect working.
Words to know
warm-up
easy movement at the start of a session that loosens joints and warms muscles
practice log
a written record of what you practiced, your cue, and how it went
focused block
a short, planned part of a session spent on one hard skill
Check yourself
1. Why start a session with a warm-up?
Why: A warm-up raises body temperature and loosens joints before hard tries.
2. What belongs in a practice log?
Why: Recording the date, trick, cue and results helps you see patterns over weeks.
3. In the sample plan, which part adds variable practice?
Why: Mixing tricks you already know adds variety to practice.
Chapter review
The Science of Practice
0 / 8
1. In which stage of learning does each part of a skill take careful thought?
Why: The cognitive stage is the first, when each step must be thought through.
2. Which schedule usually builds a longer-lasting skill?
Why: The spacing effect favors several shorter sessions over one long one.
3. A pop lasts 12 frames on a 30-frames-per-second video. How long is it?
Why: 12 ÷ 30 = 0.40 s.
4. Which is an example of an external-focus cue?
Why: An external cue names what the board should do.
5. What happens to the brain's work on a skill during sleep?
Why: Consolidation continues after practice, and sleep helps new skills settle.
6. A 60 kg skater at 3 m/s stops in 0.25 s. What is the average force?
Why: 60 × 3 = 180 kg·m/s, and 180 ÷ 0.25 = 720 N.
7. What is the best response when fear stops you at a step?
Why: Fear often means the step is too big, so a smaller rung helps.
8. What did Shea and Morgan's 1979 study show about mixed practice?
Why: Mixed practice was harder at first but led to better results on later tests.
Send it to your teacher
★
Unit wrap-up
Advanced Tricks and How Skill Is Built
Twelve words, twelve meanings
0 / 12
Tap a word, then tap its meaning. A right pair locks in green.
Words
Meanings
Unit test
Fifteen questions across the unit
0 / 15
1. In a backside 180 ollie, what faces the direction of travel first?
Why: In a backside turn, the back leads.
2. Why does tucking in during a spin make a skater spin faster?
Why: Angular momentum stays the same, so lowering I raises the spin rate.
3. Which two tricks make a 360 flip?
Why: The 360 flip combines a backside 360 shove-it and a kickflip.
4. Which trick is a backside pop shove-it plus a kickflip?
Why: A varial kickflip combines a backside pop shove-it with a kickflip.
5. In the plank model, why is a flat spin about 17 times harder to start than a flip?
Why: Mass far from the axis raises the moment of inertia; (0.64 + 0.04) ÷ 0.04 = 17.
6. During a rock to fakie, where is the coping?
Why: In the rock, the board rests on the coping between the trucks.
7. An air rises 0.50 m above the coping. About how long is it in the air?
Why: t = 2√(2 × 0.50 ÷ 9.8) = 2 × 0.319 ≈ 0.64 s.
8. Which grab is the back hand on the toe-side edge between the feet?
Why: An indy is the back hand on the toe-side edge between the feet.
9. Which stage of learning comes after the cognitive stage?
Why: Fitts and Posner's stages go cognitive, associative, autonomous.
10. Why might a skater land a trick on Monday after missing it all Friday?
Why: Consolidation during rest and sleep, plus fresh legs, can improve a skill without extra practice.
11. Which describes variable practice?
Why: Variable practice changes the conditions of practice.
12. A pop lasts 15 frames on a 30-frames-per-second video. About how high was it? (h = g·t²/8)
Why: t = 15 ÷ 30 = 0.50 s, and h = 9.8 × 0.25 ÷ 8 ≈ 0.31 m.
13. A 60 kg skater at 3 m/s stops in 0.05 s. What is the average force?
Why: 60 × 3 = 180 kg·m/s, and 180 ÷ 0.05 = 3,600 N.
14. During a knee slide, what should the skater do?
Why: Sitting back with hands up keeps the slide smooth and the arms safe.
15. What is a fear ladder?
Why: A fear ladder breaks a scary trick into small steps practiced one at a time.
Send it to your teacher
Spiral review
Five questions from earlier units
0 / 5
1. (Unit 14) What is most often used to make a skateboard deck?
Why: Most decks are seven thin plies of hard maple glued and pressed.
2. (Unit 13) Why do skaters wax ledges?
Why: A lower μ gives a longer slide distance, v²/(2μg).
3. (Unit 14) Which step makes a ramp's surface safer for wheels and knee pads?
Why: Countersunk screws sit below the surface so nothing catches on them.
4. (Unit 13) A skater moving at 3 m/s hits a stopper. Why is that dangerous?
Why: Inertia keeps the rider moving after the board is stopped.
5. (Unit 14) Why do some plies in a deck run across the board?
Why: Cross plies hold the lengthwise fibers together so the deck resists splitting.
Send it to your teacher
Write it
Choose one advanced trick from this unit, such as the 360 flip, a backside 180 or rock to fakie. Explain its steps in order, with what the front foot and back foot do. Name the simpler tricks it builds on and the physics behind it. Then describe a one-week practice plan for it using at least two ideas from the science of practice.
Use front foot and back foot, not left and right.
Name the axis or the force involved, and show one calculation if it fits.
List the tricks that come before yours in its progression.
Include spacing, variety, one cue, rest or a fear ladder in your plan.
Put safety gear in the plan naturally, not as a list at the end.
0 wordsSaved on this device as you type.
For the teacher
Every lesson keeps its own three checks; a lesson is ticked when all three are right. Chapter reviews, the unit test and its spiral review (five questions from earlier units in this band) score on the page. When the site is connected to your sheet, or the link carries ?dest=, each one also has a Send box: the first-try score, the standards, the supports used, the attempt number and the minutes go to your sheet as an IEP data point.
Print this page for a paper copy of the readings, the sources, the words and the questions; the answers print as dashed boxes under each question.
Fact-check notes for this course live in the handoff: quotes marked (paraphrased) were set that way on purpose.