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Northwestern Visayan Colleges

College of Education
Kalibo, Aklan

DISTANCE EDUCATION
1st Semester – SY 2022 - 2023

MODULE IN pe 3
INDIVIDUAL AND DUAL SPORTS

Mrs. MARY ANN S. LOPEZ, MAEd


Instructor
[email protected]

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TABLE OF CONTENTS
Title Page

Course Description - - - - - - 3

Module I – Basic Concept, Rules, and Regulations


Of Individual Dual Sports - - - 5
Activity 1 - - - - - - 10
Activity 2 - - - - - - 11

Module II – Rules of Individual Sport - - - 12


Activity 3 - - - - - - 23

Module III – Officiating Individual Sports - - - 24

Module IV – Officiating Track Events - - - 28


Activity 4 - - - - - - 35

Module V – Officiating Field Events - - - 36


Activity 5 - - - - - - 48

Module VI – Dual Sport – Badminton - - - 49


History of Badminton - - - - - - 50
Skills and Techniques - - - - - - 54
General Faults/Glossary - - - - - 61
Badminton Glossary 62

References 63

MODULE IN INDIVIDUAL DUAL SPORTS


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Course Description –
PATHFiX 3 ( Physical Activities Towards Health and Fitness) deals with the acquisition of sports
skills whereby the relevant rules are integrated in the instruction. It enable the learners to
design a comprehensive conditioning program that is specific to individual/dual sports.
Through the skills training, exercise drills, game play and independent or self-directed Physical
Activities, fitness levels will be enhanced. In conjunction with this, fitness levels, PA
participation and dietary/eating patterns are evaluated to monitor one’s progress and
achievement of personal fitness and dietary goals.

Course Objectives:
a. Participate in moderate to vigorous physical activities in accordance with national and
global recommendations on physical activities for health.

b. To learn the basic concept, rules, and regulations in individual/dual sports.

b. Learners designs a comprehensive conditioning program of a specific sport.

c. Demonstrate activities that would help develop physical fitness.

e. Develop basic knowledge of skills, strategies, sportsmanship, and


personal fitness goals in sports.

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Specific Learning Outcomes:

At the end of the course, learners will be able to:

a. Demonstrate the ability to share and be cooperative and safe with others.
b. Know the basic concepts, rules and regulations of individual/dual sports.
c. Know the technical and tactical skills in playing individual/dual sports.
d. Identify and learn different skills in a specific individual/dual sports.

Individual Sports:

Dual Sports:

Badminton

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Module I – SPORTS: AN INTRODUCTION

Introduction: -
Sports is an activity that requires physical actions and skills where individuals or team
compare a set of rules. It is classified into individual, dual, or team sports. Individual sports are
played by one participant on each competing side, dual sports are played by two competing
pairs, while team sports are played with three or more players.
Specific Learning Outcomes:
At the end of the lesson, learners will be able to:
a. Learn the basic concepts and regulations of individual dual
sports.
b. Learn the health benefits acquired in engaging sports activities.
c. Know the 4 basic concepts of sports.
d. Know the safety measures in playing sports.

Learning Contents:
BASIC CONCEPT, RULES, AND REGULATIONS OF INDIVIDUAL AND DUAL SPORTS
4 Basic concepts of Sports:
1. Play – refers to amusement engage freely for fun and
devoid of constraints.
2. Leisure – is the freedom from work or responsibilities so that time may or may not be used
for physical activity. Leisure time is the time left from work. Leisure is an attitude of freedom or
release from demands of daily life.
3. Games -"Any form of playful competition whose outcome is determined by physical skill,
strategy or chance employed singly or in a combination. Usually implying winners and losers,
Individual or team, formal or informal. May be governed by rules.

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Difference between Games and Sports:
A. Not all games are Sport, . . .but Sport is always a game
a. Games derive from Play.
b. Games involve competition.
c. Game outcome is determined by skill, strategy and sometimes chance.
B. Sports are games that involve a combo of physical skill & strategy.
C. Games primarily based on chance are not sports.
D. Sports outcomes may at times be influenced by;
A. Target games.
Proper object w/ great accuracy at a target: darts, horse-shoe

B. Court/Net games.
Object strategically propelled where it cannot be returned by opponent:
table tennis, tennis, volleyball

C. Sector (or Striking & fielding) games.


Opponent strikes object to allude a defender: baseball, softball, kickball

D. Sports are physical activities governed by formal or informal rules


that involve competition against an opponent or oneself and are engaged
in for fun, recreation, or reward.

E. Sport involves physical skill and strategy. Board games and


cards are not sport.

4. Competition - A contest between two or more group or teams.


Competition in Sport and Games -
A positive view to Competition:
a. To come together - a festivity.
b. To seek competence (a strong motivation to continue
participation).
c. To be in a state of rivalry.

SPORTS ARE CATEGORIZED INTO THREE:


There are so many sports available in the world nowadays, but we can categorize
them by the numbers of players.

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The three main categories are:
1- Individual Sports – Foster a higher amount of discipline, self-confidence, focus,
and passion. The individual player is solely responsible for winning or losing;
succeeding or failing.
2. Dual Sports - are played by two competing pairs.
3. Team Sports – are played with three or more players. Many variables are
considered to determine the success or failure of the team. Although individual
qualities and skills are helpful, performance will rely on a single talent. A
team’s performance or success depends on the collective effort of all its
players.
CHOOSING A SPORT:
An activity sports should be chosen on an individual’s preference and lifestyle. Some of the
consideration that will guide an individual in their choice of sports includes:
1. Weather extremities (hot or cold) for an outdoor sports activity.
2. Enjoyment derived from the activity.
3. Previous activity tried and enjoyed.
4. Financial capacity or budget. Activities like scuba diving, golf, and ice skating
needs financial budget for the equipment.
5. State of health and level of fitness.
6. Other alternative activities that will give motivation.

Things to consider in planning a training/practice:

1. Preparation/Planning
 Date, time, and duration of training/practice
 Objectives/goals
 Equipment needed during training/practice.

2. Training Proper
 Warm-up/stretching
 Teaching new skills/practice of previous skills
 Scrimmage/practice games
 Cool down and assessment

HEALTH- RELATED and SKILL-RELATED FITNESS IN SPORTS ACTIVITY:

Health-related physical fitness are aerobic capacity, muscular strength, muscular


endurance, flexibility, and body composition of an individual.

Skill-related physical fitness is sometimes called sports fitness. The skill-related fitness
is called as such because people who possess them find it easy to achieve high level of

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performance in motor skills. The components of skill-related physical fitness are agility,
balance, coordination, power, reaction time, and speed.

One of the factors that influence skill-related performance is heredity: however, most fitness
Skills can be developed and improved. Different sports skills can be used in setting FITT
goals to achieve your health-related fitness. The FITT principles can be used as a starting
point for one’s sports activity/ies to ensure fitness improvement.

The table below presents examples of sports and movement in each component od skill-
related fitness.

Skill-Related Fitness Examples of Sports Movement


Component
Agility Basketball Changing directions to escape
a defender.
Tennis Changing directions to hit the
ball
Balance Cycling Riding a bicycle
Gymnastics Performing on a balance beam
Coordination Table Tennis Hitting the ball
Baseball Catching the ball
Soccer Kicking a soccer ball
Reaction Time Swimming Start to jump/dive on the pool
when the signal start.
Basketball Getting the rebound.
Speed Athletics Running 100 meter event
Badminton Receiving a drop shot
Baseball Stealing a base
Power Baseball Throwing a fast ball
Power Lifting Lifting weights

TECHNICAL AND TACTICAL SKILLS IN PLAYING SPORTS

In playing any sports, learning and developing skills help athletes improve in a game.
These skills involve physical training and game strategies.

TECHNICAL SKILLS - There are basic fundamental skills needed to play the game.
These are required in all sports. It advances in degrees or level as a player practice or

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get used to doing the skill. Example of these are dribbling, passing, and shooting in
basketball, and ball reception, attacking/spiking, and setting in volleyball, throwing
and catching in softball,etc.

TACTICAL SKILLS - These are 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 weaknesses of the opposing team.

What does one need to know in learning sports?

Some of the important aspects to consider in learning sports are:

1. History – the inventor of the sport, country of origin, and development of the game.

2. Court Dimensions/Venue – where the games are played (indoor, outdoor, both) size,
different designs for male or female, and safety procedures of the players.

3. Equipment and Gear – proper protective gears, uniforms, and outfits, which also involve
safety of players and the officials.

4. Technical and Tactical Skills – technical skills are the basic of playing the game while
tactical skills are the strategies to take advantage during the game.

5. Rules of the Games – set of rules of how the game is played, violations, penalties, how to
score points, how many players are allowed, etc.

6. Officiating – officials of the game, their duties and responsibilities of calling violations, points,
etc. and regulating fair play.

Safety Measures to Avoid injuries in playing games or Sports:


1. Safety Equipment – Have an appropriate gear for the type of activity such as
clothing, shoes, and protective gears that would prevent uneasiness and harm.
Also take into consideration the activity area.
2. Hydration – Keep your body hydrated with enough water or fluids during
exercises or activity especially during hot weather. Drink a cup of water body replenish
lost fluids.

3. Perform Moderate-Intensity physical Activity. It is better to perform physical activities


with moderate intensity on a regular basis rather than occasional strenuous activities.
Maintain an exercise routine with comfort. Forcing yourself with too much intensity just
to attain goals quickly is a mistake.
4. Weather Condition – Wear appropriate clothes for the weather. Clothing you wear have
to make you feel a cool at the start of exercise. Wear light-colored clothes during sunny days
as not to absorb too much heat and avoid overheating. During cold weather, a thermal suit will
help you keep warm. Avoid using thick clothes for it constrains perspiration and can cause
your body temperature to go up.

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Activity 1
Essay: Read the directions carefully and write your answers in your activity notebook.
1. Write the corresponding individual dual sports in the space
provided the right side of the column for basic skills.
Terms in Team Sports CORRESPONDING SPORTS
1. Relay
2. Smash
3. Hurdle
4. Match
5. Homerun
6. Assist
7. Racket
8.High Jump
9. Strike
10. Rally
2. After answering the activity, submit your finished activity on line, describe the your
answer on the table (2) and describe each, demonstrate the basic skills you answered
on video.
3. What do individual/ dual sports mean to you?
4. What values or virtues can a sports develop in you?
5. What benefits can you derive from participating in each sports.?

Activity 2
1. Copy the table shown below, identify what activity represented by each sport
material. Reflect the health benefits derived from engaging in each
activity. Just write the physical component of each game.

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PHYSICAL FITNESS COMPONENTS
Health Related Components Skill – Related Components
Cardio-respiratory fitness Agility
Muscular strength and endurance Balance
Flexibility Power
Body Composition Speed
Coordination
Reaction Time

Module II – RULES OF INDIVIDUAL SPORT

Introduction:
At rules of sport.com our goal is simple - to explain the basic rules of
various sports in a simple, easy to understand way. This module is a rule of
Athletics, an individual sport for anyone who wants to learn about.
Specific Learning Outcomes:
At the end of the lesson, the learners shall be able to:
a. To explain the basic rules of athletics sports in a
simple, easy to understand.
b. Learn the history, rules and skills of Athletics.
c. Understand the health benefits derived in playing
athletics.
d. Experience how to do different skills in every event in athletics.

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Learning Content:
Athletics Rules Photo Credit: EvrenKalinbacak / Bigstockphoto

Athletics is the collective name for a collection of sporting events that involve competitors
running, throwing, walking and jumping. The roots of athletic events are prehistoric, with
ancient communities competing with each other in various running, jumping and throwing
events.
Athletic events were prevalent in the ancient Olympics in Greece, starting originally with
just a running race and gratefully expanding over time to include various running, jumping
and throwing events. To this day, success at the Olympic Games is still seen as the pinnacle
of achievement in the sport of Athletics – although there also World Championships and
various national and continental championships both indoors and outdoors.
Object of the Game
The objective in all athletics disciplines is to win the event. Depending upon the event, this
involves running or walking faster, throwing further, jumping higher or jumping further than
your competitors. For decathlon and heptathlon events which feature multiple athletic events,
the objective is to collect as many points by performing as well as possible in each separate
event.
Equipment:

The basic equipment for athletics consists of a vest, shorts and training shoes.
Some events require specific pieces of equipment as follows:
Pole Vault: Pole
 Shot Put: Shot
 Discus Throw: Discus
 Hammer Throw: Hammer
 Javelin Throw: Javelin
 Hurdles: Hurdles

Scoring
The only events in athletics that have any sort of scoring (in the traditional
sense of the word) are decathlon and heptathlon. Because these are multi activity

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events, competitors are awarded points for their performance in each event. At the
end of the competition, the athlete with the most amount of points is awarded the
gold medal.
With all other events, there are no points. Everyone is ranked on how fast they ran/walked,
height or length they jumped or how far they threw.
Winning
For running and walking events, this involves completing the race in the quickest
time possible. For throwing events, it involves throwing the furthest and, in jumping events,
it involves jumping further or higher than your competitors (depending upon the particular
event). In athletics, winners are given a gold medal, those who are second are given a silver
medal and bronze medals are given to those who come third. Those athletes finishing
outside of the top three are not awarded.
Rules of Athletics
Each individual discipline has its own specific set of rules and competitors are expected to
abide by these to ensure that the competition is fair.
Men's Athletics Women's Athletics
Modern day men's athletics Modern day women's’ athletics include;
includes the following activities:
 100 metres 100 metres
 200 metres 200 metres
 400 metres 400 metres

 800 metres 800 metres


 1500 metres 1500 metres
 5000 metres 5000 metres
 10,000 metres 10,000 metres
 Marathon Marathon
 110 metres hurdles 100 metres hurdles
 400 metres hurdles 400 metres hurdles
 3000 metres steeplechase 3000 metres steeplechase
 4 × 100 metres relay 4 × 100 metres relay
 4 × 400 metres relay 4 × 400 metres relay
 20 kilometres race walk 20 kilometres race walk
 50 kilometres race walk Pole vault
 High jump High Jump
 Pole vault Long jump
 Long jump Triple jump
 Triple jump Shot put
 Shot put Discus throw
 Discus throw Hammer throw
 Hammer throw Javelin throw
 Javelin throw Heptathlon
 Decathlon

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Sprints: events up to and including the 400 meters. Each running stride comprises four
phases: forward, support, drive, recovery, and swinging. Leg is doubled up during recovery
phase. Knee is raised forwards and upwards during forward swinging phase. Land on the
ball of the foot at the beginning of the forward support phase. Ankle, knee and hip joints
extend fully during drive phase
Common lengths include:
1. 60 meters (indoors only) 2. 100 meter
3. 200 meters 4. 400 meters (quarter miles

Middle Distance Events: events from 600 meters to the mile.


Objectives of Middle and Long Distance Running: Pulse measurement at wrist
and neck. Understanding how exercises affects pulse rate, and how varying the
intensity, speed, and recovery in repetition running determines which energy
system is predominantly trained.
Common lengths include:
1. 600 meters (indoor) 2. 800 meters (half mile)
3. 1,000 meters (indoor) 4. 1,500 meters (metric mil

Long Distance Events: events over and including the 3,000 meters

Common lengths include.


1. 3,000 meter run 2. 3,000 meter steeplechase
3. 5,000 meter run 4. 10,000 meter run

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Hurdles:
Events that require the runner to jump over evenly spaced barriers during the race.
Hurdle techniques can be divided up into two phases: hurdle clearance and
sprinting between hurdles. Hurdle clearance can be broken down further into take-
off before the hurdle, hurdle clearance and landing after hurdle
Common lengths include.

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1. 60 meter hurdles (indoor) 2. 100 meter hurdles (Women)
3. 110 meters hurdles (Men) 4. 400 meters hurdles
5. 3,000 meters Steeplechase

Relays: events in which four athletes participate as a team, passing a


baton in between. Common lengths include.
1. 4 x 100 meter relay Non-visual pass 2. 4 x 400 meter relay Visual pass

Road Races: Common Lengths are:


1. 5,000 meters (5km) 2. 10,000 meters ( 10 km)
3. Half marathon (21.0975 km) 4. Marathon (42.195 km).

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THROWING EVENTS:
The throwing events are often viewed as being very
technical, but there are basic fundamentals for each of
the throwing events and to all throws in general.
Understanding these common fundamentals will allow
the beginner coach to have confidence.
In teaching these events, where the aims is simply to throw
the implement as far as possible. The lack of specialized equipment should not prevent the coach
from teaching any event. Equipment can be improvised from locally available materials that will
prove very adequate for introducing and the initial teaching of an event.
Although throwing the implement as far as possible is the aim, “throwing” does not accurately
describe the movements which have been developed in the four events.

1. Javelin Whipping action of the throwing arm

2. Shot Put Putting or pushing action


3. Discuss Slinging or flinging action
4. Hammer Throw – Over the shoulder sling or fling
Despite the greatly varying weights and shapes of these
implements and the different throwing actions involved,
there are common to them all.

Each of the four throws has the following phases:


 Start
 Movement or momentum building
 Throwing or “power” position
 Delivery
 Recovery
Note: In the following descriptions and teaching progressions for the throws,
the instructions have been worded for a right handed thrower.

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Jumping Events: The four event of the jumps group; Long Jump,
Triple Jump, High Jump and Pole Vault, test the ability of
athletes to project themselves through space, to be able to fly.
In Long Jump and Triple Jump, the aim is to cover the maximum horizontal
distance with one or three jumps respectively. In the High Jump, the aim is
to clear a bar set at a height, while in the Pole Vault, the aim is to clear a
bar with the aid of a pole.
As a coach of the jumping events you will find that all four events have a
common fundamental movements. Understanding those common
movements will simplify the work of the beginner coach, giving him
confidence to introduce these events.

Each of the four jumps has the following phases:


 Approach
 Take-off
 Flight
 Landing

Note: In the following description and teaching progressions for the


jumps the instructions have been worded for a left foot take-off.
The most critical phase are on the ground: the approach, which consists of
the final stride to leaving the ground. These phases largely determine the
performance of the last two phases: what happens in the air, flight, and
landing.
The approach is constrained by the presence of a foul line in the Long and
Triple Jumps, or a take-off point whose position is determined by the location of
the bar, High Jump, or box, Pole Vault.

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The take-off is similar for all four events, including the second and third take-offs
in the Triple Jump. The common features for an effective take-off are:
 The athlete must be tall.
 The take-off foot is planned firmly in a fast, flat “pawing” or “clawing” action. It is
not stamped on the ground.
 The knee of the free leg is punched through from the hips.
 The athlete fully extends at the hip, knee and ankle joints of the take-off.
 After leaving the ground, the athlete holds the position in the air before
commencing the movements of flight.

Take-off - “Wait” - Commence flight action.

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Heptathlon: A heptathlon is a track and field combined events contest made up of
seven events.[1] The name derives from the Greek hepta (seven) and ἄθλος (áthlos,
or ἄθλον, áthlon, meaning "feat"). A competitor in a heptathlon is referred to as a heptathlete.
There are two heptathlons – the women's heptathlon and the men's – composed of different
events. The men's heptathlon is older and is held indoors, while the women's is held outdoors
and was introduced in the 1980s, first appearing in the Olympics in 1984
the Heptathlon includes the following seven events:

Let’s Draws some


Activity 3
Inspiration

Watch a video clips of an athletic sport. In that video clips, enumerate the different
events you saw on the video clips. Give your reflections on what you saw, write it in your
journal/activity notebook.
Guide questions:

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1. What are the different athletic events you saw on the video?
Explain how it was done?

2. How do you think individual sports influence and change the


lives of those in the video you watched?

3. If you’re and athlete in athletics, how would you influence sports


in your life?

4. How did athletic begone in the world of sports? In what place


did it started?

5. What is Heptathlon event? How it is played in athletics, what


are the events envolved in it?

6. What values can be fostered as you and your family engage


and participate in individual sports?

7. What health benefit could you achieve in playing an athletics


game?

8. If you were the coach in athletics, what is the ideal size of an


athlete you will recruit?

9. Why are rules and regulations essential in playing individual


event?

10. What are the different events played in athletics? Explain


how those events being played.

Module III - OFFICIATING INDIVIDUAL DUAL SPORTS

Introduction: -
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This module deals with the different duties and responsibilities of officials in
individual dual sports. Basic rules, mechanics of games, and different
officiating signals used in track events, and badminton will be tackled,
observed, and performed with mastery in this module.

Specific Learning Outcomes:


At the end of the lesson, learners will be able to:
a. To know the specific duties and responsibilities of officiating
officials in individual dual sports.
b. To master the basic rules and mechanics, as well as the
different officiating signals of the games.
c. Know the safety measures in the conduct of the games.

Learning Content:
Lesson I - Sports Officiating –
Sports Officiating is a system of managing a sports, specifically on implementing the
games rules and keeping order in the duration of the game.
The role of an official is very crucial in a sporting endeavor. It defines the success or
failure of a certain physical activity.
Sports-officiating is a very sensitive task during tournaments. It is one of the hardest
jobs in the field of sports. The success of being an official is measured by the degree of
which he or she keeps the game going within the rules and regulations. His or her
ability to maintain the progress of the game with least interference is of utmost
importance

Qualities of Sports Officials:


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The following are some of the qualities to be considered:
1. PHYSICAL QUALITIES

These qualities refer to the physical attributes of an officiating official. An


officiating officials needs to catch up with every detail of what the athletes
or players do on court, he needs to have a high level of fitness to be able to
perform his job.
2. EMOTIONAL QUALITIES

These qualities refer to the emotional readiness of an officiating official


to perform his or her role in a game. Emotional attributes that an officiating
official should possess includes confidence.
3. MENTAL QUALITIES

Just as physical and emotional qualities are essential, mental characteristics


are also equally necessary. Mental toughness is the term used to all of qualities
pertaining to one’s mental preparation in officiating game.
4. SOCIAL QUALITIES

Social qualities refer to the ability to deal with others at any given situation.
Complaints are inevitable in a game. It is the ability of an officiating official to
settle disputes without sacrificing the integrity of a game and the officiating game.

FUNCTIONS OF SPORTS OFFICIALS:


What Umpires, Referees, and Other Sports Officials Do. Umpires, referees,
and other sports officials preside over competitive athletic or sporting events to
help maintain standards of play. They detect infractions and decide penalties
according to the rules of the game.

THE ROLE OF A SPORTS OFFICIALS -


Officials undertake an important role in the staging of competitions. They
provide leadership and guidance to participants, ensuring that the competition

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is conducted in a safe and fair manner. Qualities such as integrity, honesty,
trustworthiness and respect are integral to the role of the official.

Expectations of a sports officials:


1.Trustworthy - honest and impartial
2.Responsible - have integrity and take the role seriously
3.Prepared for their role - prepared physically and mentally for the task
4.Competent - have and are further developing the skills for the task

It is important to remember that the competition in which the official is


officiating is the most important competition that day to those participating
in it.
As a sports official it is part of your responsibility to uphold the code of
conduct for your sport and manage the game effectively. For more serious
infringements contact your NSO or club to discuss the disciplinary process
so you can fulfil your obligation as a sports official.

SEVEN SIMPLE STEPS TO SUCCESS AS A SPORTS OFFICIAL:


1. Keep your perspective: Right now you’re most important goal is being a
good official for whatever sport you are officiating. By studying, observing and
practicing you will improve, just as the players do when they practice.
Remember, it’s a game for the players. Help them have fun.
2.Prepare for the unexpected: Take time before each game to talk with
your partners about responsibilities. Meet at least 15 minutes before the
start of your game and go over the local ground rules and any special

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interpretations or concerns that might exist concerning the teams involved.
Don’t leave any doubts unresolved with your partners.
3.Remember, you’re in charge: When dealing with coaches or parents who
can’t control themselves in front of the players, you do not have to 'take it' as
much as officials at other levels. There are ways to handle verbally abusive
coaches, players and spectators. See the 'Game management' learning area
for more information. Remember that being disrespectful to an official is not
part of the learning curve! Remember too that you’re out there to control the
game first and foremost, and to administer it within the framework of the rules.
4.Legal responsibilities and risk management: As an official, you have a
responsibility to ensure that all games are conducted in a safe environment. Do
not let a coach intimidate you into beginning or continuing a game when rain, fog,
lightning, wet floors, leaking roofs or other problem conditions exist. When in
doubt, use common sense and err on the side of safety.
5.Climb the ladder at your own pace: Sports need officials. If you become a
good official with younger players and athletes there will be opportunities for you
to move up the age grades – if you want. It’s up to you just how far you want to
go. Just go at a pace that makes you comfortable.
6.Keep your focus: Remember, with each age level increase the games
become more competitive and the skill levels improve. Still, kids will be kids
and mistakes of every kind can happen. You must be able to concentrate. Know
that if you’re not focused you risk losing control of the game.
7.Humble thyself: No matter how good you think you are, you’re only as good
as your last call. Once your game is over, it’s history. You should learn from it
and take those lessons with you into the next game

Module IV - OFFICIATING TRACK EVENTS

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Introduction:
The running and hurdling competitions make up the track events. The
running events are divided into three categories, namely; sprint, middle, and long
distance events. The sprint includes the 100-meter dash, 200-meter dash, and
400-meter dash. Some relay races are also included in the sprint events, like the
4 x 100-meter relay, 4 x 200-meter relay, and 4 x 400-meter relay. The middle
distance events consist of the 800-meter run and 1,500-meter run and 3000-
meter run are the events in long distance running.

Specific Learning Outcomes:


At the end of the lesson, the learners shall be able to:
a. Know the specific rules of the track events.
b. Learn the correct positions of an athlete in the different running events.
c. Know the responsibilities of Track Officials.
d. Know the basic rules in track events.

Learning Contents:
Officials are important to make these events valid and successful. They
include the announcer, Chief timekeeper, lane judge, lap recorder. Chief
umpire, time keeper, marksman, starter, and overall referee, to name a few
Hurdles include:
a. 100-meter (low) hurdles for women. Junior women, and young girls.

b. 110-meter (high) hurdles for men, junior men, and young boys.

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c. 400-meter (low) hurdles for all categories.

Safety measures in Track Events:


For the Players:
1. Wear prescribed P.E. uniform.
2. Refrain from wearing any jewelry or accessory during the race.
3. Start the activity with warm-exercise.
4. Check your medical condition prior to activities.
5. Avoid crossing lanes when the event is on going.
6. Avoid chewing gum during the race.

For the Officials:

1. Inspect the equipment needed.

2. Have the venue free from obstructions and hazardous objects.

3. Monitor all warm-ups.

Duties and Responsibilities of Track Officials:

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1. Referee
1.1. Acts upon violations of the conduct rules that are observed in the meets.
1.2. Decides all questions for which the rules make no provisions.
1.3. Warns and/0r disqualifies competitors.
1.4. Decides on place winners when the judges at finish cannot reach decision.
1.5. Verifies place, time, and all related conditions.
1.6. Oversees the inspection, weighing and measuring of all instruments and
apparatus to be used by competitors.
1.7. Makes certain that all events begin as scheduled and continue without delay.
1.8. Determines just and proper remedy for continued violations of all uniform,
number, shoe, and logo.

2. Umpire
2.1. The head umpire:
2.1.1. Instruct umpires as to the general rules and violations.
2.1.2. Places umpires where they can best judge possible violations.
2.1.3. Checks the proper placement, height, and weight of the hurdles.
2.1.4. Reports violations to the appropriate referee.
2.1.5. Instructs, supervises, and receives reports from those appointed
to serve as lap recorder.

2.2. The Umpire:


2.2.1. Detects and reports in writing, without waiting for protest all
apparent violations of the rules.
2.2.2. Uses a yellow signal flag to indicate violations, a white flag to
indicate that no violations have been committed.

3. Starter
3.1. Starts races promptly.
3.2. Answers questions on the rules pertaining to the start of each race.
3.3. Signals with a bell or pistol the start of the last lap of the race.
3.4. Ensures that the starting blocks are set up properly.
3.5. Informs all competitors about the use of yellow and red cards.

4. Recall Starter
4.1. Fires a pistol if there is a player/s who commits an error in
starting to run.
4.2. Warns the player/s who commit an error.

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4.3. Disqualifies a player/s who commit the second mistake at the
start of the game.

5. Chief Judge at Finish


5.1. Assigns judges who will record the time of all competitors.
5.2. Certifies the result of all running events.
5.3. Reports all violations to the Chief Referee.
6. Judges at Finish
6.1. Serve as head judge at finish who assigns two other judges for each
scoring place.
6.2. Stay on opposite sides on elevated islands at a minimum distance of
three meters from the edge of the track.
7. Timekeeper
7.1. Serves as head timer among three official timekeepers for each scoring
place.
7.2. Records the results up to the tenth second, particularly the chief time-
keeper or head timer.
8. Chief Lap Recorder
8.1. Assigns assistant lap scorers for all the competitors.
8.2. Oversees the recording of the laps made by the competitors.
8.3. Fires the pistols or rings the bell to signal the final lap.
9. Lap Recorder
9.1. Notifies each competitor of the number of laps needed to compete the
race.
9.2. Counts the lap and records the time over each lap.
9.3. Reports to the head umpire that all competitors have completed the
required number of laps.
10. Steward
10.1. Shows the competitors their respective lane assignments.

11. Marksman
11.1. Starts the race with a starting pistol.

12. Tournament Manager


12.1. Looks after the finances and organization of the tournament.

13. Tournament Secretary


13.1. Keeps all the records of the tournament.

14. Jury of Appeals

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14.1. Takes charge of appeals and protests in the tournament.

15. Clerk of Course


15.1. Keeps a record of the complete results in all events, team scores,
individual place winners, and their performances.
15.2. Maintains the track time schedule.
15.3. Calls and places athletes in their proper positions.
15.4. Enforces uniform, number, shoe, and logo rule

16. Announcer
He or she shall give relevant information such as:
a. names, numbers, and affiliations of competitors.
b. lane assignments or order of competition in field events
c. intermediate times
d. results – placing, time, distances, and heights at the earliest possible time.

BASIC RULES IN TRACK EVENTS:


The Start:
The starter, after receiving a “ready” signal from the head finish judge, shall give
out the command “on your mark” to the runners. The runners advance to the starting
line, carefully placing the feet onto the blocks. (Note: the runners may or may not use
the starting blocks) They kneel and place the tips of their thumbs and forefingers as
close to the starting line as possible without both hands touching the line.
At the command of “set,” all competitors take a deep breath and hold it while they
are raising the hips to the starting position. At the crack of the starting pistol, they sprint
as fast as they can.
In sprints and middle distance races, the starts and relay exchange zones are
staggered so that competitors or teams run the same distance.

Starting Violations/False Starts:


An athlete. after assuming a full and final set position, shall commence his or her
initial motion after receiving the report of the gun or approved starting apparatus. If, in
the judgement of the starter or recallers, he or she starts earlier, it shall be deemed a
false start.
Other factors of a false start are:
a. that an athlete fails to comply with a command “On your mark” or “set”

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b. that an athlete, after the command “On your mark,” disturbs other athletes in
the race through sound and other means.
Any athlete making a false start shall be warned. Except in combined events,
only one false start per race shall be allowed, without the disqualification of the
athlete(s) making the false start. Any athlete(s) making further false start shall be
disqualified from the race.

Running Violations:
1. When a runner commits a foul by helping a teammate, all
runners in that event shall be disqualified.
2. A runner abstracts another runner.
3. In a race on a curve, runner steps on or over the lane line to the left, with two
consecutive steps of the left foot.
4. The runner does not start and finish within the assigned lane.
5. The runner leaves the track or abandons the race, then returns later to
continue the race.

Hurdling Violations:
1. Runs around under a hurdle.
2. Impedes another hurdler
3. Knocks down any hurdle by hand
4. Advance or trails a leg or foot below the top horizontal plane of the extension
of the hurdle.

The Relays
Relays include:
1. 4 x 100 meters
2. 4 x 200 meters
3. 4 x 400 meters

Passing the Baton:


1. The baton must be passed between teammates within a 20-meter zone.
2. It must not be thrown. If it is dropped within the passing zone, either runner
may retrieve it.
3. If it is dropped outside the passing zone, it must be retrieved by the person
who dropped it.
4. After passing and retrieving the baton, passer and retriever must remain in
their lanes until the course is clear to avoid contact with the other
competitors.

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Relay Raising Violations -
1. Using a device or substance that enhances contact with the baton.
2. Passing the baton outside the passing zone.
3. Recovering the baton illegally after being dropped.
4. The last runner of the team finishing without the baton.
5. Impeding an opposing runner.

The Finish
The runners shall reach or touch the finish line.
The time recorder shall be responsible for recording the time of each runner. As
each runner finishes, the assigned number is recorded on a form sheet that has
predetermined continuous and consecutive time columns.

Activity 4

The students will be divided into group of four members each. The first
runner of each group holds the baton as shown in the diagram.

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Procedure:
1. At a given signal, the first runner who holds the baton on his/her left
hand will run towards the second runner.
2. The second runner must receive the baton with his/her right hand,
after which, he/she will quickly transfer it to his/her left hand before
he/she runs toward the third runner.
3. The third runner does the same until the last runner has the baton
and runs it to the finish line.
4. The group whose last runner crosses the finish line first, without
dropping the baton will be the winner.

Module V -
OFFICIATING FIELD EVENTS

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Standard layout of competition facility
1. Football pitch 7. Discuss throw facility
2. Standard tracks 8. Pole vault facility
3. Long and triple jump facility 9. Shot put facility
4. Water jump 10. High jump facility
5. Javelin Throw facility 11. Finish line
6. Discuss and hammer throw facility
Source: IAAF 2008 Track and Field Facilities Manual

Introduction:
Officials are important to make these events valid and successful.
We have learned from the previous lesson how track events are being played
and managed by the officials. We also have been given the opportunity to experience the
management of field events. As athletic officials, we also need to know the basic rules in
officiating the field events.

Specific Learning Outcomes:


At the end of the lesson, the learner shall be able to:
a. Know the basic rules in officiating the field events.
b. Learn the technical guidelines in field events.
c. Know the duties and responsibilities of field officials.
d. Understand the basic rules in field events.

Learning Contents:

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Field events are competitions which involve:
a. throwing like shot put, discus throw, and javelin throw
b. jumping like high jump, long jump, pole vault, and triple jump
In the jumping events, the distance and height are measured according to the rules of
the game. Officials are given responsibilities to judge the outcome of the players’
performance.

Safety Measures in Field Events:


For the Players:
1. Wear the prescribe P.E. uniforms.

2. Refrain from wearing any jewelry or accessory during the event.

3. Always observe visual contact with the officials in the throwing circle or
runway.

4. Stay away from the impact area when the officials are retrieving
elements.

5. Start the activity with a warm-up exercises.

For the Officials:


1. Rope off and flag all throwing and jumping areas.

2. Keep eyes on the throwing circle or runway when you are retrieving
implements.

3. Monitor all warm-ups.

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Duties and Responsibilities of Field Officials:
A. Chief referee - He or She declares a jump to be legal or illegal. He or she
announces the distance of the jump or throw made by the player and the
winner of the jumping events.
B. Scorer - He or she is in charge of keeping the records of the contestants and
their names listed according to the arrangement of their jumps and throws.
He or she also records the scores of every jumper and thrower as well as the
winners after the competitions.
C. Judges - There are two judges assigned in measuring the distance made by
the jumpers.

Basic Rules in Field Events:


Jumping

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A. Long Jump - It is an athletic event in which athletes attempt to land as
far from their take-off points as possible.
1. The athletes take their marks.
2. The take-off is done from the board.
3. The athletes jump in the order indicated in the scoresheet.
4. Between each trial, the sand is reconditioned and so is the plasticine.
Plasticine is a plastic substance used as a substitute for modelling
clay. It does does not adhere to the fingers but when it is touched, it
leaves distinctive marks on them.
5. The performance shall be based on the following:
X = foul
- = attempt not made (pass)
6. When there are eight competitors or fewer, they will all be given six
trials.
7. When there are more than eight competitors, they all have three trials.
The eight athletes having achieved the best results shall be entitled to
three further trials.
8. The athlete who achieves the best performance gets the first place. In
the event of a tie, the 2nd best or the 3rd best, etc. shall be taken into
consideration.

An Athlete Commits a Foul if:


1. he or she leaves a mark in the plasticine,
2. he or she takes off outside the lateral extremities of the take-off board.
3. after having jumped, he or she walks back to the landing area, or
4. while he or she is falling, he or she touches the ground outside the
landing area nearest the take-off line.

B. Triple Jump –

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It is an athletic event known as “hop, step and jump,” whose various
name described the actions a competitor takes. The athlete runs down a
runway until he or she reaches a designated mark from which the jump is
measured. The take-off mark is a board, and in modern
championships, a strip of plasticine or modeling clay is attached to the board to record
athletes overstepping the mark. The first landing has to be done with the take-off foot.
The next phase is a step, landing on the opposite foot, followed by the jump into a
sand-filled box, as in the long jump. A “foul” or missed jump occurs when a jumper
oversteps the launch mark (most common), misses the pit entirely, or does not perform
the attempt in the allotted amount of time (usually about one minute).

1. In the triple jump, a competitor shall make the first jump, the hop by
landing on the take-off foot; the second jump, the step by landing on the non-
take-off foot; and the third jump into the landing area.
2. It shall be a foul-jump, therefore, not considered or counted if:
2.1. the take-off foots extend beyond the foul line,
2.2. a competitor runs beyond the foul line in attempting a jump.
2.3. the competitor touches the ground outside the landing area
nearer to the take-off rather than the nearest break in the
landing area, or
2.4. the competitor walks through the landing area before the official
ruled the trial fair.

C. High Jump –

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It is an athletic event in which competitors jump over the
horizontal bar placed at measured heights without aid of any device.
1. The athlete checks their marks (use of chalk is forbidden.)
2. The competitors can opt to jump at a certain height.
3. Validity of the jumps:
O = the jumper cleared the bar
X = the jumper did not clear the bar
- = the jumper did not jump

4. An athlete is eliminated after three consecutive failures. When


there is only one athlete left and he or she has won the competition,
he or she can request that the bar be placed on the height or she or
he wishes to attempt.
5. The height of the bar is measured each time the bar is raised.
The bar should never be raised by less than two centimeters after
each round.

An athlete commits foul if:


a. the athletes knocks at the bar off its supports,
b. he or she touches the ground, including the landing area,
beyond the plane of the upright,
c. he or she exceeds the time allowed to make attempt.

D. Pole Vault

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1. The starting height of the bar and each successive height shall be determined
by the games committee. It is recommended that the bar be raised in increments
of 15 centimeters, but never less than five centimeters. One face of the crossbar shall
be marked so that it is always placed with the same surface.
2. Verified by the coach, the weight of each competitor must be recorded on the
scoring form next to his/her name.
3. A maximum of three trials at any height is done.
4. A competitor is eliminated as soon as he or she has made three consecutive
unsuccessful trials, regardless of the height or heights at which the unsuccessful
trials were attempted.
5. Contestants in the pole vault are required to take a second attempt at the same
height or pass (in case the first attempt is a miss) immediately after the first
attempt. The option is also provided to take the 3 rd attempt ( in case the second
attempt fails) immediately after the second attempt.
Note: The decision to pass must be communicated to the event judge
immediately after the miss.
6. A competitor who have passed three consecutive heights after the competition has
begun should be permitted a warm-up vault without the crossbar. The allowed
warm-up vault must be taken before any competition starts at the entered height.

7. Trial Time Limitation


a. A competitor is charged with an unsuccessful attempt if a trial is not earned to
completion or passed within two minutes after being called, unless
excused by the event judge to participate in some other event.
b. When three competitors remain, four minutes is allowed. When one
competitor remains, a maximum of six minutes is allowed between trial
c. The decision to pass must be communicated to the event judge when the
competitors are called for the trial prior to the start of the clock.
8. Time limits for competitors excused to compete in another event are determined by
the meet management.

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9. To have a place, a competitor have had at least one successful vault.
10. Breaking Ties.
a. The competitor with the fewest number of trials for the height at which the tie
occurs is awarded to the higher place.
b. If the ties still remains, the competitor with the lowest number of unsuccessful
trials throughout the competitions ( including the height last cleared) is
awarded the higher place.
c. Passed trials do not count as misses.
d. If the tie remain after applying (a) and (b).
i. the competitors shall make one more attempt for the height at which
they failed. If both of them succeeded, the bar will be raised to
three more inches. But if they failed, the bar will be lowered to three inches.
Whoever clears the bar is the winner.
Note: - If the height were the tied competitors last attempted is
not the same cause of a passed height the bar is lowered
to the lowest height last attempt by any of the competitors
to begin the jump-off.
- No passed heights are permitted in the jump-off.
ii. If it concerns any place other than first place other than first place, the
competitor shall be awarded the same place in the competition.
e. A competitor shall be credited with the best achievement occurs in the jump-
off for first place.
11. At the conclusion of the competition, there should be no further practice
allowed.

Throwing

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A. Javelin Throw

Javelin throw is an athletic throwing event where the object to be thrown is spear-like
object made of metal, fiberglass, and in some cases, carbon fiber.
1. The javelin must be held by the cord grip and the delivery should be above the
shoulder motion of the throwing arm.
2. The javelin must face metal-head just within the sector.
3. Taping of any part of the hand, thumb, or fingers shall not be allowed except to cover
or protect an open wound.
4. Competitors may use any suitable substance only on their hands.
5. Chalk may be applied directly on the implement.

6. A support belt may be worn.


7. One judge shall rule the legality of the landing of the throw. He or she shall be
outside the sector.
8. It shall be a foul throw if the competitor:
8.1. uses any method contrary to the definition of a legal throw.
8.2. touches any part of the body after the release of the javelin or:
8.2.1. any surface of the extended foul line.
8.2.2. the run-up lines or
8.2.3. the area outside the foul line.
8.3. fails to hold the javelin by the cord grip.
8.4. leaves the runway before the javelin hits the ground, or
8.5. causes the javelin to land on or outside the line markings.

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9. The measurement of the throw shall be made from the nearest edge of the first point
of contact to the inside circumference of the arc or foul line.

B. Discuss Throw

To make a throw, the competitor starts in a slightly recessed concrete-surfaced circle at


2.5 meters (8 feet 2 ½) diameter. They typically wind up while they are facing away from the
direction of the throw. The thrower then spins around one and a half times through the circle
to build momentum. The discus must land within a 40-degree or 60-degree are marked by
lines on the landing zone. The competitor must not exit the circle until the discus has landed.
The competitor exits only through the rear half of the circle.
The distance from the front edge of the circle to where the discus landed is measured,
and distance are rounded down to the nearest centimeter or half-inch. The competitor’s best
throw from allocated number of throws, typically between the three and eight, is recorded, and
the competitor who legally throws the discus the farthest is declare the winner. Ties are broken
by determining which thrower has the longer second-best throw.

1. A legal throw in the discus is one that is thrown from the circle into the legal sector.
2. A competitor must start from a stationary position inside the circle.
3. Taping of any part of the hand, thumb, or fingers shall not be allowed.
4. Competitor may use suitable substances only on their hands to obtain better grip.
5. Only chalk can be applied directly on the implement.
6, It shall be a foul throw if the competitor:
6.1. uses only method contrary to the definition of a legal throw.
6.2. causes the discus to fall on or outside the lines marking the sector.
6.3. touches any part of the body before the discus hits the ground.
6.4. leaves the circle before the discus hits the ground.

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6.5. leaves the circle from the front half, or
6.6. drops the discus outside the circle during the preliminary swing

C. Shot Put

Competitors takes their throw from inside a circle 2.135 meters (7 feet) in diameter, with
a toe board approximately 4” hig at the front of the circle. The shot must land within an angle
of approximately 30 degrees. The athlete must rest the shot in between the neck and shoulder
and keep it tight to the neck while he or she is throwing. At the end of the throw, the thrower
must push the throwing arms straight with the thumb pointing down.

If the thrower does not push the ball out and throws like baseball, the thrower may
receive injury. Throwing a shot requires immense strength and power as well as grace,
balance, and finesse. The thrower must enter and leave the circle from the rear half of the
circle; otherwise, a foul is called. Other fouls include: stepping out of the circle before the
judge call the mark; letting some article of clothing touch the top of the toe board or outside the
circle and/or the shot falling outside of the borders to the left and the right.

The distance thrown is measured from the front of the circle to where the shot lands at its
nearest disturbance of the soil. Each competitor gets a certain number of throws, usually six
in elite competition, and the competitor with the farthest legal put is declared the winner. In
men’s competition, the shot weighs approximately 7.26 kilograms (16 pounds). The women’s
show weighs a kilogram (8.8 pounds).

1. A legal put shall be made from within the circle without touching the top edge of the
circle or the top surface of the stop board, and shall land within the prescribed
sector.
2. It shall be made from the shoulder with one hand only so that, during the trial, the
shot does not drop behind or below the shoulder.
3. The competitor must start from a stationary position inside the circle.

44
4. Taping of any part in the hand, thumb, or fingers shall not be allowed, except to
cover or protect an open wound.
5. Chalk can only be applied directly on the implement.
6. It shall be foul put if the competitor:
6.1. uses any method contrary to the definition of a legal put.shits the grho
6.2. causes the shot to fall on or outside the lines marking the sector.
6.3. touches any part of the body before the shot hits the ground, or
6.3.1. any surface of the metal band except the inside surface,
6.3.2. any surfaesce of the slopboard except its inside surface, or
6.3.3. the area outside the circle.
6.4. leaves the circle before the shot hits the ground, or
6.5. leaves the circle from the front hal
7. The measurement of the put shall be from the nearest edge of the first mark made
by the shot to the inside edge of the stopboard.

Pre Final Actual


Practicum

Direction:

Students will divide into two groups, group A will do the


officiating and group B will be the athletes. After which,
the group will exchange.

Activity 5

Direction: Column A is the list of Health Related Fitness (HRF). Write on the space
provided in column B the athletic event corresponds to the health related benefits of the game..

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A B
Health Related Fitness Corresponding Athletic Event

Muscular strength

Agility

Endurance

Flexibility

Balance

Power

Speed

Coordination

Reaction time

Cardio-respiratory fitness

Module VI – DUAL SPORT

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Introduction:
This module provides the learner with an overall outlook of what is going to
learn in dual sport, Badminton. This activity will enhance their knowledge and
skills on the following concepts: nature of the game, basic skills and
interpretaion of the rules and regulations.

Specific Learning Outcomes:


At the end of the lesson, the learners should be able to:
a. Know the history of Badminton.
b. Know the nature of the game, Badminton.
c. Execute the basic skills in playing Badminton.
d. Apply knowledge of rules and regulations and strategies in Badminton.

Learning Contents:
Badminton – is a racket sports played by either two opposing players
(singles) or two opposing pairs (doubles), who take positions on
opposite halves of a rectangle court that is divided by a net. Players
score points by striking a shuttlecock with their racket so that it passes over the
net and lands in their opponent’s half of the court. Each side will only
strike the shuttlecock once before it passes over the net. A rally ends
once the shuttlecock wa struck on the floor.

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48
49
50
51
52
53
54
55
56
57
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Activity
Final Practicum

Direction:
Students are divided into two groups (A and B). The students will do
actual playing of Badminton. First to play will be group A, Group B

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will be the referees. After Group A finished playing, they will exchange
rule.

Prepared by:
MARY ANN S. LOPEZ, MAEd.
Instructor

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