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History in Badminton

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BADMINTON

HISTORY IN BADMINTON

The game of badminton originated in Siam, China over 2,000 years ago. It was
brought to England in 1870 and was played somewhat like tennis. After being played in
Canada, badminton arrived in America and has been popular since 1929. Since 1992,
badminton has been an Olympic sport, with bird speeds reaching 100 m.p.h.

Nature of the Game


Badminton is played as a singles or doubles game with one or two players on a side.
The object of the game is to hit the shuttlecock or “bird” back and forth with a racket across
a net five feet high at its center. The bird should be hit with such speed and accuracy that
the opponent is unable to return the shot successfully. The game can either be fast or slow
paced, depending on the skill level of the players.

BASIC SKILLS IN BADMINTON


A. Grip
1. Forehand – with the racket head perpendicular to the floor, shake hands with
the grip so the “V” formed by the thumb and forefinger is on the top of the
handle.
2. Backhand – using a forehand grip, rotate the hand slightly so the thumb is
along and parallel to the wide side of the handle.

B. Footwork
1. Move toward the shot with short steps and end with a long stride.
2. In the ready position the racket is held high, the knees are slightly bent,
and the body weight is on the balls of the feet.

C. Strokes
By using the same motion for all shots, the opponent is unable to detect what
shot you are going to make until the bird is actually hit. A good wrist action allows
more power and control with much less effort. A forehand stroke is one from the
dominant side; the backhand stroke is from the non-dominant side. The racket is
swung back, the arm is bent with the elbow up, the wrist is cocked, and the body
weight is placed on the back foot. From this position, the stroke is made by throwing
the hand at the point of contact between bird and racket with weight being
transferred to the forward foot. If possible, shots should be made with an overhand
stroke.
1. Clear – a shot used to drive your opponent away from the net or forecourt
or to slow the game. The bird should fly above the opponent’s reach and fall within
one foot of the baseline.
2. Smash – an attacking shot made at the limit of one’s upward reach and
slightly in front of the shoulder. At the moment of contact, the arm and wrist come
down forcibly.
3. Drive – A flat shot kept as low as possible and is second only to the smash
as an attacking shot.
4. Drop Shot – any shot that drops immediately after crossing the net. The
descent of the bird is controlled with little follow-through.
5. Net Shot – any shot played as near to the net as possible, controlled by
wrist and forearm. The hairpin shot is an example of a net shot.

D. Serves

1. High and deep (singles) – take a position near and on the proper side of the center
line and about four feet behind the short service line. Drop the bird on the racket
side and swing the racket forward.
2. Low and short (doubles) – take a position closer to the front service line. The racket
is swung forward with little follow-through.
3. Drive (flick) – a quick snap of the wrist in the backhand grip with the bird held
directly in front of the body. The bird travels in a direct line at the receiver.

E. Flight Patterns (left to right)

Playing Strategy
A. Singles – serve long most of the time. Return a high serve with a drop or
clear. Build the game plan on a basis of alternate drop and clear shots, and then use
the smash/drive as openings occur. Run your opponent from the front to back and
from side to side of the court.
B. Doubles – make shots, the return of which will leave an opening for your
partner to play a winning shot. Never play a shot that leaves your partner open to
smashes. Always make an attacking shot. This implies that all shots should be hit
down. Most serves should be short and low. Attack short serves when receiving.
1. Side-by side – each partner is responsible for half of the playing court, net
to baseline. 2. Up-and-back – one member plays the front portion of the
court, operating from the centerline and just behind the short service line.
The partner plays the rear portion of the court from the centerline and just in
front of the double rear service line.
3. Up/back rotation – combines the two doubles’ strategies, using the sideby-
side position for defense, and up and back formation for attack.
EQUIPMENTS IN BADMINTON
1. Rackets are fragile. Avoid striking the floor, wall, net, posts, or your partner. Also
avoid flipping, throwing, or twirling rackets.
2. Shuttlecocks should be handled by the tips only. Birds caught in the net should be
removed carefully.
3. Each student is responsible for reporting any damaged rackets to the instructor.
4. Rackets are returned to the proper slot and birds to the basket at the end of each
period.

COURT DIMENSION IN BADMINTON

The badminton court is 13.4m long and 6.1m wide. For singles the court is marked
5.18m wide.
The lines marking out the court are easily distinguishable and colored white or yellow. The
lines are 40mm wide.

A court may be marked out for singles only. The back boundary lines also become the long
service lines and the posts or the strips of material representing them are placed on the
side lines.

The diagonal full length of the full court is 14.366m.

Posts
The posts are 1.55m high from the surface of the court and remain vertical when the
net is strained.
The posts are placed on the double side lines irrespective of whether singles or doubles is
played. The posts or supports must not extend into the court beyond the side lines.
Where it is not practicable to have posts on the side lines, some method can be used to
indicate the position of the side lines where they pass under the net, eg by the use of thin
posts or strips of material 40mm wide, fixed to the side lines and rising vertically to the net
cord.

Net
The net is 760mm in depth and a minimum of 6.1m wide.
The top of the net from the surface of the court is 1.524m at the center of the court and
1.55m over the side lines for doubles.
There must be no gaps between the ends of the net and the posts. If necessary, the full
depth of the net at the ends is tied to the posts.
MECHANICS IN BADMINTON
The object of badminton is to hit the shuttlecock over the net and have it land in the
designated court areas. If your opponent manages to return the shuttlecock then a rally occurs. If
you win this rally i.e. force your opponent to hit the shuttlecock out or into the net then you win a
point. You are required to win 21 points to win a set with most matches being best of 3 sets. Points
can be won on either serve.

The Mechanics in Badminton and Competition Regulations in the BWF Statutes provide the
detail on every aspect of the game of badminton.

Below is a brief overview  - simplified rules.

Scoring System

o A match consists of the best of 3 games of 21 points.


o Every time there is a serve – there is a point scored.
o The side winning a rally adds a point to its score.
o At 20 all, the side which gains a 2 point lead first, wins that game.
o At 29 all, the side scoring the 30th point, wins that game.
o The side winning a game serves first in the next game.
Interval and Change of Ends

o When the leading score reaches 11 points, players have a 60 second interval.
o A 2 minute interval between each game is allowed.
o In the third game, players change ends when the leading score reaches 11 points.

Singles

o At the beginning of the game (0-0) and when the server’s score is even, the server serves from
the right service court. When the server’s score is odd, the server serves from the left service
court.
o If the server wins a rally, the server scores a point and then serves again from the alternate
service court.
o If the receiver wins a rally, the receiver scores a point and becomes the new server. They serve
from the appropriate service court – left if their score is odd, and right if it is even.
BOXING

HISTORY IN BOXING

Boxing first appeared as a formal Olympic event in the 23rd Olympiad (688
bce), but fist-fighting contests must certainly have had their origin in mankind's
prehistory. The earliest visual evidence for boxing appears in Sumerian relief
carvings from the 3rd millennium bce. ... 1350 bce) shows both boxers and
spectators.

BASIC SKILLS IN BOXING

The basic skills of boxing include the boxer’s stance, the jab, the cross, the hook, and
the uppercut punches.
Successful boxers are able to employ a combination of skilled footwork and punches
together in close synchronization. Mastering these basic techniques can help any workout
enthusiast successfully learning the art of boxing.

EQUIPMENTS IN BOXING

o Boxing Hand Wraps.


o Boxing Gloves.
o Punching Bag.
o Tape and Gauze:
o Traditional hand wraps:
o Elasticated 'Mexican' style hand wraps
o Fight Camp Quick Wraps
o Heavy Bag Gloves (non molded thumb

COURT DIMENSION IN BOXING

Boxing rings have an overall width of 25’7” (280 cm) with an inner space between
the ropes of 20’ (610 cm). A perimeter space of 33.5” (85 cm) is provided outside the ropes.
A standard boxing ring with a 20’ (610 cm) interior space has an overall area of 655 ft2
(60.9 m2).
MECHANICS IN BOXING

In professional boxing, bouts take place over 12 three minute rounds with one
minute rest between rounds. The only method of attack is punching with a clenched fist
and you may not strike below the belt, in the kidneys or the back of your opponents head or
neck. You cannot use the ropes for leverage.
SWIMMING
HISTORY IN SWIMMING

Archaeological and other evidence shows swimming to have been practiced as early
as 2500 BCE in Egypt and thereafter in Assyrian, Greek, and Roman civilizations.
In Greece and Rome swimming was a part of martial training and was, with the alphabet,
also part of elementary education for males. In the Orient swimming dates back at least to
the 1st century BCE, there being some evidence of swimming races then in Japan.
By the 17th century an imperial edict had made the teaching of swimming
compulsory in the schools. Organized swimming events were held in the 19th century
before Japan was opened to the Western world. Among the preliterate maritime peoples of
the Pacific, swimming was evidently learned by children about the time they walked, or
even before. Among the ancient Greeks there is note of occasional races, and a famous
boxer swam as part of his training. The Romans built swimming pools, distinct from their
baths. In the 1st century BCE the Roman Gaius Maecenas is said to have built the first
heated swimming pool.
The first swimming championship was a 440-yard (400-metre) race, held in
Australia in 1846 and annually thereafter. 

BASIC SKILLS IN SWIMMING

Five Basic Skills in Swimming.


 Water Comfort.
 Breath Control.
 Floating.
 Kicking.
 Strokes.
 being comfortable in the water.
 panic due to unintentional submersion.

EQUIPMENTS IN SWIMMING
Swimsuit: You'll need a swimsuit unless you propose on skinny-dipping! Like many other
things, technology has entered the swimsuit arena also. Fabrics are designed for minimal resistance
through the water, they tend to last an extended time, and that they resist fading even when used
repeatedly in chlorinated pools. Comfort is the most vital quality in selecting a swimsuit. You're less
likely to swim if you're uncomfortable in your suit.

Goggles: Goggles protect your eyes from chlorine (and anything which will be within the
water), and that they assist you to keep your eyes open while you swim so that you'll see where you
are going. you'll even get prescription swim goggles if you wear glasses (check together with your
optician for availability). to seek out the proper pair of goggles, do the following:

Bathing caps: Bathing caps can serve several purposes. Some pool managers would require
individuals with long hair to wear caps to stay hair from stepping into the pool, and a few people a
bit like to guard their hair against the chlorine within the water. You’ll also plan to wear a
showering cap to chop down on resistance within the water. This works, then if you are looking to
extend some time a touch, a showering cap might help. Many caps are made from latex, although
you'll find silicone, neoprene (keeps you warm), and Lycra also. Choose the one that matches your
head and is most comfortable.

DIMENSIONS IN POOL

Olympic-size swimming pool are approximately 50 m or 164 feet in length, 25 m


or 82 feet in width, and 2 m or 6 feet in depth. These measurements create a surface area
of 13,454.72 square feet and a volume of 88,263 cubic feet. The pool has 660,253.09 gallons
of water, which equals about 5,511,556 lbs.

MECHANICS IN SWIMMING

ACCORDING TO FINA RULES

The Strokes - FINA Basic Rules (FOBISIA interpretation)


- Turns - FINA Basic Rules (FOBISIA interpretation)
- Starts - FINA Basic Rules (FOBISIA interpretation)
- Finishing - FINA Basic Rules (FOBISIA interpretation)
FINA RULES - FOBISIA competitions will follow FINA Laws regarding the above areas of the
sport.
 
4 STROKES - FINA Rules apply in terms of the nature of the strokes.
Rules of the strokes and start/turn/finish of the strokes of FINA
FINA Rules apply to below explanations of the strokes:
FREESTYLE:
 The swimmer may swim any style, except that in individual medley or medley
relay events, freestyle means any style other than backstroke, breaststroke or
butterfly.
 Some part of the swimmer must touch the wall upon completion of each
length and at the finish.
 Some part of the swimmer must break the surface of the water throughout the
race, except it shall be permissible for the swimmer to be completely
submerged during the turn and for a distance of not more than 15metres after
the start and each turn.
 
BACKSTROKE:
 At the signal for starting and after turning the swimmer shall push off and
swim upon his/her back throughout the race except when executing a turn.
The normal position on the back can include a roll movement of the body up
to, but not including 90 degrees from horizontal.
 Some part of the swimmer must break the surface of the water throughout the
race. It is permissible for the swimmer to be completely submerged during the
turn, at the finish and for a distance of not more than 15 metres after the start
and each turn. However, recent developments and trends, swimmers and
coaches have developed a “Fish Action” (Fly kick on a swimmers side!) same
distance applies and passing through 90°! (This would be deemed as
swimming on their front and thus not backstroke)
 Upon the finish of the race the swimmer must touch the wall while on the
back.
 
BREASTSTROKE:
 From the beginning of the first arm stroke after the start and after each turn,
the body shall be kept on the breast. It is not permitted to roll onto the back at
any time.
 All movements of the arms shall be simultaneous and in the same horizontal
plane without alternating movement.
 After the start and after each turn, the swimmer may take one arm stroke
completely back to the legs. The head must break the surface of the water
before the hands turn inward at the widest part of the second stroke. A single
downward dolphin kick followed by a breaststroke kick is permitted while
wholly submerged.
 The feet must be turned outwards during the propulsive part of the kick. A
scissors, flutter or downward kick is not permitted except breaking the
surface of the water with the feet is allowed unless followed by a downward
dolphin kick.
 At each turn and at the finish of the race, the touch shall be made with both
hands simultaneously at, above, or below the water level.
 
BUTTERFLY:
 From the beginning of the first arm stroke after the start and each turn, the
body shall be kept on the breast.
 Under water kicking on the side is allowed. It is not permitted to roll onto the
back at any time.
 Both arms shall be brought forward together over the water and brought
backward simultaneously throughout the race.
 All up and down movements of the legs must be simultaneous. The legs or the
feet need to be on the same level, but they shall not alternate in relation to
each other. A breaststroke kicking is not permitted.
 At the start and turns, a swimmer is permitted one or more leg kicks and one
arm pull under the water, which must bring him/her to the surface. It shall be
permissible for a swimmer to be completely submerged for a distance of not
more than 15 metres after the start and each turn.
 
MEDLEY SWIMMING:
 In Individual Medley events, the swimmer covers the four swimming styles
in the following order: Butterfly, Backstroke, Breaststroke and Freestyle.
 In Medley Relay events, swimmers will cover the four swimming styles in the
following order: Backstroke, Breaststroke, Butterfly and Freestyle.
 
STARTS
ALL FRONT/ PRONE STROKES
 Swimmers are to start from the side of the pool (starting block, side of the
pool or in the water).
 The same apples to relay events e.g. Freestyle.
 
BACKSTROKE STARTS
 Swimmers have to start in the water.
 Toes under the surface.
 15 meters maximum under water before surfacing.
 One false start rule.
 
RELAY STARTS
 Starts apply according to entering the water as stated before.
 Freestyle relays (forward dive)
 Medley Relays will start in the water with the backstroke leg first and
backstroke start rules applying!
 
TAKEOVERS
 Relay swimmers must not dive (feet leave starting block) before the incoming
swimmer (on their team) in the water has touched the end of the pool in their
lane.
 
FINISHES
 Butterfly and Breaststroke finishes must be with both hands touching at the
same time and level.
 Backstroke finishes must be on the back and can be with one hand
 Freestyle finishes (depending on the chosen stroke) tend to be one handed
and on the swimmer front
 
THE RACE:
 A swimmer swimming over the course alone shall cover the whole distance to
qualify.
 A swimmer must finish the race in the same lane in which he/she started.
 In all events, a swimmer when turning shall make physical contact with the
end of the pool or course. The turn must be made from the wall, and it
is not permitted to take a stride or step from the bottom of the pool (If the
host pool has a shallow end)
 Pulling on the lane rope is not allowed.
 Obstructing another swimmer by swimming across another lane or otherwise
interfering shall disqualify the offender.
 There shall be four swimmers on each relay team.
 In relay events, the team of a swimmer whose feet lose touch with the starting
platform before the preceding team-mate touches the wall shall be
disqualified.
 Any relay team shall be disqualified from a race if a team member, other than
the swimmer designated to swim that length, enters the water when the race
is being conducted, before all swimmers of all teams have finished the race.
 The members of a relay team and their order of competing must be nominated
before the race. Any relay team member may compete in a race only once.
 Any swimmer having finished his/her race, or his/her distance in a relay
event, must leave the pool as soon as possible without obstructing and other
swimmer who has not yet finished his/her race.
 All turns require contact as this indicates successful completion of each lap.
 Failure to execute turns properly will result in a DQ (disqualification)Turn
judges have to properly notify the start judge of the violation then to warrant
if it is a ‘DQ’able violation of the rules.
 Swimmer and coach need to be notified immediately after the race so that
swimmers and coaches are not left in the dark with unexplained DQ.’s
 

FOBISIA INTERPRETATION – STROKES


 
 Meet officials will use discretion when disqualifying swimmers.
 FINA Rules apply to medal winning swimmers.
 If a swimmer is NO T in medal position and is NOT gaining from improper
stroke technique the judges should be told of the improper stroke technique.
 
 Examples :
1. “Screw” leg kick on breaststroke,
2. Arms not clearing the water level on butterfly.
 
FOBISIA INTERPRETATION
 If a swimmer is in a medal winning position then FINA rules apply.
 Or if the swimmer gains a medal winning position from incorrect turns then
the FINA rules apply.
 If the swimmer is not winning a medal and makes an improper turn, the
position will stand No DQ!
NB it is vital to appreciate that the FOBISIA Games are a multi discipline competition
and as such some swimmers will NOT be well versed in competitive swimming rules.
The host school needs to communicate this to officials and stroke judges and ensure
that DQs are not the norm.
 
 A Group Format
FOBISIA Swimming 2016 Max 5, Min 2 (including tyre)
 NB should a school only field one competitor, then that athlete shall be
considered the ‘A’ swimmer
 Host schools have appointed a Meet Director to co-ordinate the event. This is a
member of staff also coaching a team. The Meet Directors’ decision concerning
inconsistencies between placing, times and the stroke judges’ decisions shall
be final.
 
Scoring System for events
6 Schools
 A Events: 1st 18pts, 2nd 17pts, 3rd 16pts, 4th 15 pts, 5th 14pts, 6th 13pts
 B Events: 1st 12pts, 2nd 11pts, 3rd 10pts, 4th 9pts, 5th 8pts, 6th 7pts
 C Events: 1st 6pts, 2nd 5pts, 3rd 4pts, 4th 3 pts, 5th 2pts; 6th 1pt
 
All Relays are double points, just normal A and B race points awarded.
 
All events will take place under international rules with the following exceptions:
 All races will take place in a 25m pool.
 Backstroke flags are placed 5m from each end wall of the pool
 Electronic, we do not have we will have time keepers
 Two timers will time each lane.
 Place judges will decide finishing positions for 1st, 2nd, 3rd and 4th places
rather than using times. The times will be used for personal records only.
Times will decide all other finishing positions.
 Lanes have been allocated well before the event.
 Starting signal is a hooter.
 In the event of a false start, a continuous siren will be activated.
 There may be NO false start rope.
 
Sitting in the Tyre Relay (Car tyre size inner tubes)
 10 x 23m sitting in the tyre relay will consist of all 12 members of the team, 6
girls starting at the start line with 6 boys opposite them.
 The tyre starts on the side of the pool. The swimmer has to place the tyre on
their bottom; they lower themselves into the water and paddle using their
arms and kicking their legs in order to get to the other side.
 Once the swimmer in the tyre has reached the side of the pool the swimmer
can get out and the next person can then get onto the tyre and go until the race
is over.
 The finish will be judged when the first tyre with swimmer on it on the last leg
touches the side of the pool.

If a swimmer for any reason falls out they must not use the lane ropes to pull themselves in
order to gain an advantage but climb back into the tyre and continue the race.
VOLLEYBALL

HISTORY IN VOLLEYBALL

In 1995, the sport of Volleyball was 100 years old! The sport originated in the
United States, and is now just achieving the type of popularity in the U.S. that it has
received on a global basis, where it ranks behind only soccer among participation sports.
Today there are more than 800 million players worldwide who play Volleyball at least once
a week.

In 1895, William G. Morgan, an instructor at the Young Men's Christian Association (YMCA)
in Holyoke, Mass., decided to blend elements of basketball, baseball, tennis, and handball to
create a game for his classes of businessmen which would demand less physical contact
than basketball. He created the game of Volleyball (at that time called mintonette). Morgan
borrowed the net from tennis, and raised it 6 feet 6 inches above the floor, just above the
average man's head.

During a demonstration game, someone remarked to Morgan that the players


seemed to be volleying the ball back and forth over the net, and perhaps "volleyball" would
be a more descriptive name for the sport. On July 7, 1896 at Springfield College the first
game of "volleyball" was played.

In 1900, a special ball was designed for the sport.


In 1916, in the Philippines, an offensive style of passing the ball in a high trajectory to be
struck by another player (the set and spike) were introduced.
In 1917, the game was changed from 21 to 15 points.
In 1920, three hits per side and back row attack rules were instituted.
In 1930, the first two-man beach game was played.

BASIC SKILLS IN VOLLEYBALL


1. Serving is the first weapon that can generate an immediate point, begin a game, or ignite
an offense. A well-placed serve (whether to a weak passer, at the setter, at the quick attacker, or to a
weak formation) that is also difficult to pass puts the opponent at a disadvantage. Focus on correct
technique and strive for success.

2. Passing (Forearm Underhand) Accurate and consistent passing can result in an


aggressive multiple attack. Be sure that players are in the ready position preparing to execute the
proper technique before the serve and during a rally. The athlete must face and focus on the
oncoming ball. Ensure that the athlete’s arms and hands are in the correct position with wrists
together. The legs are a little further than shoulder width apart with feet parallel. The ball is
contacted on the forearms.
3. Passing (Overhand, Overhead or Setting) Overhead passing or setting is the next
important part of the pass-set-spike sequence for a successful attack. In fact, an excellent set from a
bad pass can still result in a “kill”. The athlete forms a triangle with the fingers and thumbs of both
hands around the ball above the forehead (thumbs do not touch).

4. Attack (Hitting) Options There are several attack options that can be effectively
performed in a game. An attacker should be able to hit the following: shots off the block (using the
hands), high sets, low sets, sets off the net, offspeed shots, tipping, and a variation of play sets
including back court hitting options.

5. Blocking – Attack; Defend A well-timed and effective block diffuses an offensive attack.
The athlete is near the net, moves into position with hands up quickly. Athlete focuses on the ball
and jumps vertically so that maximum height is achieved when the ball is above net and contacted.
Arms are raised and extended above the head; hands are close together with fingers open; wrists
are in line with arms (wrist parallel), and hands are slightly forward.

6. Defensive Skills – Rolling; Sliding When the ball does not come directly at an athlete, it
may be impossible to play the ball from a regular underhand passing standing position. The athlete
still focuses on the ball and takes a step with the near foot in the direction of the oncoming ball. The
body is extremely low when playing the ball.

EQUIPMENTS IN VOLLEYBALL
1. Ball
2. Net and court
3. Line/antenna
4. Jersey
5. Shorts
6. Shoes
7. Knee and elbow pads
8. Whistle
DIMENSION IN VOLLEYBALL COURT
The game is played on a volleyball court 18 meters (59 feet) long and 9 meters (29.5 feet)
wide, divided into two 9 m × 9 m halves by a one-meter (40-inch) wide net placed so that the top of
the net is 2.43 meters (7 feet 11 5/8 inches) above the center of the court for men's competition,
and 2.24 meters (7 feet 4 1/8 inches) for women's competition (these heights are varied for
veterans and junior competitions)
THE MECHANICS IN VOLLEYBALL
The object of volleyball is to hit the volleyball over the net (by only using your hands)
running through the centre of the court whilst trying to get it to bounce in your opponents half. The
opposing team have to try and prevent the ball from bouncing before returning the ball. Games are
played out in best of 3 or 5 sets and the team with most sets at the end of the game wins.

Rules of Volleyball

 Each team consist of 6 players and 6 substitutes. Players can be substituted at any time but
if they are to return can only be swapped for the player that replaced them.
 Each team can hit the ball up to three times before the ball must be returned. The defensive
team can then try and block or return the ball again hitting it a maximum of three times.
 Games are played up to 25 points and must be won by 2 clear points.
 Violations will be called for the following:
 Stepping over the base line when serving the ball.
 Ball hits the net and fails to get over the net (If the ball hits the net and still goes over the net
then this is perfectly legal).
 Players are not allowed to carry, palm or run with the ball.
 Players must not touch the net with any part of the body. If the net is said to have hit them
rather than vice-versa, then this is ok.
 The ball cannot travel under the net.
 Players cannot reach over the net and hit the ball.
BASKETBALL
HISTORY IN BASKETBALL

Basketball was invented during the school year of 1891-92 at Springfield College in
Springfield, Massachusetts. Dr. James A. Naismith conceived the idea of attaching peach
baskets at opposite ends of the gym on the track that encircled the playing floor. This is
where the height of 10 feet for the basket was arrived at. Basketball derives its name from
the original ball and basket used in the first games. The game was introduced in YMCA’s
across America and also to foreign countries. Basketball became part of the Olympic Games
in 1936.
Nature of the Game
Basketball is played by two teams of five players each. The object of the game is to
score more points than your opponent. The ball is passed, thrown, bounced, batted, or
rolled from one player to another. A player in possession of the ball must maintain contact
with the floor with one foot (pivot foot), unless the player is shooting, passing, or dribbling.
Physical contact with an opponent can result in a foul if the contact impedes the desired
movement of the player.

BASIC SKILLS IN BASKETBALL

1. DRIBBLING – the process of bringing or moving the ball place to place around the
court using the finger pads to tap the ball.
1. Touch the ball with your fingertips, not your palms.
2. Get in a low stance.
3. Bounce the ball off the ground firmly, extend through your elbow.
4. Keep your hand on top of the ball.
5. Keep the ball low, below your waist.
6. Keep your head up, eyes up.
7. Protect the ball from the defender.
8. Don’t pick up your dribble unless you are ready to pass or shoot.
9. Avoid dribbling violations such as traveling, double dribble, and carrying.

2. SHOOTING – Practice the B.E.E.F. method for shooting 3


B = Balance Keep your feet shoulder width apart, with your dominate foot slightly ahead of
your non-dominate foot.
E = Eyes Focus on the rim.
E = Elbow Dominate hand’s elbow should be aligned with your torso in a 90° angle so you
are looking at the back of your wrist.
F = Follow through Flick your wrist after releasing the ball. Imagine reaching into a cookie
jar up on a high shelf.
3. PASSING – an alternative way to move the ball around the court that is not
comprised of the act of dribbling. There are three common passes in basketball.
1. Chest pass – the ball is thrown from your chest to your teammate’s chest with no
bounce or arc.
2. Bounce pass- The ball is thrown from your chest and is bounced once before
entering your teammate’s hands near their chest area. This pass is the most difficult
pass to defend.
3. Overhead pass – The ball is passed from over your head into your teammate’s
chest. Tips to proper passing:
 Grip the ball with both hands.
 Step with your non-dominate foot.
 Follow through with thumbs pointing down and fingers pointing to target.
 Aim for your teammate’s chest so they can quickly be prepared to take a
shot.
 Receivers of the pass should always meet the pass.

LAYUPS- a shot where a player releases the ball close to the basket while continuing to run
off one foot.
Right handed layup:
Dribble with right hand
Jump off left foot
Shoot with right hand as you lift your right leg
Left handed layup:
Dribble with left hand
Jump off right foot
Shoot with left hand as you lift your left leg
Aim for the side of the box on the backboard you are shooting from

EQUIPMENTS IN BASKETBALL

1. Basket Ring
2. Basket Net
3. Paddings
4. Basketballs
5. Game Clock
6. Scoreboard
7. 24-second device
DIMENSIONS IN BASKETBALL

The playing area of a basketball court in the UK is 91.8ft (28m) in length and 49.21ft
(15m) wide. Indoor courts should be 22.96ft (7m) in height.

International, Premier (national competition), Club (regional competition) and


Community (schools/recreational). This allows courts to be more flexible with sizes. The
dimensions of a basketball court in these cases also include a minimum length and width:
85.3ft (26m) x 45.93ft (14m).
MECHANICS IN BASKETBALL

1. Only five players per team on the court. 


2. Score more than your opponent to win.
3. Score within the shot clock. 
4. Dribbling advances the ball
5. The offense must advance the ball. 
6. Ball and ball handler must remain inbounds
7. Defenders can’t interfere with a shot on a downward trajectory. 
8. Defenders can legally block or steal the ball. 
9. Defenders must leave the paint after three seconds. 
10. Each team is allotted a certain number of fouls.
11. Illegal contact results in a foul
12. Illegal contact results in a personal foul. 
13. Excessive contact results in a flagrant foul.
14. Charges and illegal screens result in an offensive foul. 
15. Certain rule violations result in technical fouls. 
TABLE TENNIS
HISTORY

The game was invented in England in the early days of the 20th century and was
originally called Ping-Pong, a trade name. The name table tennis was adopted in 1921–22
when the old Ping-Pong Association formed in 1902 was revived.

BASIC SKILLS
In many things in life – sports included – it’s the smallest of tweaks and adjustments
that ends up making the largest difference in whatever you’re trying to accomplish. Tennis
is no different in this respect, and it’s a big reason why the camp directors at our
Connecticut Tennis Camps, along with all of our other locations, provide as much individual
attention as possible to campers.

Footwork
Although you’re not traveling a far distance to the naked eye, tennis players actually
rack up miles of walking and running throughout the course of a match. Endurance is key,
but so is your footwork because there are tons of quick movements that you need to make
in a short period of time and over a short distance.

Serving
This is a crucial part of the game because if you’re not able to effectively serve a
tennis ball, it’ll be hard to take control of any game or match you’re participating in.

Forehand and Backhand Strokes


There are a number of different strokes used during a tennis match, but forehand
and backhand strokes are easily the most common.

EQUIPMENTS

Table tennis equipment, consisting of:


 Racket
 Ball
 Net
 Table
DIMENSION IN TABLE TENNIS

A competitive table tennis table should measure 2.74 m (9 ft) long, 1.525 m (5 ft)
wide and be 76 cm (2 ft 6 in) high. The surface of a table tennis table must be the same
dark colour across the court and be of a matt appearance. The net is 15.25 cm (6 in)
high and extends 15.25 cm (6 in) past the end of the table.

MECHANICS IN TABLE TENNIS

The ball must first bounce on your side and then in your opponents. Your opponent
must allow the ball to hit their side of the table before trying to return this. The ball must
pass cleanly over the net – if it 'clips' the net and goes over, it is a 'let' and the serve is
retaken.

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