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Philippine Christian University

SENIOR HIGH SCHOOL DEPARTMENT


Dasmariñas City, Cavite
S.Y. 2020-2021

PHYSICAL EDUCATION AND HEALTH

INDIVIDUAL/DUAL SPORT

(GRADE 11)

MODULE

Name: _____________________________________________

Strand &Section: ____________________________________


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After completing this module, you will be able to:

 Differentiate Individual and Dual Sports.


 Discuss at least 5 Positive Benefits of Individual and Dual Sports.
 Give examples of Individual and Dual Sports.
 Discuss the sports and their Rules and Regulations.

How do you start your day early in the morning?


Do you walk, jog or simply make some bending or jumping exercise? Doing these
activities in the early morning condition your muscle, heartbeat, blood circulation and pep
yourself up to start your day.

The following exercises maintain normal


functioning of the different systems of the body,
improve muscular strength, improve coordination and
correct postural defects. Try these activities for a start.

Evaluate the warm up activities you have executed.


1. Describe how you feel, in general, after the activity. Feel your body

A. Was there a change in your heart beat or pulse beat?


B. Was there a change in breathing?
C. Did you sweat a lot?
D. Did you feel some tensions in your muscle and joints?

2. Did you feel perked up or active? or did you feel gloomier and lazier than before?

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INDIVIDUAL/DUAL SPORTS

The main difference between Individual Sports and Dual Sports is the number
of athletes who compete on the same side.

A. INDIVIDUAL SPORTS
 It is a sport which is practiced by two opposing individual or one individual.

B. DUAL SPORTS

 It is a sport which participants compete as two individual but with one goal.

FIVE (5) POSITIVE BENEFITS OF INDIVIDUAL / DUAL SPORTS

 Young athletes learn to be self-reliant.


 It can teach players how to be comfortable in the spotlight.
 Even individual/dual sports have “teams”.
 It can teach player s how to motivate themselves.
 It allows athletes to compete at their own pace.

C. Individual Sports: ATHLETICS

RUNNING EVENTS

 Sprint – 100m, 200m, 400m


 Middle Distance- 800m, 1500m, and 1 mile long run
 Long Distance- 3000m steeplechase, 5000m, 10,000m
 Hurdles- 110/100m, 400m
 Relays- 4x100m, 4x400m

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1. SPRINT

 Is running over a short distance in a limited period of time.


 There are generally three different sprint distances such as 100m, 200m,
400 meter sprint.

2. MIDDLE DISTANCE

 The middle distance races are the 800m, the 1500m, and the 1 mile long
runs.
 These races require different skills and tactics to win that the sprints.
 They rely more on endurance and pacing than just pure speed. Also, the
runners do not stay in a single lane for entire race.
 They start out in staggered lanes, to make the distance the same for each
runner, but the race soon becomes open with no lanes and runners must to
pass around each other to gain the lead.

3. LONG DISTANCE

 There are three main long distance races are the 3000m, 5000m, and the
10,000m races.
 These races are similar to the middle distance races, but the emphasis is
even more on correct pacing and endurance.

4. HURDLES

 A hurdles race is one in which obstacles are placed at intervals along the
track that the runners must jump over on their way the finish line.
 Typical hurdle races are the 100m and 400m for women and 110m and
400m for men.
 Timing, Footwork, and technique are keys to winning hurdles events.

5. RELAYS

 Relay races are where teams of runners compete against each other.

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 There are typically four (4) runners.
 The first runner starts with the baton and runs the first leg handing off to
the second runner.
 The hand off must typically take place within a given area of the track.
 The second then hands off to the third to the fourth.
 The fourth runner runs the final, or anchor, leg to the finish line.
 Common Relay races are the 4x100m and the 4x400m.

THROWING EVENTS

1. SHOT PUT

 The shot put has been an Olympic sport since 1896 and involves pushing
or putting a heavy metal ball called a shot out of a 7-foot diameter
concrete circle.
 The shot weighs 16 lbs. in men's competitions and 8.8 lbs. for women.
 The two main methods used in shot put are the spin and the glide.
 Most top putters use the spin method.

2. DISCUS THROW

 Discus throwing has been a sport since ancient Greece circa 708 B.C. and
consists of throwing a heavy circular disc as far as possible. Up until
1906, the discuss was thrown from an elevated pedestal but modern discus
throwers use a circle similar in size and design to shot putters.

 Discus throwing was featured in the first Olympics in 1896 and was one
of the fist women's Olympic events in 1928.

 Men throw a discus weighing 4 lb., 7 oz. while women's discus weighs 2
lb., 3 oz.

 Discus throwers use rotational throwing technique, which can see the
discuss flying to distances as far as 250 feet.

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3. JAVELIN THROW

 Javelin throwing was once an integral part of ancient warfare and the
farther a warrior could hurl a javelin, the greater his standing in the army.
 The first men's Olympic javelin event was in 1908 and in 1932 for
women.
 Originally made of wood, modern javelins are made of metal. Men's
javelins weigh 800 g and women's javelins weigh 600 g.
 Javelins can be thrown huge distances and have had to be redesigned as
athletes were generating throws in excess of the length of modern athletics
stadium.
 Javelin throwing is the only track and field throwing event that allows a
run up.

4. HAMMER
 The hammer throwers of old used to throw blacksmiths hammers.
 The hammer used in modern competition does not really resemble a
hammer and consists of a heavy metal ball and a long wire handle.
 The hammer is thrown from a 7-foot diameter concrete circle after the
thrower has spun around three or four times.
 The hammer used in men's competitions weighs 16 lbs. and the hammer
used by women weighs 8.82 lbs.

JUMPING EVENTS

1. HIGH JUMP
 In the high jump event, the athlete gets a running start and must jump over
a bar without knocking it over.
 They land on a big soft cushion.
 Timing and leaving your feet at the right point as well as how you bend
your body as you go over the bar are all important.

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 There have been many techniques used for high jumping over the years,
but the current, and most successful, is called the Fosbury Flop.
 The Fosbury Flop technique involves leading with your head over the bar
and twisting such that your back is to the ground and closest the bar as
you go over it.
 Jumpers then land on their back.

2. LONG JUMP
 First the athlete must have good speed as they sprint down the runway to
prepare for the jump; next they must have very good footwork at the end
of their run so they can launch as close to the line as possible without
going over the line and faulting; third they must make a good jump; and
lastly they must have proper form through the air and into the landing.
 These techniques and skills must be executed to perfection to pull off a
good long jump.
 The long jump has been a popular track and field event since the Ancient
Greece Olympics.

3. TRIPLE JUMP
 The triple jump is similar to the long jump, but there are three combined
jumps that go into the total length.
 These are called the hop, the step, and the jump.
 The athlete will first run down the track gaining speed; at the start of the
jump or take off point they will jump from one foot and land on that same
foot (hop); they then jump again, this time landing on the opposite foot
(step); next they jump as far as they can and land on both feet (jump).

4. POLE VAULT
 While all of the field events take require technique to excel, the pole vault
may be the toughest to master.
 This track and field event, the athlete runs down the track holding a pole
at one end. At the end of the run the plant the far in of the pole into a
metal box in ground and then propel themselves up and over a high bar
using both a jump and the spring of the pole to gain height.
 They must get over the bar without knocking it off. They then land on a
large soft mattress for safety.

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DUAL SPORT: BADMINTON

 The game of badminton consists of two to four players (singles or


doubles).
 The aim of badminton is to hit the shuttle with your racket so that it passes
over the net and lands inside your opponent’s half of the court.
 Play begins from the right half court. Players must hit the shuttlecock into
the diagonal opposite court.
 Badminton was first called as Poona.
 It was developed from a children’s game called battledore and
shuttlecock.
 The object of this game was to see how long a group could volley the
shuttlecock by hitting it with the battledore, or paddle.
 This cooperative, non-competitive game was originally played without a
net.

HISTORY OF BADMINTON

 It was in the 1860s, when some British officers in India who were
stationed at 'Kirkee' near the city of 'Poona' (now known as Pune city)
used to play a game which was very similar to badminton and the game
was known as the 'Poona' game at that time.
 These soldiers played with Battledores (Paddles) which was used to hit
the shuttlecock and had also added a net in between the players.
 When these British soldiers returned back home at Gloustershire County
in the 1870s, they continued to play this 'Poona' badminton game.
 In 1873, the Duke of Beaufort held a lawn party in his country place,
called Badminton. A game of Poona was played on that day and it became
popular among the elite people of British society.
 The new party sport became known as "the Badminton game" and started
to grow popular.
 The year 1877, is of historic significance for badminton, as the 'Bath
Badminton Club', the first badminton club ever, was formed and also the
first official set of rules were developed.
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 The International Badminton Federation (IBF) was formed in 1934 with 9
founding members.
 England
 Ireland
 Scotland
 Wales
 Denmark
 Holland
 Canada
 New Zealand
 France

DEFINITION OF BADMINTON

 Player - any person playing badminton.


 Match - the basic contest in badminton between opposing sides (singles
or doubles). Determined by winning 2 out of 3 games.
 Singles - a match where there is one player on each of the opposing sides.
 Doubles -a match where there are two players on each of the opposing
sides.
 Serving Side - the side having the right to serve.
 Receiving Side - the side opposing the serving side.
 Rally - a sequence of one or more strokes starting with the serve, until the
shuttle ceases to be in play.
 Stroke - a stroke is composed of 4 sequential parts: ready position, racket
preparation, forward swing, and follow through.

FACILITIES AND EQUIPMENTS

 RACKET
 Head - bounds the string area.

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 Stringed Area - is the part of the racket with which it is intended that
a player hits the shuttle.
 Throat - connects the shaft to the head.
 Shaft - connects the handle to the head.
 Handle - is the part of the racket with which the player grips to
control it.

1. RACKET

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2. SHUTTLE COCK

3.
PLAYING COURT

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4. SHOES

5. NET

6. CLOTHING

HANDGRIPS IN BADMINTON

 FOREHAND GRIP
 BACKHAND GRIP

FOOTWORKS IN BADMINTON

• V FRONT (UPPER LEFT AND RIGHT)

• SIDE TO SIDE

• V BACK (BACK LEFT AND RIGHT)

• FORWARD AND BACK

STROKES IN BADMINTON

• LOB - Is on the air/lob or higher.

• SMASH - A powerful overhead shot use to put away a shuttle that is above
the high of the net.

• DROP - A slow gentle shot that falls just over the net into the opponents
forecast.

• NETTING -A counter- counter- drop.

• DRIVE -A line drop shot that travels parallel to the ground passing closing
over the net.

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BADMINTON SERVICE

 LOW SERVE
 HIGH SERVE
 FLICK SERVE
 DRIVE SERVE

OFFICIAL OF THE GAMES

 1 Umpire

 1 Service judge

 4 Linesmen

 2 scorers

OTHER TERMS USE IN BADMINTON

• Alley - extension of the court by 1-1/2 feet on both sides for doubles play

• Back Alley- Area between the back boundary line and the long service line
for doubles.

• Backcourt- Back third of the court, in the area of the back boundary lines.

• Baseline- Back boundary line at each end of the court, parallel to the net.

• Carry- An illegal tactic, also called a sling or a throw, in which the shuttle
is caught and held on the racquet and then slung during the execution of a
stroke.

• Center or Base Position- Location in the center of the court to which a


singles player tries to return after each shot.

• Center Line- Line perpendicular to the net that separates the left and right
service courts.
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• Clear- A shot hit deep to the opponents back boundary line. The high clear
is a defensive shot, while the flatter attacking clear is used offensively.

• Court- Area of play, as defined by the outer boundary lines.

• Drive- A fast and low shot that makes a horizontal flight over the net.

• Drop- A shot hit softly and with finesse to fall rapidly and close to the net
on the opponent's side.

• Fault- A violation of the playing rules, either in serving, receiving, or


during play.

• Flick- A quick wrist and forearm rotation that surprises an opponent by


changing an apparently soft shot into a faster passing one; used primarily on
the serve and at the net.

• Forecourt- Front third of the court, between the net and the short service
line.

• Hairpin Net Shot- Shot made from below and very close to the net with the
shuttle rising, just clearing the net, and then dropping sharply down the
other side. The shuttle's flight approximates the shape of a hairpin.

• Half court Shot- A shot hit low and to midcourt, used effectively in doubles
against the up-and-back formation.

• Kill- fast downward shot that cannot be returned; a "put away".

• Let- A legitimate cessation of play to allow a rally to be replayed.

• Long Service Line- In singles, the back boundary line. In doubles a line 2-
1/2 feet inside the back boundary line. The serve may not go past this line.

• Match- A series of games to determine a winner.

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• Midcourt- The middle third of the court, halfway between the net and the
back boundary line.

• Net Shot- Shot hit from the forecourt that just clears the net and then falls
rapidly.

• Push Shot- Gentle shot played by pushing the shuttle with little wrist
motion, usually from the net or midcourt to the opponent's midcourt.

• Racquet (Racket)- Instrument used by the player to hit the shuttlecock.

• Rally- Exchange of shots while the shuttle is in play.

• Serve (Service)- Stroke used to put the shuttlecock into play at the start of a
rally.

• Service Court- Area into which the serve must be delivered. Different for
singles and doubles play.

• Short Service Line- The line 6-1/2 feet from the net which a serve must
reach to be legal.

• Shuttlecock (Shuttle)- Official name for the object that the players must
hit. Composed of 16 goose feathers attached to a cork base covered with
leather. Synthetic shuttles are also used by some.

• Smash- Hard-hit overhead shot that force the shuttle sharply downward.
Badminton's primary attacking stroke.

Individual Sport: CHESS

 The history of chess can be traced back around 1500 years; started in the North of
India and then spread throughout the Asian continent.
 Chess made its way via the expanding Islamic Arabian empire to Europe.

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 The rules of chess changed numerous times until the 1880’s (the romantic era of
chess).
 The first official World Chess Championship was hosted in 1886.
 The 20th century revolutionized chess with the invention of databases and chess
engines.

CHESS MOVES
 King can move exactly one square horizontally, vertically, or diagonally. At most
once in every game, each king is allowed to make a special move, known as
castling.
 Queen can move any number of vacant squares diagonally, horizontally, or
vertically.
 Rook can move any number of vacant squares vertically or horizontally. It also is
moved while castling.
 Bishop can move any number of vacant squares in any diagonal direction.
 Knight can move one square along any rank or file and then at an angle. The
knight´s movement can also be viewed as an “L” or “7″ laid out at any horizontal
or vertical angle.
 Pawns can move forward one square, if that square is unoccupied. If it has not yet
moved, the pawn has the option of moving two squares forward provided both
squares in front of the pawn are unoccupied. A pawn cannot move backward.
Pawns are the only pieces that capture differently from how they move. They can
capture an enemy piece on either of the two spaces adjacent to the space in front
of them (i.e., the two squares diagonally in front of them) but cannot move to
these spaces if they are vacant. The pawn is also involved in the two special move
en passant and promotion.

Castling
 Castling is the only time in the chess game when more than one piece moves
during a turn. This chess move has been invented in the 1500´s to help speeding
up the game and improving balance of the offense and defense.
 During the castling, the king moves two squares towards the rook he intends to
castle with, and the rook moves to the square through which the king passed.
 Castling is only permissible if all of the following conditions hold:
 Neither king nor rook involved in castling may have moved from the original
position;
 There must be no pieces between the king and the rook;
 The king may not currently be in check, nor may the king pass through or end up
in a square that is under attack by an enemy piece (though the rook is permitted to
be under attack and to pass over an attacked square)

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CHESS RULES

1. The touch-move rule and the accompanying "j'adoube/adjust" rule;


2. That White moves first (in 1889.
3. The orientation of the board.
4. The procedure if an illegal move was made.
5. The procedure if the king had been left in check for some moves; and
6. Issues regarding the behavior of players and spectators.

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