Badminton and Flyball - Rules and Information (PDF)
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Hong Kong Baptist University
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This document from Hong Kong Baptist University provides an introduction to badminton and flyball. It includes the history, rules, and glossary of terms for badminton, along with information on flyball, including equipment and competition formats. Explanations of physical fitness components important for badminton are also covered.
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Hong Kong Baptist University Department of Sport & Physical Education UCHL 1046 Whip it or Spin it: Badminton and Flyball Brief history of Badminton The most generally accepted version for the naming of “badminton” was dated back to 1873, when the game was played in a villa...
Hong Kong Baptist University Department of Sport & Physical Education UCHL 1046 Whip it or Spin it: Badminton and Flyball Brief history of Badminton The most generally accepted version for the naming of “badminton” was dated back to 1873, when the game was played in a village called “Badminton” in England. 'Badminton' was slowly evolved through tradition from a combination of an Indian game called “Poona” and another game called “Battledore and Shuttlecock” which were popular in Europe and Asia for nearly two thousand years. The first set of badminton rules was formulated in 1877. The development of Badminton International Badminton Federation (IBF, now known as Badminton World Federation, BWF, since 2006) was set up in 1934. Its principle work is to organize the Thomas Cup and Uber Cup. Asian Badminton Confederation (hereafter referred to as ABC) was also established at Kuala Lumpur in Malaysia in July, 1959. Afterwards, national badminton associations had been established in different continents, which help to introduce and promote the game as a worldwide sport. Development in Hong Kong The Hong Kong Badminton Association (HKBA) was set up in 1934, same year as IBF. In 1950, HKBA had become the member of IBF, and formally sent the first Hong Kong team to participate in the Third Thomas Cup in 1953 to 54. Meanwhile, in order to coordinate the development of badminton, HKBA organizes various related activities and competitions including: training classes, demonstration and promotion of school and community development plans, international competitions and local competitions, such as the HK Open. Major Badminton Tournaments The BWF international tournament structure consists of three grades in 2018. The higher level of the tournament, the winner can receive larger prize money and more ranking points. Grade 1 BWF World Tournaments World Championships The BWF World Championships started in 1977 and was held once every three years until 1983. Starting 2006, the tournament was changed to an annual event on the BWF calendar with the goal to give more chances for the players to be crowned as official "World Champions". However, the tournament will not be held once every four years to give way to the Summer Olympic Games. Thomas Cup & Uber Cup Thomas Cup is the men’s international badminton team championships, and the Uber Cup is the women’s team championships. Thomas Cup & Uber Cup consists of three singles and two doubles matches against the opposing team's counterpart. This competition was organized by BWF and it has been contested every two years since 1984. Sudirman Cup The Sudirman Cup is the world mixed team badminton championship which takes place once every two years. There are five matches in every round: men and women's singles, men and women's doubles and mixed doubles. 1 Olympic Games Badminton was a demonstration sport at the Seoul 1988 Olympic Games and it has been a medal sport at the Olympic Games since Barcelona 1992. Grade 2 HSBC BWF World Tour The world badminton tournament structure has six levels: Level 1: BWF World Tour Finals (Prize pool-US$1,500,000) Level 2: BWF World Tour Super 1000 (Prize pool-US$1,000,000) Level 3: BWF World Tour Super 750 (Prize pool-US$700,000) Level 4: BWF World Tour Super 500 (Prize pool-US$350,000) Level 5: BWF World Tour Super 300 (Prize pool-US$150,000) Level 6: BWF Tour Super 100 (Prize pool-US$75,000) The events that were formerly held from 2007 to 2017 are: Super Series Premier, Super Series, Grand Prix Gold, and Grand Prix. Grade 3 Continental Level BWF Open Tournaments: BWF International Challenge, BWF International Series, and BWF Future Series. Badminton Definitions & Glossary Match The basic contest in badminton between opposing sides, each of 1 or 2 players. / A series of games to determine a winner. Singles A match where there is one player on each of the opposing sides. Doubles A match where there are two players on each of the opposing sides. Rally A sequence of one or more strokes starting with the service, until the shuttle ceases to be in play. Stroke A forward movement of the player’s racket. Offensive play Attacking plays often characterized by hitting the shuttle downward. Defensive play Non-attacking plays often characterized by hitting the shuttle upward. Clear shot A shot hit high and deep to the opponents back boundary line. High serve The high serve is to hit the shuttlecock high in the air and land at the back of your opponent service court. Low serve The low serve is to hit the shuttlecock flying just above the net and land at the front of your opponent service court near the service line. Drive shot A fast and low shot that makes a horizontal flight over the net. Drop shot A shot hit softly and with finesse to fall rapidly and close to the net on the opponent's side. Net shot Shot hit from the forecourt that just clears the net and then falls rapidly. Smash Hard-hit overhead shot that force the shuttle sharply downward. Side by side formation Mostly used as a defensively pattern by players in doubles match. Up and back formation Mostly used as an offensively pattern by players in doubles match. Base position Best position to prepare the frontcourt, midcourt and backcourt strokes. 2 BRIEF LAWS of Badminton 1 COURT AND COURT EQUIPMENT 1.1 The court shall be a rectangle and lay out with lines 40 mm wide as in Diagram A. 1.2 The lines shall be easily distinguishable and preferably be coloured white or yellow. 1.3 All lines form part of the area which they define. 1.4 The posts shall be 1.55 m in height from the surface of the court and shall remain vertical when the net is strained as provided in Rule 1.10. 1.5 The posts shall be placed on the doubles sidelines as in Diagram A, irrespective of whether singles or doubles is being played. 1.6 The net shall be made of fine cord of dark colour and even thickness with a mesh of not less than 15mm and not more than 20mm. 1.7 The net shall be 760 mm in depth and at least 6.1 m wide. 1.8 The top of the net shall be edged with a 75 mm white cloth tape doubled over a cord or cable running through the tape. This tape must rest upon the cord or cable. 1.9 The cord or cable shall be stretched firmly, flush with the top of the posts. 1.10 The top of the net from the surface of the court shall be 1.524 m at the centre of the court and 1.55 m over the side lines for doubles. 1.11 There shall be no gaps between the ends of the net and the posts. If necessary, the full depth of the net should be tied at the ends. 2 SHUTTLE (The shuttle shall have 16 feathers fixed in the base.) 3 3 RACKET 4 TOSS 4.1 Before play commences, a toss shall be conducted and the side winning the toss shall exercise the choice in either Law 4.1.1 or Law 4.1.2. 4.1.1 to serve or receive first. 4.1.2 to start play at one end of the court or the other. 4.2 The side losing the toss shall then exercise the remaining choice. 5 SCORING SYSTEM 5.1 A match shall consist of the best of three games. 5.2 A game shall be won by the side which first scores 21 points. 5.3 The side winning a rally shall add a point to its score. A side 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. 5.4 If the score becomes 20-all, the side which gains a two-point lead first, shall win that game. 5.5 If the score becomes 29-all, the side scoring the 30th point shall win that game. 5.6 The side winning a game shall serve first in the next game. 6 CHANGE OF ENDS 6.1 Players shall change ends: 6.1.1 at the end of the first game; 6.1.2 at the end of the second game, if there is to be a third game; and 6.1.3 in the third game when a side first scores 11 points. 6.2 If the ends are not changed as indicated in Law 6.1, 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. 7 SERVICE 7.1 In a correct service: 7.1.1 Neither side shall cause undue delay to the delivery of the service once server and receiver ready for the service. 7.1.2 On completion of the backward movement of server’s racket head; and delay in the start of the service (Law 7.2), shall be considered to be an undue delay; 4 7.1.3 The server and the receiver shall stand within diagonally opposite service courts without touching the boundary lines of these service courts; 7.1.4 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; 7.1.5 The server's racket shall initially hit the base of the shuttle; 7.1.6 The whole shuttle shall be below the server's waist at the instant of being hit by the server's racket. ** For fixed height experiment: The whole of the shuttle shall be below 1.15 metres from the surface of the court at the instant of being hit by the server’s racket. 7.1.7 The shaft of the server's racket at the instant of hitting the shuttle shall be pointing in a downward direction; (** for fixed height experiment: 7.1.7 does not apply) 7.1.8 The movement of the server's racket must continue forwards after the start of the service until the service is delivered; 7.1.9 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); 7.1.10 In attempting to serve, the server shall not miss the shuttle. 7.2 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. 7.3 The server shall not serve before the receiver is ready. 7.4 In doubles, during the delivery of service, the partners may take up any positions within their respective courts, which do not unsight the opposing server or receiver. 8 SINGLES 8.1 Serving and receiving courts 8.1.1 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. 8.1.2 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. 9 DOUBLES 9.1 Serving and receiving courts 9.1.1 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. 9.1.2 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. 9.1.3 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. 9.1.4 The player of the receiving side standing in the diagonally opposite service court to the server shall be the receiver. 9.1.5 The players shall not change their respective service courts until they win a point when their side is serving. 5 9.1.6 Service in any turn of serving shall be delivered from the service court corresponding to the serving side’s score. 9.2 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. 9.3 Sequence of serving (Diagram 9.3) In any game, the right to serve shall pass consecutively: from the initial server who started the game from the right service court to the partner of the initial receiver. to the partner of the initial server to the initial receiver, to the initial server and so on. 9.4 No player shall serve or receive out of turn or receive two consecutive services in the same game. 9.5 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. Diagram 9.3 Love All 0-0 A serves to C. C D A is initial server and C is the initial receiver. B A AB won a point 1-0 A serves to D C D A B CD won a point 1-1 D serves to A C D A B AB won a point 2-1 B serves to C C D A B CD won a point 2-2 C serves to B C D A B CD won a point 3-2 C serves to A D C A B AB won a point 3-3 A serves to C D C A B 10 SERVICE COURT ERRORS 10.1 A service court error has been made when a player: 10.1.1 Has served out of turn; or 10.1.2 Has served or received from the wrong service court; 10.2 If a service court error is discovered, the error shall be corrected and the existing score shall stand. 11 FAULTS It shall be a 'fault': 11.1 if a service is not correct (Law 9.1); 11.2 if, in service, the shuttle: 6 is caught on the net and remains suspended on its top; after passes over the net, is caught in the net; or is hit by the receiver’s partner; 11.3 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 ceiling 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; or touches a player’s racket and does not travel towards the opponent’s court; 11.4 if, when the shuttle is in play, a player: 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; or 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; 11.5 if a player is guilty of flagrant, repeated or persistent offences under Law 13. 12 LETS 12.1 'Let' shall be called by the umpire, or by a player (if there is no umpire) to halt play. 12.2 It shall be a ‘let’, if: the server serves before the receiver is ready; during service, the receiver and server are both faulted; after the services 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; or unforeseen or accidental situation has occurred. 12.3 When a 'let' occurs, play since the last service shall not count and the player who served last shall serve again. 7 13 CONTINUOUS PLAY, MISCONDUCT, PENALTIES 13.1 Play shall be continuous from the first service until the match is concluded, except as allowed in Laws 13.2 and 13.3. 13.2 Intervals: Not exceeding 60 seconds during each game when the leading score reaches 11 points; Not exceeding 120 seconds between the first and second game, and between the second and third game shall be allowed in all matches. 13.3 A player shall not: deliberately cause delay in, or suspension of, play; deliberately modify or damage the shuttle in order to change its speed or its flight; behave in an offensive manner; or be guilty of misconduct not otherwise covered by the Laws of Badminton. 13.4 Administration of breach The umpire shall administer any breach of Law by: issuing a warning to the offending side; faulting the offending side, if previously warned. On faulting a side, the umpire shall report the offending side immediately to the Referee, who shall have the power to disqualify the offending side from the match. Yellow card is given to a singles player or doubles pair as a warning for breaching the Laws of Badminton. Red card is given to a singles player or doubles pair to penalize subsequent infractions after receiving a yellow card. It counts as fault, meaning the opposing side is awarded a point. After a second red card, a player or pair may be disqualified with a black card at the tournament referee's discretion. Black card is to indicate disqualification. 14 OFFICIALS AND APPEALS 14.1 The Referee shall be in overall charge of the tournament or event of which a match forms part. 14.2 The umpire, where appointed, shall be in charge of the match, the court and its immediate surrounds. The umpire shall report to the Referee. 14.3 The service judge shall call service faults made by the server should they occur. 14.4 A line judge shall indicate whether a shuttle landed 'in' or ‘out' on the line(s) assigned. 14.5 An official's decision shall be final on all points of fact for which that official is responsible except that if, 14.5.1 in the opinion of the umpire, it is beyond reasonable doubt that a line judge has clearly made a wrong call, the umpire shall overdue the decision of the line judge. 14.5.2 an Instant Review System is in operation, the system in operation shall decide on any line call challenge 15 Instant Review System This instant review system was introduced in 2013. When the instant Review System is in operation a player/pair may challenge a Line Judge’s call, or the overrule call of an Umpire. The Umpire may also call for a review if the Line Judge is unsighted and the Umpire is not able to make a decision. The player challenge 8 must be made immediately the shuttle has landed and the call made. A player/pair may make an unlimited number of challenges until there is a maximum of two failed challenges to line calls during the duration of each game of the match. If a call, after review, is deemed correct then the player/pair loses one right to challenge. If the player/pair is deemed to have incorrectly challenged twice then they lose any further right to challenge during the game. If the player/pair’s challenge is successful, they retain the right to challenge and do not lose it. Where the Umpire calls for a review, then no challenge is lost by either player. Physical fitness for Badminton player Physical Fitness is a set of attributes that people have or achieve relating to their ability to perform specific types of physical activity efficiently and effectively. They are specific to health related components and skill related components. Theses physical fitness attributes can be attained through exercise programs using the FITT principle (F-frequency, I- intensity, T-time, and T-type of activity). In addition to the high level of skill and tactics required to play badminton, to be successful you require other physical fitness components, such as good reaction time, speed, agility, coordination, body composition, muscle strength, muscular endurance, power, flexibility, balance, and cardiovascular endurance. Health related physical fitness VS Skill related physical fitness Health related fitness relates to your day-to-day activities. The five health related fitness components are body composition, cardiovascular fitness, flexibility, muscular strength, and muscular endurance. Skill related physical fitness is the ability to perform during games and sports. It is also called performance fitness. The six skill related components of fitness are agility, balance, coordination, power, reaction time, and speed. Health related physical fitness Body composition Body composition refers to the percentage of fat mass and lean body mass (includes muscle, bone, water, and organs). Measurement of body composition: Body Mass Index (BMI) is a useful measure of overweight and obesity. It is calculated from your height and weight to produce a number that enables health professionals to gauge risk of weight-related diseases. BMI equals a person’s weight in kilograms divided by height in meter squared (BMI = kg/m²). The higher your BMI, the higher your risk for certain diseases such as heart disease, high blood pressure, and certain cancers. For most adults, an ideal BMI is in the 18.5 to 24.9 range. Although BMI can be used for most men and women, it does have some limits. For example, it may overestimate body fat in athletes and others who have a muscular build. Or it may underestimate body fat in older persons and others who have lost muscle. Waist Circumference (WC) is an indicator of health risk associated with excess fat around the waist. For Asians, men who have a waist circumference greater than 90cm and women who have greater than 80cm are at higher risk for developing hypertension and cardiovascular disease. 9 Cardiovascular fitness Cardiovascular fitness refers to the ability of the heart, blood vessels, blood, and respiratory system to supply fuel, especially oxygen, to the muscles and the ability of the muscles to utilize fuel to allow sustained exercise. E.g. 3-minutes step up test Flexibility Flexibility refers to the range of motion available at a joint. The degree of flexibility that a person has is influenced by muscles and connective tissues, like ligaments and tendons. Many factors can influence range of motion around a joint, including joint structure (shape and alignment of bones), muscle elasticity and compliance, nervous system activity, activity status, age and sex. Stretching (Static, passive, dynamic and PNF) is a form of exercise that can lead to an increase in flexibility. E.g. Sit-and-reach test (used to measure hamstring and lower-back flexibility) Muscular strength and endurance Muscular strength is the ability of the muscles to generate force. E.g. Handgrip test, push up Muscular endurance is the ability of the muscles to generate force repeatedly. E.g. 1-minute sit up test, squat thrust test Skill related physical fitness Playing badminton can keep your brain fit. All that complicated hand-eye coordination works its magic with brain cells and helps prevent dementia. This game is one of the fastest racket sports, not only requiring health related physical fitness, but also the skill related physical fitness, such as reaction time, speed, agility, etc. Agility Agility refers ability to move and change direction and position of the body quickly and effectively while under control. For example, changing directions to hit a badminton shuttlecock. It also means the ability to think and understand quickly, such as, mental agility, and alertness. Balance Balance is the ability to stay upright or stay in control of body movement. There are balance training that can improve stability and help prevent falls, a common problem in older adults and stroke patients. Coordination Coordination is the ability to use your senses together with your body parts, or to use two or more body parts together. Good coordination helps us to select the right muscle at the right time with proper intensity to achieve proper action, such as hand-eye coordination (use racket to hit the ball). Power Power is the ability to perform one maximum effort in a short period of time as possible. 10 Reaction time Reaction time is the ability to react or respond quickly to what you hear, see, or feel. For example, an athlete quickly return the ball. Speed Speed is the ability to perform a motor skill as rapidly as possible. Speed is not just how fast someone can run, but is dependent on their acceleration, maximal speed of movement, and also speed maintenance (minimizing deceleration). Movement speed requires good strength and power. Exercise prescription: FITT formula The FITT formula is a great way of monitoring your exercise program. It outlines the key components, or training guidelines, for an effective exercise program. Frequency: refers to the frequency of exercise undertaken or how often you exercise. Intensity: refers to the intensity of exercise undertaken or how hard you exercise. Time: refers to the time you spend exercising or how long you exercise for. Type: refers to the type of exercise undertaken or what kind of exercise you do. Your Pulse = Heart Rate = Number of times your heart beats in one minute. Heart rates vary from person to person. A normal resting heart rate is usually 60-100 beats per minute. Children tend to have higher resting heart rates than adults. Maximum Heart Rate (MHR) = 220- your age Target Heart Rate (THR): You gain the most benefits when you exercise in your ''target heart rate zone.'' Usually, this is when your exercise heart rate (pulse) is 60%-80% of your maximum heart rate. Examples: FITT for cardiovascular (aerobic) training and weight loss Frequency – 5 to 6 times per week. Intensity – Easy to moderate, or about 60-75% of your maximum heart rate. Time – Anywhere from 30 to 60 minutes or more. Type – Any exercise you can do continually, like running, walking, cycling, swimming, rowing, stair-climber, elliptical trainer, etc. FITT for strength/ muscular exercise Frequency – 2 to 3 times per week, but NOT on consecutive days Intensity – Strength 6-10 RM (repetition maximum); Endurance 20-30 RM; General fitness 10-15 RM Time – around 60 minutes Type – Free weights, machine weights, resistance bands and body-weight exercises like push-ups, chin-ups and dips, etc. 11 Segments of an Exercise Workout Warm Up Warm up is to get the body ready for the main exercise especially for joint and muscle. Exercise at around 50% of maximal intensity for 5-10 minutes, work up a light sweat, but not fatigue. Warm the body up is more important than stretching. We should not hold our breath while doing stretching. Using dynamic stretching is more suitable for warm up. Main Exercise Aerobic fitness: exercises involving large muscle groups, lasting longer than 15-20 minutes. Muscular fitness: resistance type exercises using weights or other forms of resistance. Cool Down (e.g. static stretching) Low intensity exercise until heart rate and sweating return to pre exercise status. Stretching to minimize post exercise muscles tightness and soreness. Using static stretching is more suitable for cool down. Method of stretching Static stretching means a stretch is held in a challenging but comfortable position for a period of time, usually somewhere between 10 to 30 seconds. Static stretching is the most common form of stretching, and is usually performed during general fitness routines. It is considered the safest and most effective form of stretching to improve overall flexibility. The best time for static stretching is after your workout as part of your cool down routine. 12 Dynamic Stretching is often referred to as a dynamic warm-up. A dynamic warm-up is defined as a series of sport-specific movements that are designed to prepare the muscles for performance. This form of stretching is performed in a safe and controlled fashion. It increases blood flow throughout the body, therefore warming up the muscles. A couple examples of dynamic warm-ups are: high knees, butt-kickers, lunges, high kicks, etc. This is a great warm-up before you exercise as it increases blood flow to the muscles. Principles of Exercise Training to improve Physical Fitness Overload principle In order to improve strength and endurance, athletes must add new resistance or time/intensity to your efforts. Progression Principle Continue to increase physical demands to reach an optimum level of overload. Specificity Principle Particular exercise or skills, relevant & appropriate to your desire outcome. Recovery Principle The body cannot repair itself without rest and time to recover. Muscles need adequate time to recuperate from training & competition. Reversibility Principle Benefits from exercise would be faded if one stops exercise for weeks. Prevention from sports injury Sport specific warm up and cool down. Physically and mentally readiness for participation. Correct outfit and proper sports gears. Wear protective gear for weaken area or chronic injured area(s). Know the rules of the game. Care for injury RICE is often the best first line of treatment for minor acute sports injuries. - Rest: rest the injury. - Ice: ice the injury for 15-20 minutes. - Compression: compress the injury by wrapping it with an ace bandage. - Elevation: elevate the injury above the heart to decrease blood flow and reduce swelling 13 Rehabilitation: Areas including injured and surrounding areas should be trained progressively along with treatment and strengthening exercise before returning to pre-injured activity level so to avoid repeated injuries due to lack of supporting muscle strength and flexibility. Health benefits of exercise Regular exercise and physical activity may: Help you control your weight. Boost happy chemical. Help you with relaxation and sleep quality. Strengthen your bones and muscles. Increase your energy levels. Reduce stress. Improve your brain health and memory. Reduce your risk of heart and chronic diseases. Improve your mental health and mood. Reduce your risk of falls. From Physical Fitness to Wellness Physical Fitness is a state of health and the ability of the body to function at optimal efficiency. Wellness is the state of living a healthy lifestyle. It is an active process of becoming aware of and making choices toward a healthy and fulfilling life. Wellness is more than being free from illness, it is an integrated and dynamic level of functioning oriented toward maximizing potential, dependent on self-responsibility. The Eight dimensions of wellness are physical, emotional, social, spiritual, environmental, intellectual, occupational, and financial dimensions. Physical: Recognize the need for physical activity, healthy foods, and rest. Emotional: Coping effectively with life and creating satisfying relationships. Social: Developing a sense of connection, belonging, & a support system. Spiritual: Expanding a sense of purpose and meaning in life. Environmental: Awareness of personal and societal responsibilities to the well-being of the environment. Intellectual: Recognizing creative abilities and finding ways to develop knowledge and skills. Occupational: Satisfaction and enrichment from one’s work/studies. Financial: Considering/handling of current and future financial situations. 14 Introduction to New Sports Playing sports provides physical and psychological benefit. It helps students to take a break from academics and release energy. It also develops friendship among the children, develops their team spirit, mental and physical toughness. Among young people, physical activity contributes to healthy bones, efficient heart and lung function and improved motor skills and cognitive function. Moreover, through participating in sports with students, teachers can be the positive role models and build relationships. HKBU would like to introduce new sports to schools in order to raise the students’ interest in doing physical activities. Brief Introduction to the Sport of Flyball 旋風球 The format of competition of Flyball is similar to those of badminton, tennis and volleyball. The 10-12 meter long neutral zone separates the two teams' courts instead of the net. Flyball is characterized by a variety of ways the ball takes flight. Players can attack with a variety of ball curves including upward curve, downward dive, and side bends. The opponent needs to catch the ball with a racket. The field for the team match is large and requires six players to cover each other position. Singles game, however, lacks the assistance of teammates, so it challenges personal skills and accurate judgment. Brief history of flyball The flyball originated in Taiwan. Mr. Lai Chao Hsun George, as a coach, studied the design of the racket and the ball and compiled standard gameplay and competition rules to make it a sports project. At present, there are already associations, educational experimental courses, and after-school classes on the Taiwan campus. Master Edutainment is the sole agent of flyball in Hong Kong and the only authorized operator outside Taiwan. This organization aims to promote the new sport flyball by building a coaching system, training athletes, organizing community workshops. It hopes to make this healthy sport a mainstream sport. Hong Kong development In 2016, Mr. Sum Chi Wing (Guy sir) learned the basic skills of flyball from Taiwanese coaches. In the same year, he began to promote in primary and secondary schools in Hong Kong. In 2016, Mr. Sum Chi Wing set up the Hong Kong flyball association and established a standardized coach training system, organized coaching training classes, prepared teaching manuals and referee guidelines. He hopes to gather the power of all circles to promote the flyball movement and improve the level of technology to international sports. Hong Kong flyball association 香港旋風球總會 https://www.flyball.org.hk 15 Flyball equipment 1. Racket and the goal For the equipment, the professional racket Pro increases the grip slip and the top spin point design and enhances the changing ball power when the player attacks, which is suitable for the game players. Racket Weight: 150 g/ Length: 53.5 cm Goal size: 1.3X1.3m 2. Ball The size of the ball is similar to tennis. It is lighter in weight. With the unique track on the racket and a layer of soft glue at the end of the track, the ball can be rotated at high speed. So the players can easily play the ball and create a different path. Weight: 22 g/ Diameter: 8.8 cm Individual Singles In the singles, the court area is reduced to 4m x 5m, the length of the neutral zone is 11m, and there are goals (1.3m high) on each end of the courts. In addition to hitting the floor of the courts, you can also choose to hit the goal, adding a variety of ball curves the attacker can choose from. Six-person team competition Players need to shoot the ball to the opponent's court floor to score points. The only way to defend the opponent's ball is to catch the ball with the racket. The players of each team occupy one court, the court area is 10m x 10m, and the two courts are separated by a 10m neutral zone. The two teams take turn to attack and defend, and the six players in one team take the position of front row and back row like those in volleyball game, 3 in the front and 3 in the back. They also take turns to serve as in volleyball. 16 Rules of the Flyball Singles The flyball tournament format includes single player and team competitions. In the single, there are two goals placed in the bottom line of the two teams, but there are no goals setting in the team competition. Conditions of victory Best of 3 games (can be changed according to the specific regulations of the tournament, such as best of 5 games) Win a game: First to score 11 points and at least 2 points ahead of the opponent to win the game. Win one match: Those who win two games first in three games win the match. Deuce: When a tie is reached during game point (such as a score of 10: 10 deuce), the game shall continue until one leads by two points. (Capping points can be set according to the regulations of the event, for example, the first 15 points win) Venue The court is a rectangle of 21 meters by 4 meters. The ground of the court must be flat, and there must be at least 3 meters wide barrier-free area around it. The obstacle-free space above the playing field shall be free from any objects at least 15 meters from the ground. All markings on the court shall be 5 cm wide and the color shall be different from that of the ground and other sports. A goal (1.3 meters X 1.3 meters) is set at the midpoint of the end line. Divider The two dividing lines divide the court into three areas. The 11-meter field in the middle is the dividing area (neutral zone), and the two sides of the field are the defending areas of both sides. Serving zone The serve line is 4 meters wide, which is the end line of the court. The serve must not exceed the end line. 17 Serve Coin toss before the match to decide on the court or the right to serve. Every two points change the service right in a single game. Players standing behind the serve line need to wait for the referee to whistle before they can serve, otherwise they will be deemed to have missed the serve. Serving should take place behind the end line of the court. Crossing or stepping will be regarded as a service fault. Attack Swiping the ball with a racket to target the opponent's court or player is called an offense. A successful offense is a score. This includes the following scenarios: 1. Directly hit the opponent's court ground including the boundary line or goal (including hitting the post). 2. The ball bounces off the opponent’s racket to the ground or to the body. Defense Use the racket to catch the ball from opponent’ attack. If the ball is caught before touching the ground, the defense is successful. After the ball is caught, player can counterattack immediately. There is no limit to the number of bounces on the racket in singles. Foul Violating rules counts as the opponent's score, including the following situations: Out of bounds: The ball landed out of bounds when attack. Court lines are counted as in-bound. Out of bounds: The attacking ball hits other object before reaching the opponent’s court. Batting: Instead of catching the ball, the player hits the ball directly. Touch: The player is touched by the ball to any part of the body, including touching the ball stuck in the racket without the referee's permission. Offside: The player crosses the divider and enters the neutral zone to attack. If the player has stepped into the neutral zone when catching the bounced ball, he/she should return to the nearest part of the court and counterattack after the referee's permission. Stagnation: After catching the ball, players take more than 5 seconds to counterattack. Walk with the ball: After catching the ball, players move by stepping both legs before counterattack. Rules of the Flyball Six Player Team Game Conditions of victory Generally adopt one of the following systems One-game tiebreaker: The side that scores 25 points first win. When a team reaches 13 points, they need to exchange venues to continue the game. Best of three games: 15 points for a game, and two games for the match. After each game, the teams switch side to continue the match. 18 Deuce When a tie is reached during game point (such as a 14:14 score), the game shall continue until one team leads by two points. (Capping points can be set according to the regulations of the event, for example, the first 18 points will win) Player Six players on one side need to be divided into front and back rows, three in the front and three in the back. Each team has two opportunities for player substitution, and players who are replaced cannot play again in that game. Competition Venue Venue range: The field is 30 meters by 10 meters. The ground must be flat and there must be at least 3 meters wide barrier-free areas around it. The obstacle-free space above the playing field shall be free from any obstacles at least 15 meters from the ground. All markings on the court shall be 5 cm wide and the color shall be different from that of the ground and other sports. Divider: The two dividing lines divide the court into three equal zones. The middle 10-meter field is the dividing field (neutral zone), and the two ends are the defending areas of the two opposing teams. The size of the defending field is 10 meters wide by 10 meters deep. Serving zone: The service line is 10 meters wide, which is the end line of the court. The server must not exceed the end line when serving. 19 Serve Coin toss before the game to decide on the field or the right to serve first. The player in the middle of the back row serves the ball. Players must wait for the referee to whistle before they can serve, otherwise they will be deemed to have missed a serve and will lose a point. Serving must be served behind the end line of the court. Crossing the line or stepping on the line will be regarded as a service fault and a point to the opponent. If the serving team win a point, they continue to serve. If the receiving team win a point, then they get the service right and the six players shall change their positions clockwise once. Attack Swiping the ball with a racket to target the opponent's field or player, is called an offense. A successful offense is a score. This includes the following scenarios: 1. Directly hit the opponent's ground including the boundary line. 2. The ball bounces off the defender’s racket to the ground or to the body. Defense Use the racket to catch the ball from opponent’ attack. If the ball is caught before touching the ground, the defense is successful. After the ball is caught, player can counterattack immediately. 20 Foul Violating rules counts as the opponent's score, including the following situations: Out of bounds: The ball landed out of bounds when attack. Court lines are counted as in-bound. Bounces on the racket: Before the ball lands on defense, one or multiple players can touch the ball with the racket up to three times (including the final one catching the ball). Out of bounds: The attacking ball hits other object before reaching the opponent’ court. Batting: Instead of catching the ball, the player hits the ball directly. Touch: The player is touched by the ball to any part of the body, including touching the ball stuck to the racket without the referee's permission. Illegal attack: The player crosses the divider and enters the neutral zone to attack. If the player has stepped into the neutral zone when catching the bounced ball, he/she should return to the nearest part of the court and counterattack after the referee's permission. Stagnation: After catching the ball, players take more than 5 seconds to counterattack. Walk with the ball: After catching the ball, players move by stepping both legs before counterattack. Passing: After catching the ball, player passes the ball to teammates instead of attack. Wrong position: The player is not in his correct position at the moment of serving. Offside: When the rear row player receives the ball, they are standing ahead of the front row players. Flyball technique 21 Tournament formats Singles Elimination Tournament The singles elimination/ knockout is a type of elimination tournament format. If a team loses in the match, the team is out of the tournament. Each winner will play another in the next round, until the final match-up. The final winner becomes the tournament champion. This type of tournament works best if you have a large number of teams and a short time frame. To determine the number of matches, subtract one from the total number of participants. For example, if you have 12 participants taking part, simply 12-1=11. Therefore there will be 11 total matches to determine a champion. 22 Double Elimination Tournament A double-elimination tournament is a type of elimination tournament competition in which a team or player ceases to be eligible to win the tournament's championship upon having lost two games or matches. There is a winner's bracket and a loser's bracket. All participants start in the winner's bracket. Upon defeat they will move to the loser's bracket where they will battle their way to play in the championship match, which they must defeat the winner's bracket champion twice. It stands in contrast to a single-elimination tournament, in which only one defeat results in elimination. The advantage of this type of tournament is giving the participants at least twice as much participation as the single elimination, and it is one of the fairest type of tournaments. However, the tournament takes longer to run than a single elimination tournament. To determine the number of matches use the formula (Nx2)-2. With a tournament of 4 teams, the calculation would be: (4x2)-2= 6 games. Round Robin The Round Robin Tournament is also popular and means that every team will play every other team in the tournament one time. The champion in a round-robin tournament is the contestant that wins the most games. A round robin tournament is the fairest way to determine the champion from among a known and fixed number of contestants. Each contestant, whether player or team, has equal chances against all other opponents because there is no prior seeding of contestants that will preclude a match between any given pair. The element of luck can be reduced as compared to a knockout system since one or two bad performances need not ruin a competitor's chance of ultimate victory. To determine the number of games for a round robin tournament, as the formula is N x (N-1)/2. With a tournament of 6 teams, the calculation would be: 6 x (6-1)/2 = 6 x 5/2 = 30/2 = 15 games. Combination of Round Robin and Single Elimination Based on the number of participants, the round robin format can be broken up into "pools". A pool is a group of teams that will play round robin and the winner of each pool will usually face off in a championship tournament. Example: A normal 24 team Round Robin Tournament would have 276 games, so the ideal way to run this would be to break it up into 6 Pools of 4 teams which would have 36 total games. You could then take the 6 winners from each pool and have a single elimination tournament to decide the overall championship. 23