Learning the upright spin: from the two-foot spin to an upright spin on one foot, pulling the arms in, getting faster. Milestones, mistakes, safety.
The honest answer first: you learn an upright spin in two stages. First a two-foot spin with at least two revolutions, then the spin on one foot [1][3]. How many revolutions count? According to Skate Canada a rotation in singles must have at least three revolutions to count as a spin at all [1]. In one position (for example upright) the skating federation ISU requires at least two uninterrupted revolutions [2].
For your roadmap that means: you do not have to fly at once. In the Learn to Skate USA curriculum the "beginning two-foot spin" with at least two revolutions is on level 5 and the transition into the one-foot spin with at least two revolutions on one foot on level 6 [3]. That is an adult path with milestones.
Stand upright over the standing foot, shoulders over the hips, eyes on a point at eye level (practice standard). The axis is an imaginary line through head and body. The straighter it stands, the calmer the body spins. Milestone: you stand five counts calmly on one foot.
From a curve or a turn go into the rotation and spin on both feet, at least two revolutions [3]. Both feet stay close together, knees slightly bent. The two-foot spin is the lead-up in which you learn the feeling for the axis of rotation. Milestone: two clean revolutions, on the spot, three times in a row.
From the two-foot spin you shift the weight onto the standing foot and lift the other slightly. The free leg stays close to the standing leg. The axis stays straight. If you tip, go back onto two feet. Milestone: one revolution on one foot without wandering away from the centre.
To speed up, pull the arms to the body and the free leg close to the standing leg. That is physics: the closer the masses to the axis of rotation, the faster the body spins. In the science of jumps it is said that rotational speed is controlled mainly by the moment of inertia, that is, by how close arms and legs are to the axis [4]. This applies in the air and on the ice. Milestone: you manage three revolutions in a row on one foot, in one spot [1][2].
Extend arms and free leg again, which brakes the rotation, and glide out on an edge. Put the second foot down when the movement is calm. Keep your gaze on a point at the end of the rotation.
Spin in short series of two to three attempts and take a break in between. Longer spinning in one go tires the head and costs concentration (experience, not a study). Do not credit yourself too much speed on entry: a calm spin on the spot beats a fast one that carries you away. If you travel, that is a sign of a tilted axis or arms pulled in too late. A phone video from the front shows whether your head and shoulders stay over the hips or whether you tip away in the rotation.
This guide explains and motivates, it does not replace supervised training. While spinning you get dizzy if you do not fix your gaze. Stop as soon as you feel sick or dizzy. Fall to the side, not backward, and wear a helmet (see the guide "Falling and Getting Up on the Ice"). Never spin where others cross, and keep your distance from the boards and other skaters. Variations such as the scratch spin or layback are tasks for supervised training.
Practise the exit first: whoever can end the rotation under control also dares to spin faster. Brake the rotation consciously by opening the arms and glide out in a calm curve. That way you learn that you can stop the rotation at any time.
First the two-foot spin with at least two revolutions, then the spin on one foot [3]. Stay upright, hold the axis and pull arms and free leg in to speed up [4]. Practise the exit early.
According to Skate Canada a rotation in singles counts as a spin only from three revolutions [1]. In one position the ISU rules require at least two uninterrupted revolutions [2]. For beginners the curriculum goal is two revolutions at the two-foot level [3].
By pulling arms and free leg close to the axis of rotation. Rotational speed depends mainly on the moment of inertia [4]. Pulling the arms in, not muscle power, makes you faster. First a calm axis, then the pulling in.
Dizziness often comes with fast rotations and usually eases with habituation (practical experience, not a study). Fix a point at eye level while spinning and spin slowly first. If nausea persists, stop.
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