PATH Fit 3 Module
PATH Fit 3 Module
Team Sports
1st Semester
Course Description:
The purpose of this course is to provide learning experiences that will lead to the
development of basic skills in team sports. In addition to skill acquisition, the course
will focus on how to plan and implement the four stages of skill development in games
through the use of extending, refining, and application tasks. An emphasis will be
placed on the use of the game stages and movement framework as a guide for
designing a variety of sport game experiences for students.
Students will be expected to achieve an intermediate level of skill in the selected
team sports. Practice outside of class time and individual tutoring may be necessary for
some students to achieve the expected performance level.
Course Objectives:
The objective generally involves teammates facilitating the movement of a ball or
similar item in accordance with a set of rules, in order to score points. This usually
involves careful strategic planning, good preparation, and a mental and physical
toughness of each individual that is part of the team.
Academic Integrity:
Cheating,
Plagiarism (turning in work not written by you, or lacking proper citation),
Falsification and fabrication (lying or distorting the truth),
Helping others not to cheat,
Unauthorized changes on official documents,
Pretending to be someone else or having someone else pretend to be you,
Making or accepting bribes, special favors, or threats, and
Any other behavior that violates academic integrity.
Other details of the Code of Academic Conduct can be found in the Student
Handbook.
Course Requirements:
In this course, I deeply encourage you to complete your requirements in order for
you to pass in this course.
1. Answer and submit the activities and/ or evaluation given in the different lessons
on the indicated schedules.
2. Major examinations: Prelim, Midterm, and Final Examinations.
3. Individual and/ or group projects to be submitted at the end of semester or before
the final examination.
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Websites:
https://www.lths.net/cms/lib/IL01904810/Centricity/domain/165/units/
Basketball.pdf
dictionary.Reference.com/browse/tabletennis
Course Content
Unit I, Sports
Introduction
Type of sports
Management
Unit V, Volleyball
Brief History of the Game
Rules of Volleyball
Fundamental Skills in Volleyball
Facilities and Equipment
Terminologies
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Rules of the Game
Equipment of the Game
Fundamental Skills and Scoring System of the Game
Terminologies
Introduction;
Sports is an activity that gives a healthy emotional, intellectual, spiritual and
physical condition. Some athletes said that, this is their life. But choosing and
organizing your own sports activity meets many considerations such as factor like
financial, interest, venue, etc. This unit deals with organization and management of
sports events and all about sports.
Learning Competencies
At the end of this lesson the student can….
Define what is Sports, its type and example.
Know the roles and responsibilities of tournament officials.
Make use of the tournament format in managing sport/game.
Determine the proper first aid for different types of injuries.
Lesson Proper
TYPES OF SPORTS
Sports is an activity that requires physical actions and skills where individuals or teams
compete under a set of rules. Some sports can also be played indoors, outdoors, or both.
It is classified into individual, dual, or team sports.
o Individual sports are played by one participant on each competing side.
o Dual sports are played by two competing pairs.
o Team sports are played with three or more players.
Sports Individual Dual Team
Badminton ♠ ♠ ♠
Basketball ♠
Bowling ♠ ♠
Boxing ♠ ♠
Football ♠
Lawn Tennis ♠ ♠ ♠
Track and Field ♠ ♠
Table Tennis ♠ ♠ ♠
Skating ♠ ♠ ♠
Softball ♠ 4
Swimming ♠ ♠
Volleyball ♠
Beach Volleyball ♠
Individual sports foster a higher amount of It is necessary to learn
discipline, self-confidence, focus, and passion. The the basics of each sport
individual player is solely responsible for winning or in order to properly play
losing; succeeding or failing. the game.
Team sports considered many variables to determine Understanding how the
the success or failure of the team. Team performance game is played is most
or success depends on the collective effort of all its essential.
players.
“Individual sport relies on the individual while team sports rely on teammates.”
In playing any type of sports, it is important to have focus, clear understanding of the
game, and work ethics in mastering the skills.
Table Tennis
1. Grip
Shakehand Grip
Penhold Grip
2. Ready Position
3. Forehand and Backhand
4. Basic Hitting
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5. Topspin Serve
6. Forehand and Backhand Push
7. Basic Position, Forehand and Backhand Drive
Team Sports
Basketball
1. Footwork
2. Pivoting
3. Catching the Ba
4. Dribbling
5. Passing
6. Shooting
7. Rebounding
Technical Skills
These are basic or fundamental skills needed to play the game. These are required
in all sports. It advances in degrees or levels as a player practice or gets used to doing
the skill. Examples; dribbling, passing, and shooting in basketball, and ball reception,
attacking/spiking, and setting in volleyball.
Tactical Skills
These are the decision-making skills or strategies used in different situations
during the game. These may vary depending on the trainer or coach, skill level of an
athlete, or the strength and weakness of the opposing team.
Example; the use of quick pass and movement against a taller but slower opponent in
basketball.
Game sense is the use of tactical decision during a game.
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2. Training Proper
Warm-up/Stretching
Teaching new skills/practice of previously taught skills
Scrimmage/Practice game
Cool down and assessment
Skill-related physical fitness is sometimes called sports fitness or motor fitness. The
skill-related physical fitness is called as such because people who possess them find it
easy to achieve high levels of performance in motor skills. The components of skill-
related physical fitness are agility, balance, coordination, power, reaction time, and
speed.
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Table Tennis Hitting the ball.
Coordination Baseball Catching a ball.
Soccer Kicking a soccer ball.
Swimming Start to jump/ dive on the pool
Reaction Time when the signal start.
Basketball Getting the rebound.
Athletics Running the 100m event.
Speed Badminton Receiving a drop shot.
Baseball Stealing a base.
Baseball Throwing a fast ball.
Power
powerlifting Lifting weights.
Management deals with the tasks and accountabilities to accomplish the objectives
through cooperation. It requires harmonious effort amongst members to fulfill the
target objective.
Importance of Management
1. Assists individuals to realize their objectives or goals.
2. Provides guidelines in the collaborative strengths of people.
3. Defines the group's development, efficiency and accomplishment of goals.
4. Defines whether members within the group are contented, cooperating and
productive.
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1. Management gives a grasp and value to the essential ideas of the field's discipline.
2. Understanding management helps an individual consider having a career in a
certain field.
3. Majority of physical educators do certain management work; thus, skills in
management will provide better performance.
4. Management is vital to collaborative effort.
5. A grasp of management facilitates continuity.
6. Management skills help foster good human relations.
Management involves five major functions: planning, organizing, staffing, leading and
controlling.
1. Planning, program strategies are laid cut to achieve the desired outcome. It
includes processes such as forecasting, developing objectives, programming,
scheduling, budgeting, and formulating procedures.
2. Organizing aids in developing a group structure with definite scope of work for
every member. This includes the development of the organizational structure,
delegation of responsibilities and work, and the relationship among individuals.
3. Staffing is the recruitment, selection, and retention of members wherein they are
given appropriate assignment with proper training and professional development.
It also concerns establishing an ideal work environment and ensuring human
resources to get the work done.
4. Leading is directing the organization to motivate and empower individuals in
carrying out the program. It includes decision-making, communication, selection of
people, and enhancing performance of individuals.
5. Controlling ensures proper plan execution within the goals of the organization. It
requires monitoring, assessment evaluation, and feedback which can lead to re-
engineering reframing, or rewarding. Managers should continuously be in control
of what is happening under his/her jurisdiction.
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Tournament officials are in charge of officiating the event. They have an in-depth
knowledge about the sport. The responsibilities of tournament officials include:
enforcing the rules and regulation of the game
ensuring that the game is played safely and in order (i.e., prevent confrontations of
players or teams; check uniforms and equipment's compliance with safety rules;
and
issues warnings and corresponding penalties or ejections)
inspecting the safety of the field or facility;
managing time; and
communicating properly to the coaches and players the rules and regulations of the
game.
Types of Officiating
Officiating is classified as outside officiating or professional officiating and self-
officiating.
Outside officiating requires external officials, usually hired, or volunteers assigned
by the organizers to implement the rules and code of conduct of the game or the
tournament. Normally, officials are not related to any team so they can provide
impartial decisions.
Self-officiating happens when there are no "outside" officials. Players officiate the
games or run the tournament. This is usually done during pick-up games with
friends and may not be as effective compared to outside officiating.
Kinds of Officials
Court or field officials are officials within the game court or field, calling the
violations and penalties. They may be stationary or moving, depending on the
sport (e.g., badminton - stationary or basketball- moving).
Table officials are those who handle time, scores, reviews, and record statistics.
Qualities of an Official
Here are some common qualities of a good official:
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o Confidence - has self-confidence and believes in his/her abilities to go beyond
any adversities and remains in control of the games. Bad calls made or setbacks
do not make him/her lose confidence and undermine his/her belief in what
he/she does.
o Consistency - calling violations and rulings constantly in similar situations,
equally to the opposing teams. Irregularity in officiating creates problems such as
rage and frustration among coaches and players and builds the perception of
cheating.
o Decisiveness - decision should be quick and simultaneous with the observed
play. Too long to decide may give a sense of indecision, and makes the ruling
questionable. The quicker and closer the decision is, the more decisive it turns out
to be.
o Enjoyment/motivation - having fun and the sense of enjoyment translates to
positivity and energy, which leads to a high level of motivation.
o Integrity- deciding games in an honest and impartial manner regardless of the
reactions received from anyone, remaining time or score, or any other influences.
“Calling it as you see it" attitude.
o Judgment - requires an in-depth and continuing knowledge rules and regulations
of a specific sport. Knowledge helps resolve the legality of play. Good judgment
attains complete focus on the game, avoids distractions, and forgets previous calls
and its reactions from those involved.
o Poise - staying unaffected by emotions and tensions to remain calm and poised
regardless of situation.
o Rapport - effectively relating with everyone by treating members of both teams
with courtesy and respect. Expect the same in return.
TOURNAMENT FORMATS
Challenge Tournaments
This tournament has levels where winners go up and losers go down from their
respective positions. Winning is important to climb to the top position. This type of
tournament needs sufficient time to give chance to bottom dwellers to reach the top.
Tournament positions are usually occupied on a first-come basis.
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Ladder tournament suits single player
competitions like tennis or badminton
where participants challenge each other
on a one-on-one match. Players move up
or down the ladder depending on how
they fared in their matches. The player
on top of the ladder will be declared the
winner.
Pyramid tournament is almost similar to the ladder tournament except that it has
more players at the lower level when the tournament starts, then the number of
players decreases as the level progresses. An individual can challenge anybody
within the horizontal level and the winner goes up to challenge the higher level.
Round-Robin Tournaments
The most commonly used and one of the top competitive tournament types since it
permits maximal play. All teams will play against each other at least once during the
tournament and the team with the most points will be the winner. Teams get
corresponding game points from a win and a loss. Round robin is ideally used for team
competition playing not more than eight games.
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Round Robin is a format where each team plays a number of games (n-1)
depending on how many teams are participating. Usually, teams are divided into
two groups (n/2) and ranked by game
points. Crossover games are then held
with the top team in a group plays against
the bottom team of another group, and the Schedule Schedule Schedule
second ranked teams playing against the 1 2 3
1 vs 2 1 vs 3 1 vs 4
third ranked teams from the opposite
2 vs 3 2 vs 4 3 vs 4
group.
Round-robin tournament format for
Lombard Round Robin is a round robin
4 teams. 1 stay in place while other
variation used for limited allotted period.
teams turn clockwise on the next
If full games are not possible, mini games
schedule.
are played. All scored for or against points
are recorded to determine the winning
team with the best ratio.
Elimination Tournaments
An elimination tournament is for short round of matches. Single or pair losses instantly
eliminate participants. This is suitable for time-constrained events but is
disadvantageous for maximal play.
General Guidelines;
1. Draw is set up in even counts of brackets to the power of two (x2).
2. Brackets not used by teams constitute a bye.
3. All byes are generated from the top seeded teams.
4. The four top seeded teams are spaced in the draw so as not to play against each
other until the later rounds.
5. All games must be numbered to help the organization of the tournament.
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Single elimination Format for 7 participants and Format of 8 teams with Ranking
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Secondary survey is performed if the patient is stable. The goal is to determine the
primary injury, severity, muscle function, and joint stability, as well as the location and
mechanism of injury or the movement or force that caused the injury. It will help the
coach and trainer determine the appropriate first aid and the best way to transport the
injured athlete. The secondary survey should be performed prior to moving the injured
athlete.
The inspection or observation process is a passive component of secondary
survey which is usually performed visually and manually. The coach or trainer should
inspect for deformity, swelling, discoloration, bleeding, and other possible signs of
injury. Aside from visual inspection, the coach or trainer can palpate the possible injury
site while looking at the reaction of the injured athlete.
The location of the injury helps the coach and trainer understand the possible structures
that could be damaged. The most painful area is usually the injury site.
The following questions can help in identifying the location and mechanism of injury:
1. What body part of the athlete needs support?
2. What body part can he/she not move?
3. Did the athlete feel or hear any popping or snapping sound?
4. Was there a contact before the athlete complained of pain?
5. What was the athlete doing before he/she complained of pain?
Gross motor movement is the active component of the secondary survey and it checks
muscle weakness and joint stability. It helps the coach or trainer determine the severity
of the injury. The injured athlete will be instructed to slowly move the areas
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surrounding the injury. The following questions can help when performing a gross
motor check:
1. Can the athlete move the injured limb on his/her own?
2. Can the athlete move his/her limb throughout its entire range of motion?
3. Can the athlete sustain the movement when resistance is applied?
4. Does the athlete limp when he/she walks?
5. Does the athlete have a problem balancing his/her weight?
The passive component of the secondary survey will be able to rule out if there
are injuries to the hard tissues (i.e., bones, joints) while the active component will be
able to identify if there are injuries to the soft tissues.
For soft tissue injuries (i.e., muscle, tendon, ligaments), the immediate care is focused
on controlling inflammation.
For fractures and dislocations, the immediate objective is to limit movement to relieve
pain and prevent aggravation. Injuries to the bone or joint tend to be more painful and
it will only be resolved if the bone or joint has been eased to its normal alignment.
Type of Immobilization
Rigid splint is usually made of tough materials such as wood, plastic and plaster of
paris, newspapers, pillows, and air splints are classified as soft splints.
Anatomical splint is an immobilization technique wherein the object that restricts
movement is another body part of the injured athlete.
The type of immobilization depends on the available resources and the body part that
got injured. Any form of immobilization can be effective as long as the principles of
immobilization are followed.
The splinting technique should follow the Principles of Immobilization below:
1. Immobilize the limb in the position that is least painful or in the position it was
found.
2. Take note of any changes in skin color, temperature, and sensation.
3. Include the joint above and below the fractured bone in the splint.
4. Leave fingers and
toes uncovered.
5. Apply it firmly
without discomfort.
6. When using an elastic
bandage, apply
consistent tension.
A cervical arm sling can
be used to immobilize a dislocated shoulder and other injuries of the arm and forearm.
Inflammation is the first step of the healing process, which increases blood flow to the
injured area.
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Swelling is the downside of increased blood flow. Studies show that the healing period
is directly related to the degree of swelling. It takes time to remove the fluid (i.e.,
swelling) and this can delay the healing process.
PRICE Principle
Swelling and other symptoms of inflammation (i.e., pain) can be controlled using the
PRICE principle.
PRICE stands for Protect, Rest, Ice, Compression, and Elevation.
Protect the injured body part as aggravation will increase the inflammation.
Rest is recommended to give the body part enough time to heal.
Ice or Cryotherapy is commonly used because it has an analgesic or pain-relieving
effect.
- It constricts the blood vessel, which can reduce blood flow and swelling to the
injured area.
Compress an effective method to reduced swelling using an elastic bandage to the
injured area. The common technique for elastic bandage application is the spiral and the
spica or figure of eight.
The compression moves the fluid outside of the injured area and provides support to
the injured part.
It is important to follow these guidelines to effectively compress the injury without
limiting blood flow to the other body part.
1. Position the initial layers at the far end of the injury and move upward.
2. Apply the bandage in a way that the limb is pulled toward the opposite direction
of how the limb was injured.
3. Body part should be wrapped in the position of largest girth.
4. It is best to apply more turns (layers) with moderate tension.
5. Standardize the tension and overlap each turn by half of the previous layer.
6. keep the toes and finger visible in order to check if blood flow is restricted.
Elevate reduced the swelling by elevating the injured limb higher than the level of the
heart wherein the fluid is moving away slowly as the effect of gravity.
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Illness Signs Symptoms
Cramps Exhaustion Stroke
Muscle spasm Dizziness Fever above 40˚C
Fatigue Weakness Weak pulse
Thirst Cool skin Dry, hot skin
Profuse sweating Dark urine Rapid breathing
Signs and symptoms of heat illnesses
Early recognition is the key to increasing the survival rate of an athlete. It is important
to use the signs and symptoms to determine the type of heat illness afflicting an
individual. Follow these guidelines in providing care:
1. Seek shelter that is cold and away from the sun. Provide adequate ventilation in
the room.
2. Replenish fluids and electrolytes (i.e., sodium) by making the person drink one
cup every 30 minutes.
3. Stretch the muscle-tendon unit that is experiencing cramps to relieve tension.
4. Decrease body temperature by loosening clothing, wiping the body with cool
towel, or putting an icepack over the head or neck. putting cold compress over the
armpit and groin area helps in reducing temperature.
5. Check body temperature and pulse rate regularly. Elevate the feet to help bring the
blood back to the heart. Bring to the closest medical facility for intravenous fluid
replacement when temperature is above 40 degrees Celsius.
6. Bring to the closest medical facility for intravenous fluid replacement when
temperature is above 40 degrees Celsius.
7. Do not give anti-fever medications or caffeinated drinks to the person.
Activity
List the sports that you know under the "What I Know?" column. On the “What I Want
to Learn?” column, write the things you still want to learn about the sports you listed.
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Lastly, on the “What I Learned?” column, write all the topics/skill that you have
learned from your physical education class (during your high school).
What I Know What I Want to Learn? What I Learned?
Type of Tournament:
Schedule
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______________________________________________________________________________
______________________________________________________________________________
______________________________________________________________________________
Learning Competencies
At the end of this unit, the students are expected to:
Trace the brief history and rules of table tennis
Analyze the development of the game table tennis
Identify the different basic skills in table tennis
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To identify the different facilities and equipment required in table tennis
To familiarize oneself with the specifications of the different facilities and
equipment’s in table tennis
To familiarize oneself with the common terms used in table tennis
Lesson Proper
Table Tennis – it was first called Ping Pong, it is a sport in which two or four players
hit a lightweight ball back and forth across a table using a small, round bat.
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1. Failure to make a good service, unless a “LET” is declared
2. Failure to make a good return of a good service or a good return made by the
opponent, unless a “LET” is declared.
3. If the player, the racquet, or anything that the player wears or carries touches the
net or its supports while the ball is in play.
4. If the player, the racquet, or any wearing apparel moves the playing surface
while the ball is in play or touches the net or its supports.
5. If the player’s free hand touches the playing surface while the ball is in play.
6. If, after being struck by the opponent, the ball comes in contact with the player or
anything the player wears or carries before it has passed over the end lines or
sidelines, not yet having touched the playing surface on the player’s side of the
table.
7. If at any time the player volleys the ball – that is before the ball hits the table top
– except as provided in Rule A under “LET” (below).
IV. Let
A Let ball, which is then replayed, is called in the following cases:
1. If the served ball, in passing over the net, touches it or its supports, if the service
would otherwise have been good or volleyed by the receiver.
2. If a receiver is delivered when the receiver is not ready
3. If either player is prevented by an accident not under his/her control from
serving a good service or making a good return
4. If either player gives up a point, as provided the Rules C-G under “Points”,
owing to an accident not within his/her control
V. Scoring
A point is scored by the side that makes the last successful return prior to the
end of rally. An unsuccessful return occurs whenever the ball is missed, is hit off
the table, sent into the net, or hit onto the player’s own half of the court on the
return. Failure to make a good serve also scores a point for the opponent unless it
is a let.
VI. Ball in Play
The ball is in play from the moment it is projected from the hand in service
until one of the following has occurred:
1. It has touched one court twice consecutively.
2. It has, except in service, touched each court alternatively without having been
struck by the racquet immediately.
3. It has been struck by either player more than once consecutively.
4. It has touched either player or anything that the player wears or carries.
5. It has touched any object other than the net and supports.
Doubles Play
I. Good Service
The service is delivered (as described in Singles), except that it must touch
first the right half of the server’s court or the centerline on the server’s side of
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the net and then, passing directly over or around the net, touch the right half
of the receiver’s court or the center line on the receiver’s side of the table.
II. Choice of Order of Play
The team winning a coin toss has the option of choosing:
1. The choice of ends
2. The right to receive or serve first
3. The right to require the losing team to make the first choice
4. After choice A & B have been made, the other team makes the remaining choice
Recent Development
1885: James Devonshire (ENG) granted provisional patent for this “Table Tennis”
1890: Several patents registered in England and the USA. Earliest surviving action game
of the table tennis: David Foster’s Parlour Table Games, England. Sets produced under
trade names such as Gossima, and Indoor Tennis, with Lawn Tennis style rules.
1900: Introduction celluloid balls to replace rubber and cork ones. The celluloid ball had
the perfect bounce, and the game became a huge success.
1901: The game is introduced in China via western settlements
1926: International Table Tennis Federation (ITTF) initiated in Berlin and became
formalized in London. First World Championships held in London, England. ITTF
Constitution adopted, along with first set of standardized Laws.
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1920’s – 50: Classic Hard Bat Era (European Dominance)
1926 – 31: Maria Mednyansky (HUN) wins the world championships five times
consecutively. Mednyansky wins 18 gold medals overall
1930 – 35: Victor Barna (HUN) becomes five times world champion and is runner-up
1931 losing the final against his compatriot Miklos Szabados. Barna wins a record 22
gold medals at world championships during his career, 40 medals overall
1950 – 55: Angelica Rozeanu-Adelstein (ROU) wins the World Championships six times
in a row and is the last non Asian to win the female singles title until today
1950’s – 80s – Age of Sponge Bat and Technology (Beginning of Asian Dominance)
1952: Hiroji Satoh (JPN) became the first player to win a world championship when
using a racket covered with thick sponge and is the first non-European winner.
1953: China entered the World Championships for the first time
1954: Ichiro Ogimura (JPN) is the epitome of Japanese dominance with technological
development and physical training
1957: World Championship changes to a two-year cycle
1959: Rong Guotuan (CHN) is the first Chinese world champion in any sport
1967: Ivor Montagu retired as President of the ITTF after forty years in office
1971: Ping Pong Diplomacy: table tennis played an important role in international
diplomacy when several teams were invited to China for a series of friendship matches
after the 1971 World Championships in Nagoya.
1977: ITTF received formal declaration of its recognition by the International Olympic
Committee (IOC)
1981: World Championships held in Nova Sad, Yugoslavia. Total triumph for China,
whose athletes win all of the seven gold medals. Table tennis admitted to the Olympic
programmed (84th session IOC in Baden-Baden)
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2009: The Executive Committee expands to 9 members, all six continents are
represented
2010: Table tennis is part of the first Youth Olympic Games
2011: ITTF and Total Sport Asia start a 6-year agreement providing extensive TV-
coverage of ITTF events around the world
2012: All participation records broken at the LIEBHERR World Team Championships in
Dortmund, Germany
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Mostly used by Asian players, has the handle in an upright position ad you held
it as if you were holding chopsticks. The advantage is that it is not necessary to
turn the bat round for backhand and forehand.
The Block
The modern game of table tennis has become one that is dominated by players
who play very fast aggressive shots and who use an attacking/offensive style of
play.
1. The Backhand Block
The purpose of this stroke is to catch your opponent out of position and reduce
the time available to them.
A. The Table
The table is 9 feet by 5 feet, with the surface 30 inches from the floor. It is usually
a dark, non-reflecting green, with a 3/4- inch white line running along the edge. There
is also a 1/4-inchline running down the middle that is only used in doubles. (It doesn't
invalidate the table for singles play.) The way the ball bounces when it hits the table
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must meet certain standards. It should have a uniform bounce whether the ball is
hitting near the edge or in the middle. It should bounce roughly the same on all legal
tables. (When dropped from a height of 12 inches, the ball should bounce between 8-
3/4 and 9-3/4 inches.)
A legal playing court is at least 20 by 40 feet, but you may have to compromise
on this depending on the size of your facility. Beginners don't beginners need nearly as
much room as more advanced players. If at all possible, the ceiling should be at least 12
feet or higher, but this isn’t necessary for beginners. (You can't lob with a low ceiling,
but lobbing is a rather advanced shot.) The background should be dark enough so that
the ball (usually white) can be seen clearly. Make sure there are no glares. Table tennis
is a vision-oriented sport, and white background or a glare from a window can ruin the
game.
The floor should not be slippery, for obvious reasons. Most top players consider
a wood floor (or something similar) best, because extensive play on a hard surface can
hurt your feet and legs.
B. The Net
The net is 6 inches high and stretches across the middle of the table. It should
extend 6 inches on each side of the table- this is to keep players from hitting the ball
around the net, some top players can do.
C. Ball
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Balls are usually white, but some are orange. They vary in price from
cheap balls that break on contact with a racket to three-star balls that cost nearly
a dollar each.
D. Racket
A racket consists of two parts. First, the blade itself (a racket without the
covering). Then the covering for the hitting surface. A blade is made of wood, although
a small amount of car bonfiber or similar fibrous material is permitted.
Terminologies
Backhand: A shot done with the racket to the left of the elbow for a right-hander, the
reverse for a lefthander.
Blade: The racket usually without a covering.
Block: A quick, off the bounce return of an aggressive drive done by
just holding the racket in the ball's path.
Closed: Racket face aimed downward with the top edge leaning away
from you.
Crosscourt: A ball that is hit diagonally from corner to corner.
Drop Shot: Putting the ball so short that the opponent has trouble
reaching it. Done when the opponent is away from the table.
Forehand: Any shot done with the racket to the right of the elbow for
a right-hander, to the left for a lefthander.
Let: A serve that hits the net a lands in the proper service box. If play
is interrupted for any reason during a rally, a let is called and the
point does not count.
Lob: A high defensive return of a smash.
Loop: A heavy topspin shot usually considered the most important shot in the game.
Open: If the hitting surface of the racket is aimed upwards, with the top edge leaning
towards you.
Rally: The hitting of the ball back and forth, starting with the serve and ending when a
point is won.
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Serve: The first shot, done by the server. It begins with the ball being thrown up from
the palm of the hand and struck by the racket.
Hand shake grip: The most popular grip. It gives the best balance of forehand and
backhand.
Smash: A put away shot. Ball is hit with enough speed so opponent can’t make a
return.
Volley: To hit the ball before it bounces on your side of the table. It results in an
immediate loss of the point.
Practical Activity
You will perform 10 minutes of the basic skills in table tennis.
Before you perform don’t forget the warm-up:
Jogging 30 seconds
Jumping jacks 30 seconds
Hands walk 30 seconds
Lunges 30 seconds
a. To improve your touch and control in table tennis
Touch and Control
- hit balls 90 seconds
- hit against wall 90 seconds
Footwork
- Side to side 60 seconds
- Sprite run and legs lift 60 seconds
- Cross over 60 seconds
Cool down and Stretch
b. To demonstrate the basic strokes
- the backhand push
- the forehand drive
- the backhand drive
- the forehand push
Evaluation
Activity 1 – Assess your knowledge
A. Directions: Encircle the letter of the correct answer.
1. The game table tennis was invented in a________________.
a. America b. China c. England d. Philippines
2. International Table Tennis Federation (ITTF) was founded in year _____________.
a. 1925 b. 1926 c. 1989 d. 2000
3. In year __________ game score changes from 21 to 11 points.
а. 1988 b. 1989 c. 1990 d. 2001
4. The first ITTF World Junior Championship was held at __________ during 2003.
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a. Santiago, Chile b. New York c. China d. Japan
5. Table Tennis was often called as _____________.
a. Wiffwaff b. battledore c. pingpong d. love
6. The table tennis for person with disability was transferred from the International
Paralympic Committee to the ITTF in year ______________.
a. 2001 b. 2007 с. 2003 d. 2012
7. ITTF received formal declaration of its recognition by the International Olympic
Committee (1OC) in the year ______________.
a. 1977 b. 1971 с. 1981 d. 1987
8. Table Tennis is part of the first youth Olympic Games in year ___________.
a. 2008 b. 2009 c. 2010 d. 2011
9. A group of Filipino table tennis players called themselves as _____________.
a. Players b. Pongers c. Athletes d. Master
10. Improvements were made to the equipment during the early 1900’s. The ball was
being made of ____________.
a. celluloid b. rubber c. wood d. silk
Introduction
Badminton first originated in India during the 18th century where it was called
"Poona". It was played by that name until the 1870's. Our modern day version of the
game came from England. It was introduced by the British Army Officers as an upper
class amusement. The English played the game of Badminton, the Hometown of the
Duke of Beaufort in Gloucestershire, England. Hence, the name badminton became the
official name of the game.
Records describe the game with wooden paddles and a shuttlecock being played in
Ancient China, on the Royal court of England. In Poland and in India later in the
eighteenth and nineteenth century, a game called "battledore and shuttlecock", involved
hitting a shuttlecock with wooden paddle known as bat or battledore. The participants
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were required to keep the shuttle in play as long as possible. The playing area inside the
hall was an hourglass shape
narrower at the middle than the two ends. Badminton was played on this odd shaped
court until 1901. A string was added across the middle of the hall to make a
rudimentary net. The original rules for badminton was standardized in 1887 and later
revised in both 1895 and 1905. These rules still govern the sport today with minor
changes.
Learning Competencies
Lesson Proper
Badminton – is a sport played by hitting a shuttlecock back and forth over a
narrow net using a long-handled racket.
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based on facing the opponent to move as much as possible; this means that singles
strokes are normally directed to the corners of the court. In doubles, both players will
try to gain and maintain the attack, smashing downward when possible. If a pair is
forced to lift or clear the shuttlecock, then they must defend. If a pair cannot hit
downwards, they will use flat strokes in an attempt to gain the attack. Whenever
possible, a pair will adopt ideal attacking information with one player hitting down
from the rear court, and his partner in the midcourt intercepting all smash returns
except the lift.
Recent Developments
The International Badminton Federation (now known as Badminton World
Federation) was established in 1934 with Canada, Denmark, England, France,
Netherlands, Ireland, New Zealand, Scotland and Wales as its founding members. The
BWF now governs international badminton and develops the sport globally. As of 1993,
the BWF has grown to 120 national organizations in as many countries. Major IBF
sanctioned events are the Men's World team
Badminton Championships for Thomas Cup; the Ladies World team Championships
for Uber Cup. The World Individual Championships; World Mixed Doubles for the
Suderman Cup and the World Grand Prix Finals.
Currently, the best players in the world come from China, Europe, Malaysia,
Indonesia and South Korea and dominate competitions on the international level with
China domination in recent years. Indonesian players won both men's and women's
singles at the 1992 Olympics. Indonesians also won four in the five events in the 1994
World Championships. Badminton is presently the numbers one sport in Great Britain.
The immediate future for both professional and amateur badminton players appear to
be very bright.
The Philippines participates in various tournaments and sends a badminton
team to the Asian games. Badminton is becoming increasingly popular in the
Philippines both for serious ply and casual recreation.
LESSON 1
Introduction
Badminton is a sport in which it is easy to learn some basic skills but is difficult
to master. It can be fun for all ages, simply hitting the bird in a very high arc back and
forth over the net. To develop a high degree of skill, however, you must be prepared to
practice as much as for golf and tennis. A skilled player has not only learned the
strategy of the game, but has improved his/her hand-eye coordination, agility, balance,
kinesthetic awareness, muscular strength, and aerobic fitness. Good players learn to
anticipate shots which give them the edge on reacting to the best position for the return
shot. If you wanted to pick one phrase to characterize good badminton it would be
“quick” movement for good position." Get set to move-Research studies of movement
have shown that a badminton player uses more arm movement in one game than an
average baseball pitcher does in a nine inning baseball game. Also, that a top-flight
badminton player runs more in one game than a running back or end does in a 60-
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minute football game (Armbruster,1979). As you develop your skill in badminton, you
will be amazed at just how vigorous an evenly matched game can be.
LESSON 2
GRIPPING THE RACKET
There are three basic types of grips used in badminton: forehand, backhand and
frying pan. The two grips used most of the time are the forehand and backhand. Some
players find they can use the forehand grip for all shots since it often becomes difficult
to change grip when the action is occurring rapidly. Most players, however, do change
their thumb slightly on the backhand. The key for each player is the wrist action that
can be generated for each stroke.
Forehand grip- hold he racket by the shaft with the non-racket hand, keeping the racket
face
perpendicular to the court and pointing away from the Simply shake hands with the
grip of the racket. The index finger should be slightly separated from the other fingers
and the "V" formed between the thumb and index finger should be directly on top of
the handle. The grip should be loose to allow for maximum wrist action. A tight grip
body. creates tension in the wrist muscles
which restricts the movement of the wrist joint.
Backhand grip- known "thumb-up" grip. From the forehand grip, turn the racket
slightly to the
right, for a right-handed player, and place the thumb along and parallel to the back side
of the handle. The as the thumb position produces more power by providing for a more
forceful wrist-snap from the backhand side. Another advantage of this grip is that by
making this slight change, less body turn is required for many backhand strokes. Often
when using the same grip for the forehand and backhand, a backhand grip requires
more arm and shoulder turn to provide the needed power. By using the thumb-up
backhand grip and cocking the wrist and thumb toward the elbow, the required power
can be provided without as much shoulder rotation.
The change from the forehand to a backhand grip can be made without the
assistance of the non-racket hand. The turn is slight enough that by quickly
manipulating the grip with the fingers, the “thump-up” position is set.
LESSON 3
BODY POSITION-STANCE, FOOTWORK AND POSITION
STROKING THE BIRD
Badminton strokes may be classified according to the flight of the bird. They are
performed with any combination of overhand, and forehand and backhand strokes.
1. FOREHAND OVERHEAD STROKES
The handshake grip is used when hitting is used when hitting shots on your
dominant side, which in most cases is your right side. The forehand overhead stroke is
similar to throwing a ball. The mechanics are almost identical. A good performance of
this throwing motion is defined as the properly timed coordination of acceleration and
deceleration of all body segments that reduces maximum absolute velocity to your
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dominant hand and in turn to your racket. The overhead stroke is usually made from
the back half of the court.
Body position- for either the forehand or backhand strokes, you should move to
a sideways position to the net. For the forehand backswing the weight should be on the
rear foot. The racket arm is bent at the elbow, and the hand is close to the shoulder with
the wrist cocked.
Point of contact- the stroke is then made by throwing the racket hand toward the
desired point of contact with the bird. At this point the weight has shifted to the front
foot and the wrist is snapped forward with a force which depends on the type of shot to
be made. Since the racket and bird are lightweight, the wrist action and resulting speed
of the racket face, can impart excellent bird speed. To gain the maximum benefit, the
wrist must remain cocked until just before the contact. This is especially true of the
smash and clear shots that usually require power for greater effectiveness.
Follow-Trough- the weight is forward and the arm and the body move in the
direction the bird is travelling. The arm and racket should continue to move down and
around to the non-racket side as the rear foot is moved forward and even with the front
foot. It is completed by facing the net in the ready position".
Smash- is a crispy hit shot that travels from high to low onto the opponent's
court. This is the glamour shot of badminton that abruptly ends many rallies. It can be
hit with either forehand or backhand overhead, but is much easier and often hit with a
forehand. Proper execution of the smash requires full body extension and contacting the
bird at the peak of your reach.
Drop shot- this shot requires a lot of touch and good judgment on the force of
the stroke. It it's hit badly, it will either not clear the net or be too long and allow the
opponent an easy smash return.
Drive shot- can be hit from the overhead position or from a lower side stroke
position. The drive is often used as a defensive shot when the smash or drop shot
cannot be executed. It is used offensively when your opponent is out of position and
you want to hit to the open court area.
1. BACKHAND OVERHEAD STROKES
The backhand overhead stroke allows you to return your opponent's shots from your
backhand side when they are completely behind you. It can be compared to popping a
towel at the ceiling.
Body position- when the bird is on the non-racket side, the backhand stroke is
used. The racket side is turned to the net with the weight on the rear foot. The arm is
brought across the body so that your racket shoulder is pointing toward the net and the
wrist id cocked. At the backswing, the racket hand should be approximately at the neck
level with the head of the racket angling down. On the fore swing the weight is shifted
to the front foot and the upper arm is
moved up and toward the bird with the elbow leading the forearm and racket.
Contact point- the point of contact will depend on the type of shot to be hit. The
bird position for a clear should be approximately even with the rear shoulder, whereas
for the drop shot and smash, the bird should he between the head and the front
shoulder.
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Follow-through- the trunk should continue to rotate the net as the racket and
arm travels in the direction of the shot. The racket are completes its path down and
towards the racket side as you quickly reassume the “ready position”. The same basic
principles that are used for the smash, drop, drive, and clear shots on the forehand slide
are used for the backhand.
LESSON 4
CLEAR
The clear is recommended as a strategy particularly in singles play. It may be hit
with an underhand or overhead strike on either your forehand or backhand to force
your opponent deep into her backcourt. You should always try to hit the bird as soon as
possible so your opponents were have less time to get to his shots. Take overhead and
underhand returns at the height possible contact point.
The primary value of the clear during the competition is to keep the shuttle
away from your opponent and for him or her to move quickly. By getting the bird
behind your opponents or making them move more rapidly than they would like.
1. FOREHAND CLEAR
When the shuttle is hit to you during a rally, move into position behind the
oncoming shuttle and assume your handshake grip. If you are returning a forehand
overhead clear, you should turn your shoulders and pivot at your waist to get sideways
to the net. As the shuttle drops in the hitting area, swing your racket upward to contact
the directed upward, high over your opponent's head. The offensive clear follows a
flatter faster trajectory just out of your opponent's reach.
2. BACKHAND CLEAR
When the shuttle is hit to your backhand side during a rally move into a position
behind the incoming shuttle and assume your backhand overhead clear, turn your
shoulders and pivot as swing your racket upward with the elbow leading the hand up
to contact with the shuttle. The defensive clear is directed upward, high over your
opponent's head. The offensive clear is hit on flat, fast trajectory just out your
opponent's reach. The hand and wrist allow your racket arm to follow through
naturally. If you are clearing from near the net, use an underhand stroke. Reach with
dominant arm and place the racket face under the dropping return. As the shuttle drops
in the hitting area, swing your racket upward to contact the shuttle.
LESSON 5
SERVING
The serve is the underhand stroke that begins play. For a serve to be legal, the
bird must be hit below the server’s waist, and all of the racket head must be below the
server’s hand.
Types of serves
1. Out-of-hand serve- is the easiest to learn, since as the name implies, the bird is
virtually hit from the hand.
2. Drop serve- requires greater concentration and coordination because the bird is
struck as it drops to the court.
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3. Backhand serve- is more advanced serve that currently used by many tournament
players.
4. Long hand serve- resembles a forehand underhand swinging motion. You should
stand near the centerline and approximately 4 to 5 feet behind the service line.
5. Short serve-this is basic serve for doubles. The primary exception is that you should
stand much closer to the short serve line, perhaps 6 inches or less.
6. Drive and flick serve- this drive is a low flat serve usually directed to your
opponent's backhand. The advantages of this drive and serve are its quickness and
unexpectedness.
LESSON 6
SMASH
Smash is a fast hit, downward with force and steep, to put away any bird that has been
hit up and short. The smash can only be hit from the overhead position. The shuttle is
hit with power, but you should get your timing and balance before trying to get
excessive speed on your smash.
The value of the overhead smash is that it gives your opponent's very little time
to prepare or return any shuttle that they have hit up and short.
DRIVE
The drive is a flat shot that directs the bird in horizontal trajectory across the net.
Both forehand and backhand drives send the shuttle just enough to clear the net in a
level of slightly downward path. Your forehand and backhand drives provide a chance
to work on your footwork because your stroke is generally executed between shoulders
and knee high to the left or right of the center court.
The primary objective of the drive during the play is to get the shuttle over the
net quickly and with the assistance of gravity, headed for the floor. By getting the bird
below the net high, your opponent's will haves time and their returns will necessarily
be directed upward. Drives can be played diagonally or straight-ahead down the
sidelines.
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The court is rectangular and divided into halves by a net. Courts are usually
marked for both singles and doubles play, although badminton rules permit a court to
be marked for singles only. The doubles court is wider than the singles court, but both
are of same length. The exception, which often causes confusion to newer players, is
that the doubles court has a shorter serve-length dimension.
The full width of the court is 6.1 meters (20 ft), and in singles this width is
reduced to 5.18 meters (17 ft). The full length of the court is 13.4 meters (44 ft). The
service courts are marked by a centre line dividing the width of the court, by a short
service line at a distance of 1.98 meters (6 ft 6 inches) from the net, and by the outer side
and back boundaries. In doubles, the service court is also marked by a long service line,
which is 0.76 meters (2 ft 6 inches) from the back boundary.
The net is 1.55 meters (5 ft 1 inch) high at the edges and 1.524 meters (5 ft) high in
the centre. The net posts are placed over the doubles sidelines, even when singles is
played.
The minimum height for the ceiling above the court is not mentioned in the Laws
of Badminton. Nonetheless, a badminton court will not be suitable if the ceiling is likely
to be hit on a high serve.
LESSON 2
B. Racket
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Lesson 3
Strings
Badminton strings are thin, high performing strings in the range of about 0.62 to
0.73 mm thickness. Thicker strings are more durable, but many players prefer the feel of
thinner strings. String tension is normally in the range of 80 to 160N (18 to 36 lbf).
Recreational players generally string at lower tensions than professionals, typically
between 80 and 110 N (18 and 25 lbf). Professionals string between about 110 and 160 N
(25 and 36 lbf). Some string manufacturers measure the thickness of their strings under
tension so they are actually thicker then than specified when slack. Ashaway
sMicropower is actually 0.7mm but Yonex BG-66 is about 0.72mm.
It is often argued that high string tensions improve control, whereas low string
tensions increase power. The arguments for this generally rely on crude mechanical
reasoning, such as claiming that a lower tension string bed is more bouncy and
therefore provides more power. This is in fact incorrect, for a higher string tension can
cause the shuttle to slide off the racquet and hence make it harder to hit a shot
accurately. An alternative view suggests that the optimum tension for power depends
on the player: the faster and more accurately a player can swing their racquet, the
higher the tension for maximum power. Neither view has been subjected to a rigorous
mechanical analysis, nor is there clear evidence in favor of one or the other. The most
effective way for a player to find a good string tension is to experiment.
LESSON 4
Grip
The choice of grip allows a player to increase the thickness of his racquet
handle and choose a comfortable surface to hold. A player may build up the
handle with one or several grips before applying the final layer.
Players may choose between varieties of grip materials. The most common
choices are PU synthetic grips or toweling grips. Grip choice is a matter of personal
preference. Players often find that sweat becomes a problem; in this case, a drying agent
may applied to the grip or hands, sweatbands may be used, the player may choose
another grip material or change his grip more frequently.
There are two main types of grip: replacement grips and over grips. Replacement
grips are thicker, and are often used to increase the size of the handle. Over grips are
thinner (less than 1 mm), and are often used as the final layer. Many players, however,
prefer to use replacement grips as the final layer. Toweling grips are always
replacement grips. Replacement grips have an adhesive backing, whereas over grips
have only a small patch of adhesive at the start of the tape and must be applied under
tension; over grips are more convenient for players who change grips frequently,
because they may be removed more rapidly without damaging the underlying material.
Shuttlecocks with feathers Shuttlecock with a plastic skirt.
LESSON 5
C. Shuttlecock
38
A shuttlecock (often abbreviated to shuttle; also called a birdie) is a high- drag
projectile, with an open conical shape: the cone is formed from sixteen overlapping
feathers embedded into a rounded cork base. The cork is covered with thin leather or
synthetic material.
Synthetic shuttles are often used by recreational players to reduce their costs as
feathered shuttles break easily. These nylon shuttles may be constructed with either
natural cork or synthetic foam base, and a plastic sk.
LESSON 1
Important Rules of the Game
TOSS- Before play commences, a toss shall be conducted and the side winning
the toss shall exercise the choice in either to serve or receive first or to start play at one
end of the court or the other. The side losing the toss shall then exercise the remaining
choice.
SCORING SYSTEM- A match shall consist of the best of three games, unless
otherwise arranged. A game shall be won by the side which first scores 21 points,
except if:
a. The side winning a rally shall add a point to its score. A side shall win a rally,
if the opposing side commits a "fault" or the shuttle ceases to be in play because it
touches the surface of the court inside the opponent's court.
b. If the score becomes 20-all, the side which gains a two point lead first, shall
win that game.
c. If the score becomes 29-all, the side scoring the 30th point shall win that game.
d. The side winning a game shall serve first in the next game.
39
CHANGE OF ENDS
Players shall change ends:
a. at the end of the first game;
b. at the end of the second game, if there is to be a third game; and
c. in the third game when a side first scores 11 points.
d. If the ends are not changed it shall be done so as soon as the mistake is
discovered and when the shuttle is not in play. The existing score shall stand.
SERVICE
In a correct service:
a. neither side shall cause undue delay to the delivery of the service once the
server and the receiver are ready for the service. On completion of the backward
movement of server's racket head, any delay in the start of the service shall be
considered to be an undue delay;
b. the server and the receiver shall stand within diagonally opposite service
courts without touching the boundary lines of these service courts;
c. some part of both feet of the server and the receiver shall remain in contact
with the surface of the court in a stationary position from the start of the service until
the service is delivered;
d. the server's racket shall initially hit the base of the shuttle;
e. the whole shuttle shall be below the server's waist at the instant of being hit by
the server's racket. The waist shall be considered to be an imaginary line round the
body, level with the lowest part of the server's bottom rib;
f. the shaft of the server's racket at the instant of hitting the shuttle shall be
pointing in a downward direction;
g. the movement of the server's racket shall continue start of the service until the
service is delivered;
h. the flight of the shuttle shall be upwards from the server's racket to pass over
the net so that, if not intercepted, it shall land in the receiver's service court (i.e. on or
within the boundary lines); and
i. in attempting to serve, the server shall not miss the shuttle.
j. once the players are ready for the service, the first forward movement of the
server's racket head shall be the start of the service.
k. once started, the service is delivered when the shuttle is hit by the server's
racket or, in attempting to serve, the server misses the shuttle.
1. the server shall not serve before the receiver is ready. However, the receiver
shall be considered to have been ready if a return of the service is attempted.
m. in doubles, during the delivery of service, the partners may take up any
positions within their respective courts, which do not cover the opposing server or
receiver.
SINGLES
40
Serving and receiving courts the players shall serve from, and receive in, their
respective right service courts when the server has not scored or has scored an even
number of points in that game.
a. The players shall serve from, and receive in, their respective left service courts
when the server has scored an odd number of points in that game.
b. Order of play and position on court.
In a rally, the shuttle may be hit by the server and the receiver alternately, from
any position on that player's side of the net, until the shuttle ceases to be in play.
DOUBLES
Serving and receiving courts
a. A player of the serving side shall serve from the right service court when the
serving side has not scored or has scored an even number of points in that game.
b. A player of the serving side shall serve from the left service court when the
serving side has scored an odd number of points in that game.
c. The player of the receiving side who served last shall stay in the same service
court from where he served last. The reverse pattern shall apply to the receiver's
partner.
d. The player of the receiving side standing in the diagonally opposite service
court to the server shall be the receiver.
e. The players shall not change their respective service courts until they win a
point when their side is serving.
f. Service in any turn of serving shall be delivered from the service court
corresponding to the serving side's score.
Order of play and position on court, after the service is returned, in a rally, the
shuttle may be hit by either player of the serving side and either player of the receiving
side alternately, from any position on that player's side of the net, until the shuttle
ceases to be in play.
Sequence of serving
41
In any game, the right to serve shall pass consecutively:
a. from the initial server who started the game from the right service court
b. to the partner of the initial receiver.
c. to the partner of the initial server
d. to the initial receiver,
e. to the initial server and so on.
No player shall serve or receive out of turn, or receive two consecutive services in
the same game, either player of the winning side may serve first in the next game, and
either player of the losing side may receive first in the next game.
FAULTS
It shall be a "tault":
If a service is not correct, that is, in service, the shuttle is caught on the net and
remains suspended on its top, after passing over the net, is caught in the net, or is hit by
the receiver's partner, if in play, the shuttle, lands outside the boundaries of the court
(i.e. not on or within the boundary lines), passes through or under the net, fails to pass
over the net, touches the celling or side walls, touches the person or dress of a player,
touches any other object or person outside the court, is caught and held on the racket
and then slung during the execution of a stroke, is hit twice in succession by the same
player. However, a shuttle hitting the head and the stringed area of the racket in one
stroke shall not be a "fault", is hit by a player and the player's partner successively,
touches a player's racket and does not travel towards the opponent's court;
Touches the net or its supports with racket, person or dress, invades an
opponent's court over the net with racket or person except that the striker may follow
the shuttle over the net with the racket in the course of a stroke after the initial point of
contact with the shuttle is on the striker's side of the net, invades an opponent's court
under the net with racket or person such that an opponent is obstructed or distracted,
obstructs an opponent, i.e. prevents an opponent from making a legal stroke where the
shuttle is followed over the net, deliberately distracts an opponent by any action such as
shouting or making gestures, if a player is guilty of flagrant, repeated or persistent
offences.
LETS
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"Let" shall be called by the umpire, or by a player (if there is no umpire), to halt
play.
It shall be a "let", if: before the receiver is ready, during service, the d the servers
are both faulted, after the service is returned, the shuttle is, caught on the net and
remains suspended on its top, or after passing over the net is caught in the net, during
play, the shuttle disintegrates and the base completely separates from the rest of the
shuttle, in the opinion of the umpire, play is disrupted or a player of the opposing side
is distracted by a coach, a line judge is unsighted and the umpire is unable to make a
decision, any unforeseen or accidental situation has occurred.
When a "let" occurs, play since the last service shall not count and the player who
served last shall serve again.
Evaluation
Activity 1 – Assess your knowledge
Directions. Encircle the letter of the correct answer.
1. Badminton game was first originated in _______________.
a. England b. India c. China
2. What is the first name given to the game badminton during the 18th
century?
a. Puona b. Puna c. Poona
3. They are the group who introduced badminton as an upper class
Amusement game in England.
a. British Army Officers b. Chinese Army Officers c. US Army Officers
4. It is the international governing body of badminton.
a. BWF b. FWB c. WBF
5. The international governing body of badminton was established in
b. 1934 b. 1834 c. 1994
6. It is the country that consistently produced world class badminton players in the past
decades and dominated international competitions on the international level.
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a. America b. China c. India
7. Badminton got its name from the hometown of the Duke of Beaufort in
Gloucestershire, ____________________.
a. Europe b. Poland c. England
8. As of 1993, the BWF has grown to________ national organizations in as many
countries.
a. 100 b. 110 c. 120
9. The Mems World Team Badminton Championships is called the _________ Cup.
a. Robert's b. Thomas c. Uber
10. The Ladies World Badminton Championship is called ________Cup.
a. Robert's b. Thomas c. Uber
Enumeration. List down what are asked and complete what is required below:
A. Two kinds of shuttlecock
1. _____________________________
2. _____________________________
B. Parts of the racket
3. _____________________________
4. _____________________________
5. _____________________________
C. Draw the Badminton court and indicate its correct dimension. Label all
the lines and the boxes found inside the court. (10 points)
Learning Competencies
At the end of this unit, the students are expected to:
Trace the brief history and rules of basketball
Discuss the nature of the game
Identify the fundamental skills in basketball
44
Enumerate and emphasize the safety/etiquette
To identify the different facilities and equipment required in basketball
To familiarize oneself with the specifications of the different facilities and
equipment’s in basketball
To familiarize oneself with the common terms used in basketball
Lesson Proper
Basketball – is a team sport played by two teams of five players on a rectangular court.
The main objective of basketball is to make a goal and score points. A goal is made by
shooting the ball through the basket or hoop.
Rules of Basketball
1. Players: Five players per team on the floor at a time with unlimited substitutions.
Usually, players fill the standard positions of 2 forwards, 2 guards, and 1 center. The
names of these may be changed depending on the offense played.
2. Offense: Team or individual patterns of play that are used to get the ball into scoring
position. There are two basic types of offensive attacks: the slow deliberate attack and
the fast break attack.
3. Defense: Players may choose to play either a man-to-man defense (person to person)
or zone. In man to man each player is assigned a specific person to guard/play defense
on. In a zone defense, players are assigned a specified area to guard. The object of
defense is to try to take the ball away from your person or the person in your assigned
zone area to force them to turn over the ball, or force them to take a low percentage
shot.
4. Scoring: Field Goals = 2 or 3 points. Free Throws = 1 point.
5. Timeouts: Timeouts are one minute or 30 seconds in length and can be requested
during a dead ball or anytime by the team in possession of the ball. Each team gets a
total of five timeouts for the entire game.
6. Timing:
High school varsity games play 8 minute quarters.
Time stops each time an official blows the whistle indicating a dead ball.
There is one minute between quarters and 10 minutes at the half.
A player has 10 seconds to shoot a free throw.
A player has 5 seconds to inbound the ball.
Running time is used in physical education and intramural situations. The clock does
not stop on dead balls.
Play
1. The game is started with a jump ball in the center circle between two opponents.
2. A player is out of bounds when touching the floor on or outside the boundary line.
3. The ball is out of bounds when it touches a player who is out of bounds or any other
person, the floor, or any object on or outside a boundary, or the supports of the
backboard.
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4. If the ball is caused to go out of bounds by the last player touching it, it is awarded
out of bounds for a throw-in by the opposing team.
5. While the ball is alive, an offensive player cannot remain for more than 3 seconds in
that part of the free-throw lane between the end line, the free-throw line, and the free-
throw lane lines.
6. If an offensive ball handler, while in the front court, is closely guarded by the defense
for 5 seconds, a violation is called and the defense is awarded the ball.
7. If two opponents are both firmly holding the ball, a “jump ball” is called. A “jump
ball” results in an alternating possession which is kept track of at the official table.
8. In physical education, intramurals, or pick up games, a “jump ball” is awarded to the
defender.
9. Violations include: causing the ball to go out of bounds, double dribbling, running
with the ball, kicking the ball, striking the ball with the fist, interfering with the
basketball, illegal throw-in (taking more than 5 seconds or stepping on the line), being
closely guarded for 5 seconds while in possession of the ball in the front court, and the
three second lane rule.
10. After one team makes a field goal or free throw, the other team puts the ball in play
from out of bounds under the basket at which the goal was made. Each team possessing
the ball is required to advance it past the half-court line within 10 seconds after gaining
possession.
11. Fouls:
Personal: involving pushing, charging, tripping, holding, body contact
- After the fifth personal foul on a player, the player is disqualified from the game.
- The offended player is awarded:
▪ one free throw if the foul occurred during a field goal attempt and the basket was
made.
▪ two free throws if the foul occurred during a field goal attempt and the basket was
missed.
▪ no free throw, but the ball is awarded to the offended player’s team out of bounds.
After the seventh TEAM personal foul in the half, the person fouled will be given a
bonus free throw.
▪ If you make the first bonus free throw you receive a second free throw.
▪ If you miss the first bonus free throw, the ball should be played like a missed
field goal. ▪ After the tenth TEAM personal foul in the half, the person fouled will
be given two free throws commonly referred to as the Super Bonus.
▪ Intentional: foul involving “intent” to foul as opposed to trying to play the ball
which awards the person fouled two free throws and team possession of the ball
after the free throws.
▪ Technical: involving delay of game, unsportsmanship like conduct, illegal
entry, and excessive timeouts with the offended team being awarded two free
throws and the ball out of bounds.
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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
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.
SHOOTING – Practice the B.E.E.F. method for shooting
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.
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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.
4. 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.
Safety/Etiquette
1. Clear the gymnasium and immediate playing area of movable obstructions and cover
or pad those obstructions that cannot be moved.
2. No rough play or horseplay will be tolerated.
3. Be careful/aware of the walls during practice or play.
4. When possible make use of breakaway rims and pad the underside of the
backboards.
5. No loose or hanging jewelry should be worn by competitors. Remove rings, bracelets
and wristwatches.
6. Only gym shoes with sufficient traction should be worn.
7. Always be alert of play, even if you are standing on the sidelines.
8. Whenever possible during the drills or game play, participants of common ability
levels should play against each other.
9. Good sportsmanship should be displayed by all.
10. Take periodic rest and water breaks.
Care of Equipment/Facilities
1. Balls are stored in portable bins and should be carefully returned to the bins at the
end
of each period of use. Do not kick the basketballs or throw them from a distance
into the storage bins.
2. Balls should be checked often for proper inflation levels.
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3. Do not sit on or throw the basketballs against the gym walls.
4. Do not hang on the rims or nets.
5. The playing floor should be swept and cleaned regularly.
B. Basketball – orange with 8 traditionally shaped panels and black seams 74.9-
78cm in circumference; 567-650g in weight.
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C. Stop watch and Game clock
Terminologies
1. Baseline – the end line
2. Boxing out – a term used to designate a player’s position under the backboard that
prevents an opposing player from achieving a good rebounding position.
3. Carrying – In a carry, your hand makes contact with the bottom of the ball, then flips
the ball over in the act of dribbling.
4. Charging – personal contact against the body of an opponent by a player with the
ball.
5. Cut – a quick offensive move by a player trying to get free for a pass.
6. Denial Defense – aggressive individual defense where the defensive player works
hard to keep the offensive player from receiving a pass.
7. Double Dribble – when one person dribbles, stops and picks up the ball and starts to
dribble again or dribble with two hands simultaneously.
8. Dribble – the process of bringing the ball down the floor or moving the ball from
place to place using the finger pads to tap the ball.
9. Drive – an aggressive move toward the basket by a player with the ball.
10. Fake (Feint) – using a deceptive move with the ball to pull the defensive player out
of position.
11. Fast break – moving the ball quickly down the court in order to score before the
defense can set up.
12. Field Goal - a basket scored from the field, worth two points, unless outside the
three-point line.
13. Free throw – the privilege given a player to score one point by an unhindered throw
for a goal from within the free-throw circle and behind the free throw line.
14. Lay-up – a shot where a player releases the ball close to the basket while continuing
to run off one foot.
15. Pick – a special type of screen where a player stands so the defensive player slides to
make contact, freeing an offensive teammate for a shot, drive, or pass.
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16. Pivot – takes place when a player who is holding the ball steps once or more than
once in any direction with the same foot. The other foot, called the pivot foot, is kept
at its point of contact with the floor.
17. Press – a team’s attempt to take the ball away from their opponent before they can
set up their offense.
18. Rebound – when a shot bounces off the backboard or basket and is pulled down by
a player.
19. Team’s Back Court – the part of the court containing the opponent’s basket.
20. Team’s Front Court – the part of the court containing the team’s own basket.
21. Telegraphing the Pass – indicating where you are going to pass by looking or
signaling.
22. Throw-in – a method of putting the ball in play from out of bounds.
23. Traveling – when a player in possession of the ball within bounds progresses
illegally in any direction.
24. Violation – an infraction of the rules resulting in a throw-in from out of bounds for
the opponents.
https://www.lths.net/cms/lib/IL01904810/Centricity/domain/165/units/Basketball.pdf
Evaluation
Assess your knowledge
A. Direction. Choose the best answer and incircle the correct answer.
1. Who created the game Basketball?
a. Walter A. Hakanson b. James A. Naismith c. Kareem Abdu Jabbar d.
William J. Morgan
2. What was the original type of basket used for basketball?
a. peach basket b. fish basket c. sewing basket d. trash basket
3. Which movement is the most efficient when shooting a lay-up from the right side of
the basket?
a. take off from the left foot, shoot with right hand c. take off from the left foot, shoot
with both hands
b. take off from the right foot, shoot with right hand d. stand on both feet, shoot with
right hand
4. Which equipment is used for timing period of play and intervals between them?
a. 24-second device b. stop watch c. game clock d. wrist watch
5. What is the best execution of an accurate bounce pass?
a. lowering the release point c. initiating the pass with a stride
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b. rotating the wrist inwards d. having correct point of contact on the floor
6. What is the time limit for an offensive team to inbound the ball?
a. 3 seconds b. 5 seconds c. 10 seconds d. no time limit
7. The offensive team plays a fast break, what is the best shot for the player close to the
basket?
a. lay-up shot b. alley hoop shot c. jump shot d. fall away shot
8. An offensive player happened to return the ball to the back court. What is the penalty
for the violation?
a. jump ball b. one free throw c. two free throw d. opponent ball
9. When dribbling, a players’ eye should focused on_______.
a. downward in order to control the ball c. forward in order to alternate hands
quickly
b. forward in order to pass a teammate d. downward in order to see the feet of
defensive player
10. The game Basketball was invented in the year__________.
a. 1894 b. 1985 c. 1891 d. 1895
B. IDENTIFICATION.
Identify what is being asked in each item, write your answer on the space provided
before each item.
_______________11. He is normally the Tallest and the big man on the team and has often a
great deal of Strength.
_______________12. Known as the play maker of the game and usually the smallest in the
team.
_______________13. Responsible for developing and improving his players and giving strategy
to win a game.
_______________14. An official who enforces the rules and maintain order inside the
court during a game.
_______________15. Dimension of the basketball court in NBA.
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Unit V: Brief History of Volleyball
Introduction
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.” 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.
In 1916 rules were issued jointly by the YMCA and the National Collegiate
Athletic Association (NCAA). The first nationwide tournament in the United States was
conducted by the National YMCA Physical Education Committee in New York City in
1922. The United States Volleyball Association (USVBA) was formed in 1928 and
recognized as the rules-making, governing body in the United States. From 1928 the
USVBA—now known as USA Volleyball (USAV)—has conducted annual national
men’s and senior men’s (age 35 and older) volleyball championships, except during
1944 and 1945. Its women’s division was started in 1949, and a senior women’s division
(age 30 and older) was added in 1977. Other national events in the United States are
conducted by member groups of the USAV such as the YMCA and the NCAA.
Volleyball was introduced into Europe by American troops during World War I,
when national organizations were formed. The Fédération Internationale de Volley Ball
(FIVB) was organized in Paris in 1947 and moved to Lausanne, Switzerland, in 1984.
The USVBA was one of the 13 charter members of the FIVB, whose membership grew
to more than 210 member countries by the late 20th century.
International volleyball competition began in 1913 with the first Far East Games,
in Manila. During the early 1900s and continuing until after World War II, volleyball in
Asia was played on a larger court, with a lower net, and nine players on a team.
The FIVB-sponsored world volleyball championships (for men only in 1949; for
both men and women in 1952 and succeeding years) led to acceptance of standardized
playing rules and officiating. Volleyball became an Olympic sport for both men and
women at the 1964 Olympic Games in Tokyo.
Learning Competencies
At the end of this unit, the students are expected to:
Trace the brief history and rules of volleyball
Identify the basic skills in volleyball
To identify the different facilities and equipment required in volleyball
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To familiarize oneself with the specifications of the different facilities and
equipment’s in volleyball
To familiarize oneself with the common terms used in volleyball
Lesson Proper
Volleyball – is a team sport which two teams of six (6) are separated by a net.
- is played by two teams in a rectangular court, divided into two equal
halves across the length by a net tightly stretched between two poles fixed at
either sides of the court. It is one of most popular rally games and is today
widely played across the world.
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The volley continues until the ball hits the playing court, goes out of bounds, or a
team fails to return it properly.
When the receiving team wins a volley, it gains the right to serve, and the players
rotate one position clockwise.
When the serving team wins a volley, it wins a point and the right to continue
serving.
Each team consists of no more than six persons, with each side having an equal
number.
Each player must be in his or her own position before the ball is served.
After the server strikes the ball, each player may cover any section of the court.
The positions of the players are numbered as follows:
The three players along the net are front-row players and occupy positions 4
(front left), 3 (front center), and 2 (front right).
The other three are back-row players occupying positions 5 (back left), 6 (back
center), and 1 (back right).
Each player serves in turn and continues to serve until the volley is lost (side
out).
The ball must clear the net on the serve, unless the ball hits the net and goes over
the net on the first attempt, then it may be reserved.
After a team has lost its serve, the team receiving the ball for the first serve must
rotate one position clockwise before serving.
The ball may be volleyed only three times from one team member to another
before
returning it over the net.
During this volley a player may not hit the ball twice in succession. One or both
hands may be used.
http://sss.wrdsb.ca/files/2014/06/volleyball.pdf
55
backcourt attack - an attack performed by a backrow player. It is a case of jump from
behind before making contact with the ball.
line and cross-court shot - refers to ball flies in a straight trajectory parallel to the side
lines or made cross through the court in an angle.
dip/cheat hit - the player will not make a hard hit but will lightly hit the ball, that it will
land on the opponents court not being covered by the defense.
off-speed hit - the player does not hit the ball hard, reducing speed and made confusion
on the opponent side.
quick hit- it is an attack wherein the jump and approach begin before the setter contact
the ball.
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C. Ball – 65-67cm in circumference and weight 260-280g, pressure must be
between 0.30 and 0.35kg/cm.
Terminologies
Attack- the offensive team attempting to score
Block - a defensive play used to intercept a hard driven spike
Dead ball - ball is dead when the play stops with the whistle of the referee
Game/set - one team scores 25 pts
Pass - to set the ball to a teammate
Deuce - team is tie
Rally point- scoring system
Playing fault - an action contrary to the rule
Libero - defensive player
Screening - when a player waves his arms, or moves in such a way that the opponents
are distracted
The Officials
First Referee - be seated at a height 50cm above the level of upper edge of the net
Second referee - stand on the opposite side from where he can see the first referee
Scorer - registration on score sheet, control legal interruption and making report
Line judges - keep watch on the sidelines and end lines nearest to him and give signal
to referee
Practical #1
1. Perform the basic Skills in Volleyball:
a. Underhand Serve d. Jump Float
b. Top Spin Serve e. Underarm Pass
c. Jump Serve f. Overhand Pass
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Evaluation
Assess your knowledge
A. Fill in the missing words or phrase in each item.
(1.) There are _______sets in an international/official game and (2.)_____contacts are allowed during the
game.
(3.) The official height of the net in men’s category is _________ (4.) and for women is _________.
5. The Ability to prevent the ball from touching one’s court after a spike or attack. ____________
C. Identification
11. Also known as the left-side hitter and is the lead attacker in the offensive strategy.________
12. Sometimes known as the middle hitter, is the tallest player on the volleyball team.__________
13. A player specialized in defensive skills. Wear a contrasting jersey color from their teammates and
cannot block or attack the ball when it is entirely above net height.__________.
14. Also known as the right-side hitter, these players need to be a perfect balance of both offense and
defense.______________.
15. The main contributor to the offense of the volleyball team and the playmaker, point guard or the
quarterback of the volleyball team.________________.
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the Middle Ages in Germany to determine if a person was leading a "good" life. A man
would place his pin (kegel) at a distance and attempt to knock it down. A successful
attempt would mean he was living a good life according to their religious principles.
Tenpins is an outgrowth of the European ninepin game that was brought to this
country in the 1600's by Henrik Hudson and other early explorers who settled the
northeastern seaboard. The tenth pin was added, according to popular legend, to
circumvent a ruling in the 1840's by the Connecticut legislature which outlawed
ninepins because of widespread gambling then rampant in the game.
Ulamaika, a game very similar to modern tenpins, flourished among the
Polynesians in ancient times. The game involved rolling a stone 60 feet toward a target
in a contest of accuracy.
Other bowling games which have flourished in various parts of the world
include: lawn bowling, still active English game which originated more than 800 years
ago; other English games such as half bowls, skittles and ninepins; the Scotch favorite,
curling - "bowling on ice" – which was introduced in the 16 th century; road bowling, an
Irish game in which contestants roll stones town; the Italian game of bocce, somewhat
similar to lawn bowling.
Many of the early European games were played outdoors, some as lawn games
and others using a narrow wooden board as lane. These games often adjoined eating
places or clubs and eventually either went indoors or were at least provided with a
shelter at the player's end of the lane.
The early American bowling games were played outdoors, the most famous site
being an area in New York City still known as bowling green. With the development of
tenpins, the bowlers' usually belonged to social clubs had much to do with the founding
of ABC, American Bowling Congress, and provided the nucleus of the original
membership.
Learning Competencies
At the end of this unit, the students are expected to:
Trace the brief history and rules of bowling
To identify the different facilities and equipment required in bowling
To identify the different fundamental skills in bowling
To familiarize oneself with the common terms used in bowling
Lesson Proper
Bowling - is a target sport and recreational activity in which a player rolls
a ball toward pins (in pin bowling) or another target (in target bowling).
59
One of the reasons that bowling is such a popular game today is due to the fact
that it does not require a high level of strength, power, speed or endurance. The skills
used in bowling are not too complicated for average performance and enjoyment. It can
also be played in a relatively short period of time as compared to many other sports.
Bowling is an activity that does not have to be highly competitive. A person can gain
excellent social and psychological benefits simply by participation. It gives many people
the opportunity to be around friends or family in a fun-filled atmosphere since the
informal nature of the game allows for socializing and chit-chat between turns. League
bowling also gives a person the unique opportunity to make new
friends and gain greater social competence. It can also provide a good outlet for
satisfying a desire to be more competitive in a sport.
60
moved or misplaced any pin after the previous delivery and prior to the bowling of the
next ball.
3. Pins which are knocked down or displaced by a fair ball and remain lying on the lane
or in the gutters, or which lean so as to touch the kickbacks or side partitions are termed
dead wood, counted as pins down, and must be removed before the next ball is bowled.
4. If a bowler knowingly makes a legal delivery while there is dead wood on the lane or
in the gutters, and his ball comes in contact with such dead wood before leaving the
lane surface, then the bowler shall receive a score of zero for that delivery.
ILLEGAL-PINFALL
When any of the following incidents occur the ball counts as a ball rolled, but
pins knocked down shall not count.
1. When pins are knocked down or displaced by a ball which leaves the lane before
reaching pins.
2. When a ball rebounds from the rear cushion.
3. When pins come in contact with the body, arms or legs of a human pinsetter and
rebound.
4. A standing pin which falls when it is touched by mechanical pin setting equipment,
or when dead wood is removed, or is knocked down by a human pinsetter shall not
count and must be replaced on the pin spot inscribed on the pin deck where it originally
stood before delivery of the ball.
5. A standing pin which is bowled off the lane, rebounds, and remains standing on the
lane must be counted as a pin standing.
6. If in delivering the ball a foul is committed, any pins knocked down by such delivery
shall not be counted.
Dead Ball
1, 1f, after the player delivers his ball and attention is immediately called to the fact that
one or more pins were missing from the setup.
2. When a human pinsetter removes or interferes with any pin or pins before they stop
rolling or before the ball reaches the pins.
3. When a player bowls on the wrong lane or out of turn.
4. When a player is interfered with by a pinsetter, another bowler, a spectator, or
moving object as the ball is being delivered and before delivery is completed, player
must then and there accept the resulting pin fall or demand that the pins be re spotted.
5. When any pins at which he is bowling are moved or knocked down in any manner,
as the player is delivering the ball and before the ball reaches the pins.
6. When a player's ball comes in contact with any foreign obstacle.
FOULS
1. If the bowler or any part of his body touches or goes past the foul line and touches
any part of the bowling lane during or after the delivery, it is a foul. Touching a
wall, post, or any other structure beyond the foul line also constitutes a foul.
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2. A foul counts as a ball rolled, but any pins that are knocked down do not count. If
the foul occurs on the first ball, the pins are reset and the bowler bowls his/her
second ball. If all the pins are knocked down on the second ball, then the bowler
scores a spare and not a strike.
3. If a bowler fouls on the second ball in a frame, then the score for that frame is based
only on the first ball. If a foul occurs on both balls, then the score would be zero
unless he/she was working on a strike or spare from the previous frame.
Lesson 1
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BALL RETRIEVAL
The most important consideration in retrieving your ball is to avoid getting your
hand or hands caught between two balls. Remove the ball with both hands. Place the
hands-on opposite sides of the ball, away from incoming balls. Avoid picking up the
ball by inserting the fingers in the holes. The fingers should be inserted only after taking
your bowling stance.
Lesson 2
THE POSITION AND STANCE
In order to develop skill in bowling, you need to first establish a
consistent starting comfortable stance. To find a good starting position the bowler
should stand slightly in front of the foul line facing the approach area. He should take
then 4 ½ steps forward and mark the spot. Starting from this spot the should take
several position and a bowler approaches toward the foul line and adjust the spot
according to the results.
The right-handed bowler should be to the right of the center dot. The right
foot should line up directly above the board that has the second dot to the right of the
center. This places the bowler in line with the second arrow in the lane, the most
common strike line. The left-handed bowler should be to the left of the center dot, lining
up the left foot with the second dot to the left of center.
The stance should be comfortable and natural. This includes your body
position and the position in which you hold the ball at the start of the approach
observed.
1. Keep the shoulders square, level, and parallel to the foul line.
2. Keep both hands under the ball and keep the elbows in close to your sides.
3. The wrist should be firm and straight, not bent backward or cupped.
4. The knees should be bent slightly with the left foot slightly forward for a right-
handed bowler; the right for slightly forward for a left-handed bowler.
5. The initial movement should be the body weight transfer to the front foot (for the 4-
step approach).
Lesson 3
THE GRIP
Beginning bowlers often have the problem of finding a ball of proper
weight that fits their hand. As a simple rule, vou need to bowl with the heaviest ball
that you can deliver without undue effort. Make a trial swing with a ball and if you can
control it throughout, then you can bowl with it. Equally as important as the ball weight
is the size of the span. The span is the distance from the inside edge of the thumb hole
to the inside edge of the finger holes. It's essential that the grip feel natural and
comfortable. There should not be any strain on the thumb, fingers or wrist. Most
bowlers use one of three basic grips; conventional, fingertip, or semi-fingertip.
The conventional grip should be used by all beginning bowlers, to check
for this grip you should insert the thumb all the way into the ball, then stretch the
63
fingers out across the finger holes. The crease of the second joint should extend about
one-fourth inch past the nearest edge of the finger holes. If the joints do not reach the
edge, the span is too wide. If they go more than halfway past the center of the holes, the
span is too narrow. This grip gives you a more secure feeling that you have complete
control of the ball.
Though it does not allow for good lifting action, it does provide you with
the ability to hook the ball. The fingertip and semi-fingertip grips are designed so that
you can apply more hook lift with the fingers at the instant of release. The span is wider
thus allowing the fingers a greater "pull," or "lift" on the finger holes. This puts more
spin and thus a greater hook on the ball.
Lesson 4
THE APPROẠCH
Your approach is how you advance toward the foul line to deliver the
There are three basic approaches: the three, four, and five step ball. approaches. The
three-step approach is not recommended because it becomes too difficult to coordinate
the pendulum swing is only three steps. The four-step approach is easier to master and
is strongly recommended. This approach allows for the most natural body movement,
and thus, tends to increase accuracy and reduce fatigue. The coordination of the foot
and arm action in the delivery is one of the most important parts of the mechanics of
bowling. The total movement begins with a short step with the rear foot (remember the
weight is already on the front foot). Following this "shuffle step" the second and third
steps evenly spaced and progressively faster. The fourth step is more a slide with the
toe pointing straight down the lane and finishing within 6 inches of the foul line.
The following mechanics should be learned and practiced until they
become smooth and rhythmical:
1. Push Away -As the first step begins, the ball is pushed away from the body in a
forward and downward motion.
2. Downswing - On the second step the free hand is released from the ball and is
then used for balance. The ball should drop naturally to a position near the leg
while the wrist remains firm and straight.
3. Backswing - On the third step the continuing pendulum motion of the ball
should carry the ball straight backwards behind the body. The position of the
ball at the completion of backswing should not be higher than the hip. The body
should be leaning forward and the knees slightly bent thus causing an increase in
speed toward the foul line.
4. Forward Swing - On the fourth step (the "step-slide" with the front foot) the ball
is brought forward with the continuous pendulum motion in a straight line
toward the foul line. The ball and the foot should reach the foul line spot at the
same time.
Remember at the completion of the swing, the weight should be on the
front foot, the shoulders be parallel to the foul line, the front foot should be
pointed straight down the lane, the body should be leaning forward, and the
eyes should focus on the spot or line you intend the ball to travel.
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The approach must be practiced until you can develop timing between the
steps and ball swing. It is common problem in the early learning stages to have
the slide foot arrive ahead of the ball. This often causes "dropping the ball"
behind the foul line instead of delivering it out on the lane. The problem can be
corrected through repeated practice geared toward a normal pendulum ng and
good balance throughout the approach. Attempt to deliver the ball in perfect
balance, as if you are posing for a picture.
The five-step approach is very similar to the four-step approach. The only
real difference is that the first step is with the left foot for the right-handed
bowlers: The ball is not pushed away until the start of the forward movement of
the second step as in the four-step approach.
Lesson 5
RELEASE AND FOLLOW-THROUGH
The ball is released by the thumb first from approximately a ten o'clock
position. The wrist should remain firm as the thumb comes out and then the
fingers lift the ball over the foul line. This lifting action gives the ball the rotation
needed for a hook ball.
As the ball is released the body weight should be balanced over the front
foot. The release hand and arm should continue upward in line with your target
and should finish in front of the onside shoulder. Let your pose show your as
balanced and relaxed with a bend at the knees and very little bend at t hips.
Lesson 6
DELIVERY STYLES
The delivery refers to the path the ball takes as it travels down the lane
toward the pins. There are basically four styles of delivery: the straight ball, the
hook, the curve, and the backup. Manual beginning bowlers find it easier to roll
the straight ball. This style, however, does not provide for good pin action, and
because of the poor angle to the 1-3 pocket, is not a good strike ball. The hook
ball is the most effective for producing strikes and is the style used by most
good bowlers.
Straight Ball - It is delivered with the straight bi thumb in a 12 o'clock position
and the
fingers at the 6 o'clock position. Often, bowlers with weak wrists believe they
can support the ball better with this hand alignment. The most common
approach for right-handed bowlers is from the right corner of the lane with the
ball directed diagonally across the lane between the 1 and 3 pins. The path of the
ball generally pas over
the second arrow from the right.
Hook ball
This is the best delivery to learn because it generates more pin action, thereby
producing more strikes. Beginners often avoid this delivery, yet it's not really
difficult to master. The ball should be held as though you were shaking hands.
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This places the thumb at approximately the 10 o'clock position and the ring
finger at the 4 o'clock position. The hook action results from the lifting action of
the fingers from their position beneath the ball. The wrist is kept straight and the
fingers remain in the same position throughout the
approach. The ball passes over the second arrow form the right, for the right-
handed bowlers, rolls straight down the lane and in the final 10-15 feet hooks
into the 1-3 pocket
Curve Ball - if the hand is pulled up sharply as the ball is released, the spin will
be exaggerated and a hook ball will become a curve ball. This spinning motion
provides for good pin action, but is more difficult to control. The ball is rolled in
the same manner as the hook. The path usually carries it over the first arrow
and then breaks towards the 1-3 pocket.
Backup Ball - This style is also known as the reverse hook. It is usually the result
of either a faulty delivery or a natural tendency to roll a ball that curves the
opposite direction. Often girls who have weak wrists will initially roll the backup
ball as they begin bowling. For a right-handed bowler the ball will move down
the left hand side of the lane and curve into the 1 pocket This style is not
recommended and when continued it is almost always inconsistent.
Lesson 7
AIMING
There are two targets to aim at in bowling, spots and pins. Most good
bowlers roll for a spot in the lane. Beginners, however, will usually aim directly
at the pins, especially if they are self-taught bowlers. A spot bowler uses the
arrow as a guide to the 1-3 pocket. A hook bowler will generally use the second
arrow from the gutter as the target spot. Straight bowlers use the same arrow but
from more of an angle. Some bowlers prefer to use other spots as guides to aim
for, yet they still must cross the second arrow to be on a
strike course.
Pin bowling is simply aiming directly at the pins. This is more of an
"instinctive' style of aiming and requires good concentration on the head pin
throughout the approach.
Most beginners will achieve greater bowling success if they will practice the spot
method of aiming. It must, however, be given a fair trial in order to master the
technique. It easier to consistently hit a target 16 feet away then one 60 feet away.
Lesson 8
SPARE TECHNIQUES
The pins that remain standing after you have bowled your first ball are
called spares. Your ability to convert spares (knock them down), and to
continually improve at converting them, will be a key factor in how much you
can improve your bowling average.
As a general rule for picking up spares, use the best angle and maximum
use of the alley. With this in minds you would start on the side of the approach
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opposite the remaining pins. This would give you more lane width and a better
angle. Always attempt to hit the pin that is nearest to you, aiming the ball so that
it will directly strike as many pins as possible. Use the same delivery style on the
second ball as you did on the first ball. The only changes you should make might
be to adjust your starting position or your point of aim.
Remember, there are very few spares that cannot be knocked down by a
well-placed second ball. An average bowler can learn to convert them nearly 90
percent of the time. Take the time to figure out the best angle for converting
different types of spares. Practice your spot bowling for spares and watch other
bowler’s spare attempts to give you a better understanding of the pin action of
various hits. Consider that a 180 or 190 score is within reason without making a
single strike.
Lesson 9
SCORING SYSTEM
A game consists of ten frames. You roll two balls each frame unless you get a
strike (X). In case of a strike, you would roll only one unless it occurs in the 10"
frame. If you knock down all the pins with the two balls you get score credit for a
spare (/). If you fail to knock down all the pins with the two balls you score it as
a miss (-). Under certain circumstances you mark down a split (0). A split which
is converted becomes a spare and is marked like this ().
Let's look at a game as it is scored frame by frame:
FIRST FRAME - You roll two balls and knock down a total of seven pins
so you mark that number in the first frame and a (-) in the box to indicate the
miss error.
SECOND FRAME – On your first ball, you knock down all but the 7 and
the 10 pins. Circle the 8 to shoe the split. With your second ball you take out the
10 pins, giving you nine for the frame and a total of 16 for the first two frames.
Put 1 in the box to shoe you knocked down one pin.
THIRD FRAME - This time you make your spare. Your first ball leaves
only the
5 and 8 pins and you knock both down with the second ball. Put a (/) in the box
but do not mark any score for the third frame. Having spared, your first ball’s
total in the next frame will be added to your score for the first three frames.
FOURTH FRAME – you knock down seven pins with your first ball. Add
17 to
your second frame total (ten for the spare plus seven for the first ball in this
frame). Your second ball knocks down two or more pins leaves one standing, so
add nine to your score and put a 2 in the box.
FIFTH FRAME – You get your first strike here. Put (X) in the box and
wait for
the next two rolls before you compute your score.
SIXTH FRAME – Your first ball knocks down eight pins and leaves a 3-10
split.
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Circles 8 to show the split. Your second ball converts the split in a spare. Draw a
(/) in the box to indicate this conversion. Add 20 to your fourth frame total (ten
plus eight plus two) for your fifth frame total. Wait for your first ball seventh
before computing your sixth frame total.
SEVENTH FRAME – You score your second strike of the game. You put
an (X) in the box and wait for your next two balls before figuring your total for
this frame. Your sixth frame total can now be recorded. Add 20 (ten plus ten) to
your fifth frame total.
EIGHTH FRAME – On your first ball you take down nine pins, but fail to
convert with the second ball. Mark the 9 and then put a (-) in the box to record
the miss. Add 19 (ten plus nine) to the sixth frame total to get your seventh frame
score. The nine pins are then added to the seventh frame total to complete
scoring in the eighth frame.
NINTH FRAME - You strike again. You put an (X) in the box and wait till
you've rolled your next two balls before you can figure out your ninth frame
total.
TENTH FRAME - You roll another strike which gives you two more rolls.
With the first of the next two rolls, you knock down eight pins. This adds 28 to
your eighth frame total (ten plus ten plus eight). With your next and final ball,
you pick up the remaining two pins. This means you add 20 (ten plus eight plus
two) for the tenth frame. Your total score for the game is 158.
Terminologies
АВС - American Bowling Congress (Men's organization)
AJBC - American Junior Bowling Congress (Boy's and Girls' organization)
Alley - A bowling lane or a bowling center
All events - The total of games bowled by an individual in one tournament,
usually three games in the team event, three in doubles and three in singles is
sometimes, the totals for the three events by the five members of one team.
Anchorman - is the last bowler on a team and is usually the best bowler.
Approach - The area behind the foul line on which a player takes his steps
prior to delivering the ball with at least 15 ft. long.
Arrows - Sighting targets imbedded in the lane to help a player align the
starting position on the approach with the ball path to the pocket.
Baby Split - The 2-7 or 3-10 split.
Backup - A ball that curves left to right for a right-hander and right to left for a
left-hander.
Backswing - The path of the arm behind the body during the next to the last step
in the delivery.
Bedposts - the 7-10 split
Blind - The score given for a missing bowler. The score is usually 90% of the
person's average.
Blow - Failure to convert a spare. It is an error or miss.
Bridge - Distance between finger holes on the ball.
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Brooklyn – A right-handed bowler, hitting to the left of the head pin and a left-
handed bowler, hits to the right of the head pin. It is also called, a crossover or
Jersey,
Buck - A game under 200; i.e., a buck seventy-six is a 176 game.
Evaluation
Assess your knowledge
A. Directions. True or False., Write True if the statement is correct and False if the
statement is incorrect on the blank provided before each number.
__________1. Bowling is one of the oldest and most widely played of the world's sport.
__________2. The history of bowling has been traced to the country Greece.
__________3. The earliest known example of bowling was discovered in the of an
Egyptian child buried in 5200 B.C.
__________4. Bowling pins probably originated in ancient Germany not as a grave sport
but a religious ceremony.
__________5. Duckpin is an outgrowth of the European ninepin game that was brought
to US in the 1600's by Henrik Hudson.
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9. which of the following is not included as the basic equipment in bowling?
a. bowling lanes b. balls c. bags
10. The most important factor in choosing a ball is
a. your ability to grip it without excessive strain
b. your ability to grip and toss it lightly in the lanes
c. the length of your fingers to fit the holes in the pin
11. Which of the following is not considered important in retrieving a ball?
a. remove the ball with both hands
b. place the hands on opposite sides of the ball away from incoming balls
c. insert fingers on the ball before taking your bowling stance
12. Which of the following is not considered important in establishing a good starting
position?
a. stand slightly in front of the foul line facing the approach area
b. take 4-2 steps forward and mark the spot
c. the right-handed bowler should be to the left of the center dot
13. A simple rule to follow in finding a ball of proper weight that fits one's hand is to
bowl with the ____ ball that you can deliver.
a. heaviest b. lightest c. roughest
14. Which of the following is not considered basic grips in tenpin bowling?
a. Fingertip b. Conventional c. Semi-close grip
15. It refers to how you advance toward the foul line to deliver the ball.
a. Approach b. Stance c. Balance
16. Which of the following is not a component of a release and follow-through action?
a. The wrist should remain firm as the thumbs come out
b. the body weight should be balanced over the front foot during release
c. the release hand and arm should not continue upward
17. It is delivered with the thumb in a 12 o'clock position and the fingers at 6 o'clock
position.
a. Straight Ball b. Hook Ball c. Curve Ball
18. A style is also known as the reverse hook.
a. Backup ball b. Curve ball c. Hook ball
19. Which of the following is not considered target to aim in bowling?
a. spots b. pins c. area
20. It refers to the pins that remains standing after you have bowled your first ball.
a. Spares b. Strikes c. Splits
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