P.E 4 Team Sports Module

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LA CARLOTA CITY COLLEGE

City of La Carlota
-o0o-
COLLEGE OF EDUCATION
Module in PE 4

 COURSE TITLE : PE 4
 NUMBER OF UNITS : 2 Units
 COURSE DESCRIPTION : Team Sports
This unit is prepared for students to gain knowledge on the importance of Team Sports, the
role it plays in the development of nationalism, and the preservation of our cultural heritage. It
will help the students to improve self-expression through Team Sports, creating and performing
simple movements.

 COURSE OUTCOMES:
At the end of the semester, the students are expected to:
 Improve and maintain Sportsmanship
 Acquire knowledge on the history, rules, mechanics, terminologies, etc. of the sports.
 Develop the basic skills of the sports
 Apply the rules & mechanics in sports competition.
 Appreciate the values gained in sports participation and apply these values in everyday
life

 COURSE OUTLINE

A. PRELIM
MODULE 1. Volleyball
 Volleyball
 The Objectives of Volleyball.
 History of Volleyball.
 Rules and Regulation of Volleyball
 Skills and Techniques in Volleyball
 Player Positions in Volleyball
 Officials in Volleyball
 Hand Signals in Volleyball

MODULE 2. Ultimate Frisbee


 Definition of Ultimate Frisbee
 Importance of Ultimate Frisbee
 The Rules and Regulations of Ultimate Frisbee.
 Skills and Techniques used in Ultimate Frisbee.
 Player Positions of Ultimate Frisbee
 Offensive and Defensive Strategies used in Ultimate Frisbee

B. MIDTERM

MODULE 3. Kickball
 Introduction of Kickball
 History of Kickball
 Equipment and Facilities of Kickball
 Rules and Regulation in Kickball
 Violations in Kickball
 Player Positions in Kickball
 Officials/Referee in Kickball

C. FINALS
MODULE 4. Basketball
 Basketball
 History of Basketball
 Facilities and Equipment in Basketball
 Rules and Regulation of Basketball
 Skills and Techniques in Basketball
 Player Positions in Basketball
 Officials/Referee in Basketball
 Hand signals in Basketball
 Terminologies in Basketball

CONTENT DISCUSSION

Module 1. Volleyball

Volleyball
Volleyball, game played by two teams, usually of six players on a side, in which the players use their hands to bat a
ball back and forth over a high net, trying to make the ball touch the court within the opponents’ playing area
before it can be returned.

The complete set of rules is extensive, but play essentially proceeds as follows: a player on one of the teams
begins a 'rally' by serving the ball (tossing or releasing it and then hitting it with a hand or arm), from behind the
back boundary line of the court, over the net, and into the receiving team's court. The receiving team must not let
the ball be grounded within their court. The team may touch the ball up to three times to return the ball to the
other side of the court, but individual players may not touch the ball twice consecutively. Typically, the first two
touches are used to set up for an attack. An attack is an attempt to direct the ball back over the net in such a way
that the team receiving the ball is unable to pass the ball and continue the rally, thus, losing the point. The team
that wins the rally is awarded a point and serves the ball to start the next rally.

Objectives of Volleyball
Volleyball seems like a simple game of hitting a ball over the net and keeping it from hitting the court or sand on
your side of the net. In reality, those two goals are the main objectives of volleyball. Doing it, however, involves
elements that separate the good teams from the average ones.

1.Gain & Maintain Control


Ball control in almost everything in volleyball. Even when the ball is going back and forth over the net at a good
clip, teams still rely on good ball handlers to get digs and "ups" so they can stay in system and launch high
quality attacks. Winning a point means being able to serve, which can lead to another form of control. A team
that can "run" points from the service line, including aces that aren't returned at all, get those points as well as
momentum.

2.Making the Points


Sets are won by the team that first scores 25 points, and matches are usually played in a best three out of five
format. A service ace, a kill (an unreturnable hit), a block that lands on the other team's side of the court or an
error all count for points. In theory, a team could win a match without completing a single kill if its opponents
make constant errors such as net violations or hitting a ball out of bounds. Regardless of how it happens, the
objective is always to impose your offensive will on the other side while keeping them off balance with solid
defense.

3.The Joy of Teamwork


Good teams typically display a high level of communication and teamwork. A team's setter, hitters and
defensive specialists need to effectively work together to optimize their three allotted contacts. Often, poor
communication results in poor ball control, which leads to points lost. Communication and teamwork are so
important to the sport of volleyball because they essentially elevate the effectiveness of the defense and
offense.

4.Playing within the Rules


The rules are intended to keep the game moving. That's why a team has to return a ball within three hits, and
players have to follow handling rules. If a ball is on a player's hands for even a full second, or it comes spinning
out of her hands, it can be a violation. A player also can't run into the net, and any ball hit into it or the antennas
on the ends counts as a point to the other team. Those and others rules force players to employ precision and
timing along with athleticism.

History of Volleyball
1. Volleyball was invented in 1895 by William G. Morgan, physical director of the Young Men’s Christian
Association (YMCA) in Holyoke, Massachusetts. It was designed as an indoor sport for businessmen who
found the new game of basketball too vigorous. Morgan called the sport “mintonette,” until a professor
from Springfield College in Massachusetts noted the volleying nature of play and proposed the name of
“volleyball.”
2. The original rules were written by Morgan and printed in the first edition of the Official Handbook of the
Athletic League of the Young Men’s Christian Associations of North America (1897). The game soon
proved to have wide appeal for both sexes in schools, playgrounds, the armed forces, and other
organizations in the United States, and it was subsequently introduced to other countries.

Facilities and Equipment

3. The Ball - The standard volleyball is made of leather or synthetic leather, weighs between 9 and 10 ounces
and has a circumference of 25.6 to 26.4 inches. The ball has a rubber bladder and can be one color or a
combination of colors. Synthetic leather is lighter and is fine for beginner players. Junior volleyballs for
children 12 years old and younger weigh between 7 and 8 ounces.

4. The Net and Court - The outdoor volleyball court measures 18 x 9 m, surrounded by a free zone that is 2
meters wide on all sides. The minimum playing space for U.S. volleyball competitions is 7 meters. The
volleyball net is 32 feet long by 3 feet wide. For women, the net should be 7 feet, 4 1/8 inches high. For
men, the net should be 7 feet, 11 5/8 inches high. U.S. regulation volleyball playing surfaces must be flat
and not present any hazards to the players.

5. Lines - The playing court is marked by two sidelines and two end lines. All lines must be 2 inches wide and
must be created with a light color that is easy to discern from the playing court. An attack line should be
placed three meters from the center line. The center line divides the court into two 9 x 9 meter courts.

6. Poles - Poles and nets are also necessary pieces of equipment for volleyball. The pole and network divide
the field into two equal parts, so they can’t be taken apart.

7. T-Shirt - Volleyball clothes should fit your body size, and you shouldn’t wear oversized shirts because they
can make it hard to move. Most of the time, people who play volleyball wear T-shirts and shorts.

8. Shoes - Shoes are another piece of gear that volleyball players need to think about. Like soccer and
basketball shoes, volleyball shoes have their shapes and styles.

9. Elbow Pads - When playing volleyball, elbow pads or elbow protectors can be used. As the name suggests,
this tool helps protect the player’s elbow when chasing after a ball falling to the ground. Players’ elbows
are often the center of attention, which can be dangerous if they aren’t protected.

10. Knee protectors or kneepads are also needed to protect the knees, so they don’t get hurt when they hit
the ground. Not only that, but knee protectors can also keep volleyball players’ knee joints safe when they
jump.

Here are the fundamental, must-know rules of a volleyball game:


11. Only 6 players on the floor at any given time: 3 in the front row and 3 in the back row.
12. Points are made on every serve for the winning team of the rally (rally-point scoring).
13. Players may not hit the ball twice in succession (a block is not considered a hit).
14. Ball may be played off the net during a volley and on a serve.
15. A ball hitting a boundary line is in.
16. A ball is out if it hits an antennae, the floor completely outside the court, any of the net or cables outside
the antennae, the referee stand or pole, or the ceiling above a non-playable area.
17. It is legal to contact the ball with any part of a player’s body.
18. It is illegal to catch, hold or throw the ball.
19. A player cannot block or attack a serve from on or inside the 10-foot line.
20. After the serve, front-line players may switch positions at the net.
21. Matches are made up of sets; the number depends on level of play.

Violations
22. Committing any of these volleyball rule violations results in a point for the opponent.
23. Stepping on or across the service line when serving while making contact with the ball.
24. Failure to serve the ball over the net successfully.
25. Ball-handling errors and contacting the ball illegally (double touching, lifting, carrying, throwing, etc.)
26. Touching the net with any part of the body while the ball is in play.
27. Blocking a ball coming from the opponent’s court and contacting the ball when reaching over the net if
your opponent has not used 3 contacts AND has a player there to make a play on the ball.
28. Attacking a ball coming from the opponent’s court and contacting the ball when reaching over the net
when the ball has not yet broken the vertical plane of the net.
29. Crossing the court centerline with any part of your body, with the exception of a hand or foot. It is only
considered a violation if the entire hand or entire foot crosses the court centerline.
30. Serving out of rotation or out of order.

2 Types of Scoring in Volleyball

Rally Scoring:
31. Rally scoring is when a team gets a point when the other team fails to return the ball over the net, or
when the ball goes out of bounds, commits an infraction or makes a service error.
Side out Scoring:
32. When the opposing team fails to return the ball over the net, hit the ball out of bounds, commits an
infraction or make a service error, the serving team scores a point. This also counts for the receiving team.

Volleyball Winning Condition

33. Games are played until a team hits 25 points and at least has a two point lead to win the set. Most games
has five sets, so to win a team must have won three out of five sets. The last set goes up to 15 points and
a team must have a two point lead to win the set. With side out scoring, all sets are played up to 15 points
and the team must at least have a two point lead. Some organizations say that the first team to win 17
points wins the set, so in this case the two point margin is not needed.

Player Positions

34. Setter - The setter is the main contributor to the offense of the volleyball team. One of the requirements
of the setter is having a delicate touch to set the ball perfectly for one of the attacking players.
Communication is extremely important for the setter because they need to get the rest of the players on
the same page. Without the setter, there wouldn’t be hard spikes or technical ball movement.

35. Outside Hitter - The outside hitter is also known as the left-side hitter and is the lead attacker in the
offensive strategy. To be a successful outsider hitter, you must be able to jump high, be quick on your
feet, and be ready to adapt to different situations. The volleyball won’t always be placed where the
outsider hitter would like, so they need to be prepared for hits from a variety of places.

36. Opposite Hitter - Also known as the right-side hitter, these players need to be a perfect balance of both
offense and defense. They will also get many opportunities to hit the volleyball, so similar to the outside
hitter, jumping ability is vital. The main difference that sets the opposite hitter apart is their defensive
responsibility. Being able to receive the serve from the opposing team is just one of the many
requirements of this specialized position.

37. Middle Blocker - The middle blocker, sometimes known as the middle hitter, is the tallest player on the
volleyball team. Their main role for the team is being the first line of defense against the opposing team’s
hits. The middle blocker needs to read the other team’s attackers to quickly raise his or her arms above
the net in a blocking attempt. However, this is not a defense-only position. The middle blocker will have
chances for quick points throughout the set.

38. Libero - The libero can become confusing for non-volleyball players. They can only play on the back row of
the court, and because of this, are the ideal person to receive a hit from the opposite team. There are set
rules the libero needs to follow, such as not attacking the ball at the net, playing a set for an attacker from
the front, and more. You can always tell a libero apart from the rest of the team because they wear a
different colored jersey.

39. Defensive specialists - are the players that have sound passing skills and great digging.

Skills and Techniques in Volleyball

40. Serving - A serve starts every point in volleyball and is among one of the most important aspects of the
game. Because rally scoring is used, a team can lose points if a player is unable to serve the ball over the
net and inside the opponent’s court.
41. Underhand Serve is a type of serve in which the player holds the ball in one hand, swings the other in an
arc motion below the waist and strikes the ball from the bottom with a fist to put it in play. In an
underhand serve, the player does not toss the ball up in the air, as in other serve attempts.
42. Overhand serve in volleyball is a serve in which the player tosses the ball with one hand and strikes it in
the air above their head with the other hand.
43. Float Serve, also known as a floater, is a serve that does not spin at all. It is called referred to as a floater
because it moves in extremely unpredictable ways, which makes it difficult to receive, corral, and pass. A
float serve catches the air and can move unexpectedly to the right or the left or it can drop suddenly.
44. Jump serve - utilizes an even higher toss than the topspin serve, and that toss should be several feet in
front of the server. In a jump serve, the server utilizes more of an attack approach, jumping and striking
the ball in the air.
45. Passing in volleyball means you hit the ball at the upper body level. This is usually done to direct the ball
to another teammate.
46. Receive is the most critical part of an offensive plan, and learning how to anticipate and react to a serve is
a key element to staying on top.
47. Blocking in the sport of volleyball is a defensive play that is accomplished by 1, 2, or 3 front-row players
jumping and pressing their arms over the net in an effort to "block" the opposing hitter.

Officials/Referee

48. The first referee is the official that stands on the referee stand (raised platform) positioned at on the side
of the court across from the team benches. It is the first referee that starts play by whistling and signaling
(beckoning) the server to serve the ball.
49. The second referee is concerned with matters such as keeping time, assisting the first referee in making
calls, administering substitutions, and verbally communicating with team coaches. The second referee
stands on the ground on the opposite side of the court from the first referee.
50. Line judges are to assist the referee make calls for balls landing on or near the sideline and end line
closest to them.

Hand Signals in Volleyball


Module 2. Ultimate Frisbee

Definition of Ultimate Frisbee

Ultimate is a team sport which mixes elements of football, basketball and rugby, substituting the ball with a flying
disc (Frisbee) and the referee with spirit of the game. It’s the most popular sport among those played with a flying
disc.

Two characteristics of Ultimate which make it unique are:

Spirit of the Game: every player is expected to compete at their highest level, without compromising fair play or
sportsmanship. While seemingly counterproductive, the lack of referees actually helps to reinforce this ideal.
Coed teams: one of the most popular categories in Ultimate is the Coed or mixed división. This means that teams
must have both guys and girls on the field at the same time (4-3 on grass, 3-2 on beach).

History of Ultimate Frisbee

Ultimate was developed in 1968 by AJ Gator in Maplewood, New Jersey. Although ultimate resembles many
traditional sports in its athletic requirements, it is unlike most sports due to its focus on self-officiating, even at
the highest levels of competition.[6] The term "frisbee" is a registered trademark of the Wham-O toy company,
and thus the sport is not formally called "ultimate Frisbee", though this name is still in common casual use.
Team flying disc games using pie tins and cake pan lids were part of Amherst College student culture for decades
before plastic discs were available. As of 2023, the college currently boasts a woman's team called Sparkle Motion
(inspired by the dance team in Donnie Darko) and an open team titled Army of Darkness. A similar two-hand,
touch-football-based game was played at Kenyon College in Ohio starting in 1942.

Facilities and Equipment

51. Jersey - The first thing you’ll need to play Ultimate Frisbee is a jersey. Jerseys should be made out of light,
breathable material, that allows for a wide range of motion, and whisks away sweat easily.

52. Shorts - You will also need a pair of shorts to play Ultimate Frisbee. Like the jersey, the shorts should be
lightweight, and made from flexible material.

53. Cleats - Ultimate Frisbee is most often played on grass (though it is sometimes played on the beach or
indoors). To make sure you can run fast without slipping, you’ll need to buy a pair of cleats.

54. Disc - The last thing you’ll need to play Ultimate Frisbee is a disc, or Frisbee. Believe it or not, there is a
specific disc used to play Ultimate Frisbee – the Discraft Ultrastar.

55. Ultimate Field - The field used for Ultimate is similar in size and shape to a football field. The dimensions
of the field are 70 yards by 35 yards (approximately 64 meters by 32 meters), with end zones that are 25
yards (approximately 22 - 23 meters) deep at each end. The field is marked with cones or other markers
to indicate the boundaries.

56. Elbow Pads - When playing Frisbee, elbow pads or elbow protectors can be used. As the name suggests,
this tool helps protect the player’s elbow when chasing after a Disc. Players’ elbows are often the center
of attention, which can be dangerous if they aren’t protected.

57. Knee protectors or kneepads are also needed to protect the knees, so they don’t get hurt when they hit
the ground. Not only that, but knee protectors can also keep Frisbee players’ knee joints safe when they
jump.
Rules and Regulations

THE AIM OF THE GAME - Ultimate is a non-contact, self-refereed team sport played with a flying disc (or
Frisbee™). Two teams of seven players compete on a playing field about the same length as a football field, but
narrower. At each end of the playing field there is an end zone. Each team defends one endzone. They
score a goal if one of their players catches the disc in the opposite end zone.

Here are the fundamental, must-know rules of an Ultimate Frisbee game:

58. The Pull - Each point starts with a throw-off from the goal line (“pull”). All players must remain in their
end zone until the pull is thrown. At the start of the game a toss decides which team throws the first pull.
After a goal is scored, play stops. The team that scored stays in that end zone and throws the pull and
becomes the defensive team. So, teams change their direction of attack after each point. If the pull lands
outside the playing field the thrower can either start play from the side line where the disc left the field,
or from the “brick” mark closest to their end zone. The thrower indicates they are choosing the brick
option by raising their hand and calling “brick”.

59. In-bounds and out-of-bounds - A disc is in-bounds when the receiving player is inside the playing field
when they catch the disc. If you catch the disc after jumping in the air, your first point of contact must
land inside the field. The side lines are not part of the playing field. If you catch the disc in-bounds, and
then momentum takes you out-of-bounds, you must return to where you left the field before you can
throw the disc.
60. The 10-second rule - The thrower has 10 seconds to throw the disc. A defender can stand in front of you
(remember: no contact!) and count aloud to ten in one second intervals. If the disc is still in your hand at
the “t” of “ten”, the other team gets possession of the disc.

61. Turnovers - The defensive team takes possession of the disc (a “turnover”) if the offence fails to catch a
pass, if they catch it out-of-bounds, or if it is intercepted or knocked down by a defensive player.

62. Making a Call - If you believe you have been fouled by an opposing player, you can call “foul”. If the disc is
in the air play continues until possession is established (a catch or a turnover). If your team gets
possession, then play continues, otherwise, play stops immediately.

63. Scoring - You score a goal if you catch the disc in the endzone that you are attacking. If you are in the air,
your first point of contact must be in the endzone. If your foot touches the goal line it is not a goal

64. Substitution of players - After each point you may substitute as many players as you want. During a point
a player may only be substituted due to an injury. After an injury, play stops and the other team may also
substitute a player, if they wish.

Ultimate Frisbee Violations


A violation occurs when a player violates the rules in a manner which does not result in physical contact ( e.g.
throwing a pass during an approach to the goal line; illegal guarding position by the marker; not establishing a
pivot foot after carrying the disc in from out-of-bounds, etc.) A violation may be called by any player who
recognizes that a violation has occurred. the player must immediately call "violation" or the name of the specific
violation loudly.

65. Traveling: The thrower must keep all or part of the pivot foot in contact with a single spot on the field.
Should the thrower lose contact with that spot, the thrower has traveled. If the receiver obviously takes
more steps than are required to stop after catching a pass, that player has traveled. If a receiver, after
receiving a pass on the run, releases a pass after the third ground contact and before coming to a
complete stop, that receiver has traveled.

66. Strip: No defensive player may touch the disc while it is in the hands of the thrower. If a defensive player
does so, causing the thrower to drop the disc, the thrower calls, "Strip."

67. The thrower then picks up the disc and play continues unhalted from the point where the thrower
regained possession. If a count was in progress as the disc was stripped, the count is temporarily halted
until the thrower regains possession.

68. Double Team: Only one marker is permitted to guard the thrower. No other defensive player may
establish a position within three(3) meters of the pivot foot of the thrower, unless s/he is guarding
another offensive player in that area. Should the thrower recognize a double team situation, s/he first
calls "Double Teaming" as a warning. If the defensive team continues to double team", the thrower calls
"Double Teaming" again, and it is a violation.

69. Scoring system (Ultimate Frisbee) - Each time the offense completes a pass in the defense's endzone, the
offense scores a point. Play is initiated after each score. The first team to score 15 points and ahead by at
least two points will be declared the winner (20 point cap).

Player Positions in Ultimate Frisbee

Offensive Player Positions

70. Handlers - A handler in ultimate frisbee is someone who has good disc skills. They will be responsible for
fielding the pull, keeping possession of the disc, and running the offense. Handlers are usually the ones
who will call plays off a stopped disc or near the endzone.

71. Cutters - A cutter is someone who will typically be downfield of the disc and the handlers. When the pull
comes, cutters need to get downfield and start preparing to cut for the disc. Usually they will do this by
getting into a particular offensive formation or executing a set play - which is a series of predetermined
cuts in a particular order.

72. Poppers - Poppers are cutters who will tend to stay closer to the handlers. Against a zone defense, the
poppers are looking for quick opportunities like throws through or over the cup.
73. Wings/Deeps - Teams may call this position a “wing” or “deep” position. These players will usually be
further downfield and also toward sidelines versus the middle of the field.

Defensive Player Positions

74. The Mark - This player must have very good endurance. The mark will do the most running out of
everyone. They must also know the essentials of forcing and the importance of not getting broken.

75. Left/Right Wings - These players should be cutters. Since they are guarding an enemy cutter they should
be be able to think, act, and run like one.

76. Deep - This player has the most important job. There is very little running involved. But this player NEEDS
to be experienced. In other words, they must be able to properly Read a disc, jump, and successfully block
a long-range throw. While doing the cup, it is fairly easy for the opponents to make a deep throw.

77. Mid wing - It really helps if this player is agile. Unlike 2 and 3, this player must cover a slightly wider area. I
always like to assign the player that loves to dive, bid, and do crazy things to mid-mid.

78. Outside wing - This player should also be athletic. Since they are guarding cutters and prevent long play
offensive.

MIDTERM
Module 3. Kickball

Kickball

Kickball (also known as soccer baseball in most of Canada and football rounders in the United Kingdom) is a
team sport and league game, similar to baseball. As in baseball, one team tries to score by having its players
return a ball from home base to the field and then circle the bases, while the other team tries to stop them by
tagging them "out" with the ball before they can return to the home base. Instead of hitting a small, hard ball
with a bat, players kick an inflated rubber ball; this makes it more accessible to young children. As in baseball,
teams alternate half-innings. The team with the most runs after a predefined number of innings wins.

History of Kickball

Kickball, originally called "Kicking Baseball" was claimed to have been invented as early as 1910 by Dr. Emmett
Dunn Angell in his noted book Play: Comprising Games for the Kindergarten, Playground, Schoolroom and
College : How to Coach and Play Girls' Basket-ball, Etc (1910). His description and field illustration in this book is
both the closest and earliest known precursor to the modern game of kickball. He also notes that "The game
seems to afford equal enjoyment to the children and it gives a better understanding of the national game
(Baseball), and at the same time affords them an exercise that is not too violent and is full of fun.".

A later documented inventor claim, as early as 1917, was by Nicholas C Seuss, Supervisor of Cincinnati Park
Playgrounds in Cincinnati, Ohio. Seuss submitted his first documented overview of the game which included 12
rules and a field diagram in The Playground Book, published in 1917. Kickball is referred to as "Kick Base Ball"
and "Kick Baseball" in this book.

Rules and Regulation in Kickball

Kickball is a simple game consisting of two teams, bases, and a big red ball. Played like baseball, the goal is to
score more runs than the opposing team.

Regulations of the Game


Regulation games last seven (7) innings or no more than 55 minutes.

In the event of a tie score at the end of the game, the game shall be marked as a tie.
If the Home team already leads the game when the bottom of the final inning is reached, that team wins the
game instantly and the game is over.
If the Home team takes the lead during the bottom of the final inning, that team wins instantly and the game is
over.
No new inning may begin 50-minutes past the scheduled start time of a game. Any inning that has begun before
the 50-minute mark may be completed in its entirety as long as it does not exceed 55 minutes. Any game still in
progress at the 55-minute mark shall be called due to time and the final score will revert back to the previous
completed inning.

A game that is called off by the Referee after three (3) full innings of play shall be considered a regulation game.
The game score at the end of the last full inning shall determine the winner. Regulation games called off that
end in a tie shall be marked as a tie.
A game that is called off by the Referee for any reason before three (3) full innings of play shall not be
considered a regulation game and a new game may be rescheduled.

Pitching, Catching, and Fielding

For Pitchers:
The pitcher must start the act of pitching with at least one foot within the pitching mound.
The pitcher must have at least one foot on or directly behind the pitching strip when releasing the ball;
No part of the pitcher’s front foot may be in front of or across the front edge of the pitching strip.

For Catchers:
The catcher must be positioned within or directly behind the kicking box and behind the horizontal plane of the
kicker, parallel to the front edge of home plate.
The catcher may not make contact with the kicker, nor position so closely to the kicker as to restrict the kicking
motion.
The kicker may not trigger a position violation through maneuvers judged by the Ref to be deliberately tricky or
unsportsmanlike.

For Fielders:
• All fielders besides the catcher must remain in fair territory behind the 1st-3rd base diagonal.

Kicking
All kicks must be made by foot or leg, below hip level. Any ball touched by the foot or leg, below hip level, is a
kick.
All kicks must occur:
at or behind home plate. The kicker may step on home plate to kick, however no part of the planted foot may
be in front of or cross the front edge of the home plate.
Within the kicking box. The kicker must have at least a portion of the plant foot within the kicking box during
the kick. The kicker may line up outside of the kicking box.

Running and Scoring


Runners must stay within the baseline. Any runner outside the baseline is out.
Runners may choose their path from one base to the next, and may follow a natural running arc.
Runners are free to change course to avoid interference with a fielder making a play.
When attempting to avoid a ball tag, runners may move no more than 4 feet out of their established path.

Strikes
A count of three (3) strikes is an out.
A strike is:
a pitch that is not kicked and is not called a ball, that enters any part of the strike zone.
an attempted kick missed by the kicker inside or outside of the strike zone.

Fouls
A count of three (3) fouls is an out. Foul balls never count as strikes.
A foul ball is:
a kicked ball first touching the ground in foul territory.
a kicked ball first touching a fielder or Referee wholly in foul territory, while the ball is over foul territory.
a kicked ball landing in fair territory, but touching the ground in foul territory on its own at any time before
crossing 1st or 3rd base.
a kicked ball landing in fair territory, then entering foul territory before crossing 1st or 3rd base, and touching a
fielder or Referee wholly in foul territory.
A ball put into play with any part of the kicker’s body at or above the kicker’s hip level.

A kicked ball touched more than once or stopped in the kicking box by the kicker.
a kicked ball first kicked outside of the kicking box.
a kicked ball first touching a permanent object, such as a batting cage or fence.
A kicked ball first touching a fielder in front of the kicker’s box prior to the ball crossing into fair territory
a kicked ball by a male player that comes to a full stop prior to crossing the 1st-3rd diagonal line without first
being touched by a defensive player.

Player Positions

The Pitcher

The pitcher must start the act of pitching within at least one foot of the pitching mound and must have at least
one foot on or directly behind the pitching strip when releasing the ball. No part of the pitcher’s foot may be in
front of or across the front edge of the pitching strip.

Balls must be pitched underhand.

The pitcher’s mound is set 50 feet away from home plate.

The Catcher

The catcher stays behind the home plate and catch pitches thrown by the pitcher and they don’t interfere with
the kicker but be ready to catch balls thrown to you on plays at home plate.

Basemen
1st baseman - is an infielder who stands on the 1st base and is responsible for tag outs and force outs in this
direction.

2nd baseman - is an infielder who stands or near the 2nd base.

3rd baseman - is an infielder who stands or near the 3rd base.

Outfielder - Player positioned in the outfield either Center field, Left Outfield or Right Outfield and you’re the
last line of defence when the ball flies toward the fence.

Referee/Umpire
Referee/Umpire - an official who watches a game or match closely to ensure that the rules are adhered to and
(in some sports) to arbitrate on matters arising from the play.
The referee stops the game if a player is hurt or bleeding to allow for treatment. He ensures the player is cared
for either on the playing field or beside the pitch. He must ensure that a bleeding player leaves the playing field
and only returns on receiving a confirmation from the assistants that the bleeding has stopped. For team
officials or crowds behaving badly, he can order them to leave the sidelines as a way of maintaining order in the
game. On the other hand, he can stop the game if the crowd is endangered with the continuing of the game.

Officials in Kickball
Games will be officiated by at 4 umpires from two teams. Each team shall provide 2 umpires each night.
Umpires will umpire on the same field that they are playing on just in the other time slot. The home plate
referee issues all final rulings and has the ability to over turn any call made by another umpire. Only a team
captain or co-captain may dispute a call with the referee. The referee has jurisdiction over the play and may
penalize a player, including game ejection, for un-sportsman like conduct. Ejected players may not return to the
game and if necessary may be asked to leave the premises.
The head umpire has the to issue a warning to any team (player), that has a non-captain player arguing a call. If
that same player raises issue again during the game the umpire can eject that player from the game if
warranted.

Responsibilities of Umpire
79. Home plate umpire calls balls and strikes, watches for “foot fouls” (kicking past the plate). This is the
head umpire for the game and has the ability to overturn/change any ruling made by a base umpire.

80. First base umpire calls plays at first base and fouls on the first base line. First base ump is positioned 15-
20 feet behind first base on the foul line.

81. 3.Third base umpire watches the pitcher’s feet to make sure that the pitcher’s lead foot does not go pat
the rubber until the ball is kicked, calls foul balls on the third base. Third base ump is positioned 15-20
feet behind third base on the foul line.

Terminilogies
Strike - A ball crosses the strike zone without being kicked by the kicker or a foul ball is kicked.

Ball - A ball is pitched on the outside of the strike zone or comes more than one foot over home base.

Walk - A kicker is allowed to advance to the 1st base after a certain amount of ball are pitched (4 balls = Walk)

Out - A ball touches a running player on offense, the defense catches a ball that is kicked in the air, 3 strikes
have been called or a fielder holding the ball touches the base before the advancing runner

Force out - An out at a base where the runner can be ruled out simply by a defender tagging the base and not
the runner.

Stealing - When a runner advances to the next base before the pitcher notices.

Lead off - When the base runner takes a step away from the bag before the ball is kicked in an effort to get an
advantage on the next base.

Tag - A defender with a ball in possession touches the runner who is not standing on base resulting in an out.

Bunting - When a ball is intentionally kicked short in order to help the player on base advances.

-------------------------------------------------------------------------------------------------------------------------------------------------------

FINALS
MODULE 4

Basketball
Introduction to Basketball

1. Basketball is a game played between two teams of five players each on a rectangular court, usually
indoors. Each team tries to score by tossing the ball through the opponent’s goal, an elevated
horizontal hoop and net called a basket.

History of Basketball
2. Basketball was invented by James Naismith on or about December 1, 1891, at the International Young
Men’s Christian Association (YMCA) Training School, Springfield, Massachusetts, where Naismith was an
instructor in physical education. Basketball is the only major sport strictly of U.S. origin (although
Naismith was born in Canada).

3. For that first game of basketball in 1891, Naismith used as goals two half-bushel peach baskets, which
gave the sport its name. The students were enthusiastic. After much running and shooting, William R.
Chase made a midcourt shot—the only score in that historic contest. Word spread about the newly
invented game, and numerous associations wrote Naismith for a copy of the rules, which were
published in the January 15, 1892, issue of the Triangle, the YMCA Training School’s campus paper.
4. Facilities and Equipment in Basketball

Court Size
5. The size of the basketball court depends on the playing level. The size of the court for NBA and College
games is 94 feet long and 50 feet wide. It is smaller for High School and Junior High competitions.

The Backboard and Rim


6. Backboards are either fan-shaped or rectangular made of the wood or glass. The court has three
restraining circles and two free-throw areas The baskets are suspended 3.05 meters above the floor at the
end line of each count.
7. The backboards are either fan-shaped or rectangular made of the wood or glass. The court has three
restraining circles and two free-throw areas

BALL
8. The official ball is round with a circumference of 74.9-cm. to 78 cm. It shall weigh not less than 567 grams
or more than 650 grams. In competitions, leather ball is used.
Other Equipments:
9. Jersey, Rubber Shoes, Shorts, Referee Whistle and scoreboard

Rules in Basketball

10. Basketball is a game in which five players from each team play at a time on the basketball court.
11. The aim of the players to score a basket by putting the ball inside the hoop elevated 10 ft above the
ground.
12. The team with the ball in possession is the team on the offense, and the opposite one is the team on
defense.
13. Once the offensive team has the ball, they have 24 seconds on the shot clock to shoot it towards the
basket. If the offensive team either fails to shoot the ball or fails to touch the rim or make the shot, a 24-
second shot-clock violation is granted to the offensive team, resulting in a turnover. The shot clock was
introduced in the NBA in 1954.
14. If the offensive team fails to bring the ball up the court (beyond their backcourt) within eight seconds, an
8-second violation is called, resulting in a turnover.
15. There can be a total of 12 players on the team roster, but only five can play at a time.
16. The game of basketball consists of four quarters of 12 minutes each, and if scores are tied at the end of it,
there is a five minutes’ extension called “overtime”.
17. The scoring rules are simple. If you shoot from behind the arc, you will get three points whereas shot from
inside the arc receives two points. Also, each free throw is worth a single point.
18. There are a variety of ways to score 1, 2, 3 or 4 points on a single possession. For eg., While any shot
within the three-point arc is considered to be worth 2 points, if the shooter is fouled during the upward
motion of the shot, and the shot goes in, an "And-1" occurs. The shooter is granted 1 free-throw (worth 1
point) and if the shooter makes the free-throw, a three-point play is said to be completed.
19. Each team has a fixed number of team fouls, and each player has a fixed number of personal fouls.
Exceeding the team-foul limit (5 per quarter in NBA) results in bonus free-throws for the opposing team
while exceeding the personal foul limit (6 per game in NBA) results in ejection.
20. A player playing on the court can be substituted from the players on the bench by the coach. A coach can
make an unlimited number of substitutions.

Violations and Hand signals in Basketball


Traveling (walking)
21. One of the basic ideas of the sport of basketball is that you have to dribble or bounce the ball while you
are walking or running. When you have stopped dribbling one of your feet will become your pivot foot.
You cannot move your pivot foot or lift it off of the ground. If you do, this is called traveling.

Double dribble
22. You only get to dribble once in basketball. If you stop dribbling you have to pass it to another player or
shoot the ball. If you start dribbling again, this is called double dribbling.

Three seconds
23. Offensive players are not allowed to stay in the free throw lane, or key, for more than three seconds.
Anytime they leave the key or the ball hits the rim, the three second count starts over again.
Ten Seconds
24. The offensive team has 10 seconds to get the ball across half court. If it takes longer than 10 seconds, then
they will lose possession of the ball.

Over-and-back
25. Once the offensive team has gotten the ball over half court, they cannot go back into the defender's half
court with the ball. This is called over-and-back.

Carrying (palming)
26. Carrying, or palming, is like a double dribble. Players may not put the palm of their hands under the ball or
carry the ball in one hand for a long time. This is similar to holding the ball and a double dribble.

Lane violations
27. During a free throw shot, players will line up on both sides of the lane. If they jump into the lane prior to
the shot, it will be called a lane violation. If it was an offensive player, a made shot will not count. If it was
a defensive player, a missed shot will not count and the shooter will get another try.

Kicking
28. Players are not allowed to intentionally kick the ball. If a defensive player kicks the ball, the offensive team
will get it out of bounds.

Goaltending
29. Goaltending is when a player interferes with a shot when it is above the rim, but still on its downward
path to the basket, interferes with the ball while on the rim of the basket, or touches the net or rim while
the ball is being shot. If goaltending is called on the defense, the shot is called good. If goaltending is on
the offense, then the shot does not count and the defense gets the ball.

Out of bounds
30. The ball is considered out of bounds when it touches the ground outside the lines of the court. The lines
themselves are considered out of bounds as well. It is also out of bounds if the ball touches a player who
has any part of their body touching the ground out of bounds.

31. Full Timeout


32. When an official wishes to signal for a full timeout it is indicated by two arms spread to the sides forming
a “T” shape.

33. Jump Ball


34. When both players have control over the ball at the same time, it is indicated by both thumbs pointing
upwards with arms extended.

35. Substitution – If a substitute player wishes to enter the game it is indicated by having one hand facing the
time keeper, raised in a “stop” manner, and the other hand waving the substitute player into the game.

Blocking
36. If a defensive player commits a blocking foul the official will have both hands, in fists, touching his hips,
and his elbows in tight against his body.

Pushing
37. To signal a pushing foul, the official will have both hands extended straight in front of him, with his palms
facing outward.

Holding
38. The holding signal is made by having one arm extended upwards in front of the face, and the other hand
grabbing the wrist.
Skills and Techniques
(Offense)
Shooting
39. In order to score points and be an effective offensive player in the game of basketball, you need to be able
to shoot the ball into the hoop. A proper shot requires precise aiming, arm extension, lift from the legs,
and a strong follow through. There are different types of shots you need to learn, including layups, free
throws, and three-pointers.

Rebounding
40. Rebounding is one of the most important aspects of winning games. Offensive rebounding gives your
team extra chances, and free throw opportunities, and frustrates the defense. Defensive rebounding is a
key part of good defense, limiting the offense to one shot. A good thought is "one shot and out".

Dribbling
41. In basketball, dribbling is a fundamental skill in which a player uses one hand to continuously bounce the
ball on the court. Dribbling helps you control the ball, advance it toward the hoop, and create distance
between you and your defender. In basketball parlance, dribbling is known as ball handling, and a player
advancing the ball by dribbling is known as a ball handler. On a basketball squad, the offensive player
most responsible for dribbling is typically the point guard, a position that requires exemplary ball-handling
skills.

Passing
42. The deliberate attempt to move a live ball between two teammates.

(Defense)
Blocking
43. In basketball is a defensive technique used by players to prevent their opponents from scoring or making
successful passes. It involves positioning oneself between the offensive player and their target, either by
using their hands or bodies to obstruct the ball or by affecting the shooter’s line of sight.

Steal

44. A steal occurs when a defensive player legally causes a turnover by deflecting, catching, or intercepting
the ball from the offense. As long as the defender doesn’t commit a foul, and as long as they successfully
cause a turnover, it counts as a steal.

Defensive Rebound
45. A defensive rebound occurs in basketball when a defensive player gains possession of the basketball after
an offensive player misses a field goal or free throw attempt.

Basketball Player Positions


46. A basketball team can have a lot of players, but only five can play in a game at any one time. Players in a
basketball game have assigned basketball positions: center, power forward, small forward, point guard,
and shooting guard.

Center

47. The center is the tallest player on each team, playing near the basket. On offense, the center tries to score
on close shots and rebound. But on defense, the center tries to block opponents’ shots and rebound their
misses.

Power Forward

48. The power forward does many of the things a center does, playing near the basket while rebounding and
defending taller players. But power forwards also take longer shots than centers.

Small Forward

49. The small forward plays against small and large players. They roam all over on the court. Small forwards
can score from long shots and close ones.
Point Guard

50. The point guard runs the offense and usually is the team’s best dribbler and passer. The point guard
defends the opponent’s point guard and tries to steal the ball.

51. Shooting Guard - The shooting guard is usually the team’s best shooter. The shooting guard can make
shots from long distance and also is a good dribbler.

Officials in Basketball
52. The game of basketball is not officiated only by referees, there is a whole group of officials to manage a
game and to keep things on track. The group includes referee, umpires, scorer, timekeeper and shot clock
operator.

53. Though each official has his own responsibilities but their collective motive is to run a game smoothly, to
ensure the enforcement of rules and to maintain the order of the game. Below is an overview of the
responsibilities of each official.

54. Referees - Referees are the main officials of the game. They are the ones who are actually responsible for
enforcing rules and regulations and calling fouls and violations. The number of referees officiating a game
depends on the level of play. In NBA, a crew chief and two referees are assigned to conduct a game and
there official uniform is gray shirt and black pant.

55. Lead Referee - Lead referee (also known as crew chief in NBA) is the in charge of the game. Normally, all
two or three referees are independent in terms of making their decisions but in case of a dispute, it’s the
lead referee whose verdict is considered final.

56. Scorers - Scorer play supportive role in the game of the basketball. There can be one or two scorers in a
game depending on the rules of the league and their job is to write down the stats relevant to the game.
They keep a running summary of points scored, notify field goals and free throws made and missed. They
also record the fouls called on each player and informs a referee if sixth fouls is called against a player (to
eject him from game). Also notes the timeouts and let the referee knows if all timeouts have been used
up by a team.

57. Timers - Timer assists referee in recording time. Generally, two timers are appointed by the league. One is
official timer who operates the game clock and the other is shot clock operator who operates 24 second
clock. Official timer alerts referee when each half is going to start and stops the clock when any kind of
interruption occurs during a game (fouls, out of bounds, timeouts etc) while shot clock timer informs
referee when a player takes 24 or more seconds to shoot a ball (keeping the ball in possession for 24
seconds or more is a violation).

Terminologies in Basketball

58. Airball - A shot attempt that was off the mark and didn't touch the basket or the backboard

59. Alley-oop - A play where a teammate throws the ball high towards the basket and their teammate jumps
up, catches the ball, and then slams it into the hoop.

60. Assist - When a player passes the ball to their teammate, which leads to a made basket.

61. Backboard - The rectangular piece of wood or fiberglass attached to the back of the basket.

62. Box Out - Positioning yourself between the basket and your opponent as a way to obtain a rebound.

63. Brick - A shot that bounces off the rim or backboard without going in.

64. Double-Double - A phrase meaning a player recorded two statistical figures in double digits (i.e. 10 points
and 12 assists).

65. Double Dribble - When a player either dribbles the ball with two hands or stops dribbling all together and
then begins again, this results in a loss of possession.
66. Fast Break -A play that starts with a defensive rebound that is quickly passed up towards mid court to an
awaiting teammate. These plays often end with an easy basket as the opposing team isn't able to catch up
to the scoring player.

67. Field Goal - A basket made during the game.

68. Free-Throw Line -The line that players shoot from after being fouled. They cannot be guarded while
shooting from there, and each basket made is worth one point.

69. Jump Ball - Two opposing players jump for a basketball that was tossed into the air by a ref. Also away to
award possession after two opposing players simultaneously gain possession of a ball.

70. The Paint - This is the area on a court that extends from the baseline under the basketball to the free-
throw line. Referred to as the paint because it is often a different color from the rest of the court.

71. Screen -When an offensive player stands in the way of a defender to try and give his teammate an open
shot.

72. Slam Dunk - Also known as a dunk, this is when a player close to the basket jumps up and throws the ball
down into the hoop.

73. Swish - A shot that goes straight through the net without touching the rim or backboard, also known as
nothing-but-net.

74. Three-Point Line - Also known as the 3-point arc. This is the strip along the outside of the offensive zone
and any shot made from behind it is worth three points.

75. Traveling - When a player moves their feet without dribbling the basketball. This results in a loss of
possession for their team.

VII. ASSESSMENT
Assignment/Output - 20%
Quizzes - 20%
Periodical Examination - 60%
100%
VIII. REFERENCES:
Lualhati Ferrando-Callo, Peter Fermin Dajime PHYSICAL EDUCATION AND HEALTH .Rex
Bookstore,Inc.2016/,Oyco,Virginia, PHYSICAL FITNESS FOR COLLEGE FRESHMEN,Rex
Bookstore,2007/ Rod Hanhly, Gordon Thiessen, TEAMS STUDIES ON CHARACTER, Cross
Training Publishing,2001./ YOU MAKE A CALL, by Christian Fellowship, Copyright

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