Athletics Past Paper PDF
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This document provides details about various athletic events, including running, jumping, and throwing events, with descriptions and the rules of many different athletics competitions. It covers topics like hurdles, relays, and road races, as well as individual events like the high jump and shot put.
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Individual, Dual and Combative Sports ATHLETICS Athletics, commonly known as Track and Field, is a collection of sports events that involve running, throwing and jumping. The name “athletics” is derived from the Greek word “athlos” meaning “contest”. RUNNING: events conducted on a track (generall...
Individual, Dual and Combative Sports ATHLETICS Athletics, commonly known as Track and Field, is a collection of sports events that involve running, throwing and jumping. The name “athletics” is derived from the Greek word “athlos” meaning “contest”. RUNNING: events conducted on a track (generally 400 meter, except indoors) Sprints: events up to and including the 400 meters are: 1. 60 meters (indoors only) 2. 100 meters 3. 200 meters 4. 400 meters (quarter mile) Middle Distance Events: 1. 600 meters (indoor) 2. 800 meters (half mile) 3. 1,000 meters (indoor) 4. 1,500 meters (metric mile) Long Distance Events: events over, and including, the 3000 meters (3 k).1. 3,000 meter run 2. 3,000 meter steeplechase 3. 5,000 meter run 4. 10,000 meter run Hurdles: events that require the runner to jump over evenly spaced barriers during the race. 1. 60 meter hurdles (indoor) 2. 100 m hurdles (women) 3. 110 m hurdles (men) 4. 400 m hurdles 5. 3000 m Steeplechase Relays: races 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. 5000 meters (5 km) 2. 10,000 meters (10 km) 3. Half marathon (21.0975 km) 4. Marathon (42.195 km). The marathon is the only common road-racing distance run in major international athletics championships, such as the Olympics. Field Events Throwing Events 1. Javelin 2. Shot Put 3. Hammer Throw The “hammer” used for the hammer throw is different, whether the event is indoors (often a large ball, resembling a medicine ball, with a handle attached) or outdoors (basically a shot with a handle attached) 4. Discus Jumping Events 1. High Jump 2. Pole Vault 3. Triple Jump 4. Long Jump Heptathlon: the Heptathlon includes the following seven events: The heptathlon consisted of seven track and field events, with a points system that awarded higher scores for better results in each of the seven components. Outdoors (usually only women): 2 days 1st day 100 metres hurdles High jump Shot put 200 metres 2nd day Long jump Javelin throw 800 metres Decathlon: the Decathlon includes the following ten events: 1st day 1. 100 meters 2. Long Jump 3. Shot Put 4. High Jump 5. 400 meters 2nd day 6. 110 meter H hurdles 7. Discus 8. Pole Vault 9. Javelin 10.1500 meters Race walking: Common lengths are: 1. 10 km 2. 20 km 3. 50 km Rules Track events Starting The start of a race is marked by a white line 5cm wide. In all races that are not run in lanes the start line must be curved, so that all the athletes start the same distance from the finish. Starting blocks must be used for all races up to and including 400 m (including the first leg of the 4 x 200 m and 4 x 400 m) and may not be used for any other race. No part of the starting block may overlap the start line or extend into another lane. All races must be started by the report of the starter’s gun or approved starting apparatus fired upwards after he or she has ascertained that athletes are steady and in the correct starting position An athlete may not touch either the start line or the ground in front of t with his hands or his feet when on his marks At most international competitions the commands of the starter in his own language, in English or in French must, in races up to and including 400 m, be “on your marks” and “set”. When all athletes are “set”, the gun must be fired, or an approved starting apparatus must be activated. False start: An athlete, after assuming a final set position, may not commence his starting motion until after receiving the report of the gun, or approved starting apparatus. If, in the judgment of the starter or recallers, he does so any earlier, it is considered a false start. It is deemed a false start if, in the judgment of the starter an athlete fails to comply with the commands “on your marks” or “set” as appropriate after a reasonable time; or an athlete after the command “on your marks” disturbs other athletes in the race through sound or otherwise. Any athlete making a false start must be warned. Running the race In all races run in lanes, each athlete must keep within his allocated lane from start to finish. This also applies to any portion of a race run in lanes. Any athlete who jostles or obstructs another athlete, in a way that impedes his progress, should be disqualified. The finish The athletes must be placed in the order in which any part of their bodies (i.e. torso, as distinguished from the head, neck, arms, legs, hands or feet) reaches the vertical plane of the nearer edge of the finish line. High Jump The Competition 1. An athlete shall take off from one foot. 2. An athlete fails if: (a) After the jump, the bar does not remain on the supports because of the action of the athlete whilst jumping; or (b) He touches the ground including the landing area beyond the vertical plane through the nearer edge of the crossbar, either between or out side the uprights with any part of his body, without first clearing the bar. Pole Vault The Competition 1. An athlete fails if: (a) after the vault, the bar does not remain on the pegs because of the action of an athlete whilst vaulting (b) he touches the ground, including the landing area beyond the vertical plane through the back end of the box with any part of his body or with the pole, without first clearing the bar after leaving the ground he places his lower hand above the upper one or moves the upper hand-higher on the pole. (d) during the vault an athlete steadies or replaces the bar with his hand/s. All jumps shall be measured from the nearest break in the landing area made by any part of the body to the take-off line, or take-off line extended (see Rule 185.1 (f).The measurement shall be taken perpendicular to the take-off line or its extension. Triple Jump The Rules for the Long Jump apply to the Triple Jump with the following additions: The Competition 1. The Triple Jump shall consist of a hop, a step and a jump in that order. 2. The hop shall be made so that an athlete lands first on the same foot as that from which he has taken off; in the step he shall land on the other foot, from which, subsequently, the jump is performed. THROWING EVENTS Personal Safeguards (a) An athlete shall not use any device of any kind -e.g. the taping of two or more fingers together or using weights attached to the body -which in any way provides assistance when making a trial. An athlete may use tape on the hand when needed to cover an open cut or wound. An athlete in the Hammer Throw may tape individual fingers. (b) An athlete shall use gloves in the Hammer Throw only. (c) In order to obtain a better grip, an athlete may use a suitable substance on his hands only. In addition, hammer throwers may use such substances on their gloves, and shot putters may use such substances on their neck. (d) In order to protect the spine from injury, an athlete may wear a belt of leather or other suitable material. Trials In the Shot Put, Discus Throw and Hammer Throw, implements shall be thrown from a circle and in the Javelin Throw from a runway. In the case of trials made from a circle, an athlete shall commence his trial from a stationary position inside the circle. An athlete is allowed to touch the inside of the rim. In the Shot Put he is also allowed to touch the inside of the stop board described in Rule 188.2. It shall be a failure if an athlete in the course of a trial: (a) Improperly releases the shot or the javelin, (b) after he has stepped into the circle and begun to make a throw, touches with any part of his body the top of the rim or the ground outside the circle, (c) in the Shot Put, touches with any part of his body the top of the stop board, (d) in the Javelin Throw, touches with any part of his body the lines which mark the runway or the ground outside. It shall be a failure if the shot, the discus, the hammerhead or the tip of the javelin in contacting the ground when it first lands touches the sector line or the ground outside the sector line. An athlete shall not leave the circle or runway until the implement has touched the ground (a) In the case of the Javelin Throw, when an athlete leaves the runway, the first contact with the parallel lines or the ground outside the runway shall be completely behind the white line of the arc at right angles to the parallel Lines (b) After each throw, implements shall be carried back to the area next to the circle or runway and never thrown back. Measurements In all throwing events, distances shall be recorded to the nearest 0.01m below the distance measured if the distance measured is not a whole centimeter. The measurement of each throw shall be made immediately after the trial: (a) From the nearest mark made by the fall of the shot, discus and hammer head, to the inside of the circumference of the circle along a line to the centre of the circle; (b) In Javelin Throw, from where the tip of the javelin first struck the ground to inside edge of the arc, along a line to the Centre of the circle of which the arc is part. Markers A distinctive flag or marker may be provided to mark the best throw of each athlete, in which case it shall be placed along, and outside, the sector lines. A distinctive flag or marker may also be provided to mark the existing World Record and, when appropriate, the existing Area, National or Meeting Record. Shot Put The Competition The shot shall be put from the shoulder with one hand only. At the time an athlete takes a stance in the circle to commence a put, the shot shall touch or be in close proximity to the neck or the chin and the hand shall not be dropped below this position during the action of putting. The shot shall not be taken behind the line of the shoulders. Hammer Throw The Competition 1 An athlete, in his starting position prior to the preliminary swings or turns, is allowed to put the head of the hammer on the ground inside or outside the circle. 2. It shall not be considered a failure if the head of the hammer touches the ground inside or outside the circle, or the top of the rim. 3. The athlete may stop and begin the throw again, provided no other Rule has been breached. 4. If the hammer breaks during a throw or while in the air, it shall not count as a failure. Javelin Throw The Competition (a) The javelin shall be held at the grip. It shall be thrown over the shoulder or upper part of the throwing arm and shall not be slung or hurled. (b) A throw shall be valid only if the tip of the metal head strikes the ground before any other part of the javelin. (c) Until the javelin has been thrown, an athlete shall not at any time turn completely around, so that his back is towards the throwing arc. 2. If the javelin breaks during a throw or while in the air, it shall not count as a failure. Combined Events Competitions The Men’s Decathlon consists of ten events which shall be held on two consecutive days in the following order: First day:100m;Long Jump; Shot Put; High Jump; 400m. Second day:110m Hurdles; Discus Throw; Pole Vault; Javelin Throw;1500m. WOMEN Heptathlon The Heptathlon consists of seven events, which shall be held on two consecutive days in the following order: First day: 100m Hurdles; High Jump; Shot Put; 200m. Second day: Long Jump; Javelin Throw; 800m. The Women’s Decathlon consists of ten events which shall be held on two consecutive days in the following order: First day:100m;Discus Throw; Pole Vault; Javelin Throw; 400m. Second day:100m Hurdles ;Long Jump; Shot Put; High Jump; 1500m. General At the discretion of the Combined Events Referee, there shall, whenever possible, be an interval of at least 30 minutes between events, for any individual athlete. If possible, the time between the last event and the start of the first event on the succeeding day should be at least 10 hours. The Rules for each event constituting the competition will apply with the following exceptions: (a In the Long Jump and each of the throwing events, each athlete shall be allowed three trials only. (b) In case Fully Automatic Timing is not available, each athlete’s time shall be taken by three Timekeepers independently. (c) In the track events, an athlete shall be disqualified in any event in which he has made two false starts. Officials of the Competition The Organizing Committee of a competition shall appoint all officials, subject to the Rules of the Member in whose country the competition is held and, in the case of competitions under Rules 1.1(a),(b),(c)and (f), subject to the Rules and procedures of the appropriate international organization. The following list comprises the officials considered necessary for major International Competitions. The Organizing Committee may, however, vary this according to local circumstances. MANAGEMENT OFFICIALS One Competition Director One Meeting Manager One Technical Manager One Event Presentation Manager COMPETITION OFFICIALS One Referee for the Call Room One (or more) Referee for Track Events One (or more) Referee for Field Events One (or more) Referee for Combined Events One (or more) Referee for events outside the Stadium One Chief Judge and an adequate number of Judges for Track Events One Chief Judge and an adequate number of Judges for each Field Event One Chief Judge and five Judges for each Track Race Walking Event One Chief Judge and eight Judges for each Road Race Walking Event Other Race Walking Competition officials, as necessary, Including Recorders, Posting Board operators, etc. One Chief Umpire and an adequate number of Umpires One Chief Timekeeper and an adequate number of Timekeepers One Start Coordinator and an adequate number of Starters and Recallers One (or more) Starter’s Assistant One Chief and an adequate number of Lap Scorers One Competition Secretary and an adequate number of assistants One Chief and an adequate number of Marshals One (or more) Wind Gauge Operator One Chief Photo Finish Judge and an adequate number of Assistant Photo Finish Judges One (or more) Measurement Judge (Electronics) One Chief and an adequate number of Call Room Judges ADDITIONAL OFFICIALS One (or more) Announcer One (or more) Statistician One Advertising Commissioner One Official Surveyor One (or more) Doctor Stewards for Athletes, Officials and Press BADMINTON Badminton is a racquet sport played by either two opposing players (singles) or two opposing pairs (doubles), who take positions on opposite halves of a court that is divided by a net. Players score points by striking a shuttlecock with their racquet so that it passes over the net and lands in their opponents’ court. A rally ends once the shuttlecock has struck the ground, and the shuttlecock may only be struck once by each side before it passes over the net. History and development Badminton was called “Poona” in India during the 18th century, and British Army officers assigned there took an energetic Indian type back to England in the 1860s, where it was introduced as an upper class amusement. Isaac Spratt published a booklet, “Badminton Battledore - a new game” in 1860, but unfortunately no copy has survived. The International Badminton Federation (IBF) (now known as Badminton World Federation) was established in 1934 with Canada, Denmark, England, France, the Netherlands, Ireland, New Zealand, Scotland, and Wales as its founding members. India joined as an affiliate in 1936. The BWF now governs international badminton and develops the sport globally. Although originated in England, international badminton has usually dominated by Asian countries, plus Denmark from Europe. China, Indonesia, South Korea and Malaysia are among the nations that have consistently produced world-class players in the past few decades and dominated competitions on the international level, with China domination in recent years. Badminton strokes Badminton offers a wide variety of basic strokes, and players require a high level of skill to perform all of them effectively. All strokes can be played either forehand or backhand. A player’s forehand side is the same side as his playing hand: for a right-handed player, the forehand side is his right side and the backhand side is his left side. Forehand strokes are hit with the front of the hand leading (like hitting with the palm), whereas backhand strokes are hit with the back of the hand leading (like hitting with the knuckles). Players frequently play certain strokes on the forehand side with a backhand hitting action, and vice-versa Service The service presents its own array of stroke choices. The serve is restricted by the Laws so that it must be hit upwards. The server can choose a low serve into the forecourt (like a push), or a lift to the back of the service court, or a flat drive serve. Lifted serves may be either high serves, where the shuttlecock is lifted so high that it falls almost vertically at the back of the court. Strategy To win in badminton, players need to employ a wide variety of strokes in the right situations. These range from powerful jumping smashes to delicate tumbling net returns. Often rallies finish with a smash, but setting up the smash requires subtler strokes. For example, a net shot can force the opponent to lift the shuttlecock, which gives an opportunity to smash. If the net shot is tight and tumbling, then the opponent’s lift will not reach the back of the court, which makes the subsequent smash much harder to return. Deception is also important. Expert players make the preparation for many different strokes look identical, and use slicing to deceive their opponents about the speed or direction of the stroke. If an opponent tries to anticipate the stroke, he may move in the wrong direction and may be unable to change his body momentum in time to reach the shuttlecock. Singles The singles court is narrower than the doubles court, but the same length, with the exception that a serve in the single can reach the end of the court while a serve in the doubles could not. Since one person needs to cover the entire court, singles tactics are based on forcing the opponent to move as much as possible; this means that singles strokes are normally directed to the corners of the court. Players exploit the length of the court by combining lifts and clears with drop shots and net shots. Smashing is less prominent in singles than in doubles because players are rarely in the ideal position to execute a smash, and smashing often leaves the smasher vulnerable if the smash is returned. Doubles Both pairs will try to gain and maintain the attack, smashing downwards when possible. Whenever possible, a pair will adopt an ideal attacking formation with one player hitting down from the rear court, and his partner in the mid court intercepting all smash returns except the lift. If the rear court attacker plays a drop shot, his partner will move into the forecourt to threaten the net reply. If a pair cannot hit downwards, they will use flat strokes in an attempt to gain the attack. If a pair is forced to lift or clear the shuttlecock, then they must defend: they will adopt a side-by-side position in the rear mid court, to cover the full width of their court against the opponents’ smashes. Both pairs will try to gain and maintain the attack, smashing downwards when possible. Whenever possible, a pair will adopt an ideal attacking formation with one player hitting down from the rear court, and his partner in the mid court intercepting all smash returns except the lift. If a pair is forced to lift or clear the shuttlecock, then they must defend: they will adopt a side-by-side position in the rear mid court, to cover the full width of their court against the opponents’ smashes. Both pairs will try to gain and maintain the attack, smashing downwards when possible. Whenever possible, a pair will adopt an ideal attacking formation with one player hitting down from the rear court, and his partner in the mid court intercepting all smash returns except the lift. Mixed doubles In mixed doubles, both pairs try to maintain an attacking formation with the woman at the front and the man at the back. This is because the male players are substantially stronger, and can therefore produce more powerful smashes. As a result, mixed doubles requires greater tactical awareness and subtler positional play. Clever opponents will try to reverse the ideal position, by forcing the woman towards the back or the man towards the front. In order to protect against this danger, mixed players must be careful and systematic in their shot selection DEFINITIONS Player: Any person playing Badminton. Match: The basic contest in Badminton between opposing sides each of one or two players. Singles: A match where there is one player on each of the opposing sides. Doubles: A match where there are two players on each of the opposing sides Serving side: The side having the right to serve. Receiving side: The side opposing the serving side. Rally: A sequence of one or more strokes starting with the service, until the shuttle ceases to be in play. Stroke: A forward movement of the player’s racket. The Laws of Badminton COURT AND COURT EQUIPMENT The court shall be a rectangle marked out with lines 40 mm wide as shown in Diagram A. The lines marking out the court shall be easily distinguishable and preferably be colored white or yellow. All the lines shall form part of the area which they define. POST The posts shall be 1.55 meters in height from the surface of the court and shall remain vertical when the net is strained as provided in Law 1.10. The posts or its supports shall not extend into the court. The posts shall be placed on the doubles side lines as in Diagram A irrespective of whether singles or doubles is being played. NET The net shall be made of fine cord of dark color and even thickness with a mesh of not less than l5 mm and not more than 20 mm. The net shall be 760 mm in depth and at least 6.1 meters wide. The top of the net shall be edged with a 75 mm white tape doubled over a cord or cable running through the tape. This tape shall rest upon the cord or cable. The cord or cable shall be stretched firmly, flush with the top of the posts. The top of the net from the surface of the court shall be 1.524 meters at the centre of the court and 1.55 meters over the side lines for doubles. There shall be no gaps between the ends of the net and the posts. If necessary, the full depth of the net at the ends shall be tied to the posts SHUTTLE The shuttle shall be made of natural and / or synthetic materials. From what- ever material the shuttle is made, the flight characteristics generally shall besimilar to those produced by a natural feathered shuttle with a cork base covered by a thin layer of leather. Feathered shuttle shall have 16 feathers fixed in the base. The feathers shall have a uniform length between 62 mm to 70 mm when measured from the tip to the top of the base. The tips of the feathers shall lie on a circle with a diameter from 58 mm to 68 mm. The feathers shall be fastened firmly with thread or other suitable material. The base shall be 25 mm to 28 mm in diameter and rounded on the bottom. The shuttle shall weigh from 4.74 to 5.50 grams. Non-Feathered Shuttle. The skirt, or simulation of feathers in synthetic materials, shall replace natural feathers. However, because of the difference in the specific gravity and other properties of synthetic materials in comparison with feathers, a varia-tion of up to 10 per cent shall be acceptable. Subject to there being no variation in the general design, speed and flight of the shuttle, modifications in the above specifications may be made with the approval of the Member As sociation concerned, in places where atmospheric conditions due to either altitude or climate make the standard shuttle unsuitable. RACKET The racket shall be a frame not exceeding 680 mm in overall length and 230 mm in overall width consisting of the handle is the part of the racket intended to be gripped by a player. The stringed area is the part of the racket with which it is intended that a player hits the shuttle. The head bounds the stringed area. The shaft connects the handle to the head. The throat (if present) connects the shaft to the head shall be flat and consist of a pattern of crossed strings either alternately interlaced or bonded where they cross. The stringing pattern shall be generally uniform and, in particular, not less dense in the centre than in any other area; and shall not exceed 280 mm in over all length and 220 mm in overall width. However, the strings may extend into an area which otherwise would be the throat, provided that: the width of the extended stringed area does not exceed 35 mm; and the overall length of the stringed area does not then exceed 330 mm. The racket: shall be free of attached objects and protrusions, other than those used solely and specifically to limit or prevent wear and tear, or vibration, or to distribute weight, or to secure the handle by cord to the player’s hand, and which are reason able in size and placement for such purposes; and shall be free of any device that makes it possible for a player to change materially the shape of the racket. TOSS Before play commences, a toss shall be conducted and the side winning the toss shall exercise the choice in either to serve or receive first; to start play at one end of the court or the other. The side losing the toss shall then exercise the remaining choice. SCORING SYSTEM A match shall consist of the best of three games, unless otherwise arranged. A game shall be won by the side which first scores 21 points, except if the score becomes 20-all, the side which gains a two point lead first, shall win that game and if the score becomes 29-all, the side scoring the 30th point shall win that game. The side winning a rally shall add a point to its score. A side shall win a rally, if the opposing side commits a “fault” or the shuttle ceases to be in play because it touches the surface of the court inside the opponent’s court. The side winning a game shall serve first in the next game. CHANGE OF ENDS Players shall change ends: at the end of the first game; at the end of the second game, if there is to be a third game; and in the third game when a side first scores 11 points. If the ends are not changed it shall be done so as soon as the mistake is discovered and when the shuttle is not in play. The existing score shall stand. If the ends are not changed it shall be done so as soon as the mistake is discovered and when the shuttle is not in play. The existing score shall stand SERVICE In a correct service: neither side shall cause undue delay to the delivery of the service once the server and the receiver are ready for the service. On completion of the backward movement of server’s racket head, any delay in the start of the service shall be considered to be an undue delay; the server and the receiver shall stand within diagonally opposite service courts with out touching the boundary lines of these service courts; 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 the server’s racket shall initially hit the base of the shuttle; the whole shuttle shall be below the server’s waist at the instant of being hit by the server’s racket. The waist shall be considered to be an imaginary line round the body, level with the lowest part of the server’s bottom rib; the shaft of the server’s racket at the instant of hitting the shuttle shall be pointing in a downward direction; the movement of the server’s racket shall continue forwards from the start of the service until the service is delivered; the flight of the shuttle shall be upwards from the server’s racket to pass over the net so that, if not intercepted, it shall land in the receiver’s service court (i.e. on or within the boundary lines); and in attempting to serve, the server shall not miss the shuttle. 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. Once started the service is delivered when the shuttle is hit by the server’s racket or, in attempting to serve, the server misses the shuttle. The server shall not serve before the receiver is ready. However, the receiver shall be considered to have been ready if a return of the service is a tempted. 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. SINGLES Serving and receiving courts. The players shall serve from, and receive in, their respective right service courts when the server has not scored or has scored an even number of points in that game. 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. Order of play and position on court in a rally, the shuttle may be hit by the server and the receiver alternately, from any position on that player’s side of the net, until the shuttle ceases to be in play. Scoring and serving If the server wins a rally the server shall score a point. The server shall then serve again from the alternate service court. If the receiver wins a rally, the receiver shall score a point. The receiver shall then become the new server. DOUBLES Serving and receiving courts 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. 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. 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. The player of the receiving side standing in the diagonally opposite service court to the server shall be the receiver. 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. The player of the receiving side standing in the diagonally opposite service court to the server shall be the receiver. 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 (Law 15). Scoring and serving If the serving side wins a rally, the serving side shall score a point. The server shall then serve again from the alternate service court. If the receiving side wins a rally, the receiving side shall score a point. The receiving side shall then become the new serving side. Sequence of serving 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. The service shall be delivered from the left service court to the partner of the initial server to the initial receiver, to the initial server and so on. No player shall serve or receive out of turn, or receive two consecutive services in the same game, except 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. No player shall serve or receive out of turn, or receive two consecutive services in the same game, except 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. SERVICE COURT ERRORS Service court error has been made when a player: has served or received out of turn; or Has served or received from the wrong service court; if a service court error is discovered, the error shall be corrected and the existing score shall stand. FAULTS It shall be a “fault”: if a service is not correct; if, in service, the shuttle: is caught on the net and remains suspended on its top; after passing over the net, is caught in the net; or is hit by the receiver’s partner; if in play, the shuttle: lands outside the boundaries of the court (i.e. not on or within the boundary lines); passes through or under the net; fails to pass over the net; touches the ceiling or side walls; touches the person or dress of a player; touches any other object or person outside the court; (Where necessary on account of the structure of the building, the local badminton authority may, subject to the right of veto of its Member Association, make bye-laws dealing with cases in which a shuttle touches an obstruction); 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; if, 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; if a player is guilty of flagrant, repeated or persistent offences under Law 16 LETS “Let” shall be called by the umpire, or by a player (if there is no umpire), to halt play. It shall be a “let, if: the server serves before the receiver is ready; during service, the receiver and the server are both faulted; after the service is returned, the shuttle is: caught on the net and remains suspended on its top, or after passing over the net is caught in the net; during play, the shuttle disintegrates and the base completely separates from the rest of the shuttle; in the opinion of the umpire, play is disrupted or a player of the opposing side is distracted by a coach; a line judge is unsighted and the umpire is unable to make a decision; or any unforeseen or accidental situation has occurred. When a “let” occurs, play since the last service shall not count and the player who served last shall serve again. SHUTTLE NOT IN PLAY A shuttle is not in play when: it strikes the net or post and starts to fall towards the surface of the court on the striker’s side of the net; it hits the surface of the court; or a “fault” or a “let” has occurred. TABLE TENNIS Table tennis, also known as ping pong, is a sport in which two or four players hit a lightweight, hollow ball back and forth to each other with paddles (also known as ‘bats’ or ‘rackets’). The game takes place on a hard table divided by a net. Players must allow a ball played towards them only one bounce on their side of the table and must return it so that it bounces on the Opposite side. Points are scored when a player fails to return the ball within the rules. Play is fast and demands quick reactions. A skilled player can impart several varieties of spin to the ball, altering its trajectory and limiting an opponent’s options to great advantage. The game is controlled by the International Table Tennis Federation (ITTF), founded in 1926. Since 1988, table tennis has been an Olympic sport which includes four events: men’s singles, women’s singles, men’s teams, and women’s teams. The sport is played with two or four players hitting a ball with rackets back and forth to each other on a table, in a manner similar to tennis. The rules are slightlydifferent, but the concept is quite similar. In singles play, the serve is not required to cross from the server’s right-hand court to the receiver’s right-hand court (or left to left) as it is in tennis. The sport is played with two or four players hitting a ball with rackets back and forth to each other on a table, in a manner similar to tennis. The rules are slightly different, but the concept is quite similar. In singles play, the serve is not required to cross from the server’s right-hand court to the receiver’s right-hand court (or left to left) as it is in tennis. The sport is played with two or four players hitting a ball with rackets back and forth to each other on a table, in a manner similar to tennis. The rules are slightly different, but the concept is quite similar. In singles play, the serve is not required to cross from the server’s right-hand court to the receiver’s right-hand court (or left to left) as it is in tennis. However, serving across is required in doubles play. Ball spin, speed, placement, strategy and tactics play an important part in competitive table tennis matches. The speed of the ball can vary from slow serves with much spin to smashes that travel as fast as 112.5 kilometers per hour (70 mph). Facilities and Equipment The Racket – A wooden rubber faced as mandated by the rules The Ball – Celluloid spherical white or yellow in color 40 mm in diameter The Table – measured 5’ X 9’ and 30” above the surface of the floor Net – 6’ long and 6” wide stretched across the center of the table and extend in both sides by 6” Analysis of the Game The Grip – Forehand/Backhand Serving – push shot serve, top spin serve, back spin serve Foot work and /stance –proper stance and footwork in serving or receiving are important consideration Strokes Forehand/backhand Push shot or half volley Forehand/backhand top spin Forehand/backhand drive Forehand/backhand chop Forehand/ backhand Smash Rules of the Game Single 1. A game is won by the player who wins 11 pts. except when the score is 10 all, where an advantage of two points is needed in order to win 2. The service and receiving is decided by a toss 3. Server is given 2 service delivery 4. Match is consist of 4 winning games Service A good service is done by placing the ball in the open palm of the free hand away from and above the table. The ball must first bounce in the table side of the server before going over the net and bouncing on the table side of the receiver. The receiver must strike the ball after it bounce in his table side in returning to the server. Points, Let and Scoring Point is an outcome of any violations A let is an outcome of a rally which is not score Rally points is being used ARNIS One of the oldest systematic martial arts of the Filipinos. Patterned to a bladed weapon from Malay Known as “Kali” a large bladed weapon use by the Indonesians for fencing called “Tjakalele” (Yukalele). An extension of the arms was used which is a stick and the fighting form was called Arnis de Mano which has three forms of plays Known as: Espada y Daga – a combination of a long and short dagger. Solo Baston – single stick is used. Sinawali – two sticks being swing in an intricate movement of a criss-cross fashion. Espada y Daga – a combination of a long and short dagger. Solo Baston – single stick is used. Sinawali – two sticks being swing in intricate movements of a criss-cross fashion. Modern Arnis attracted many practitioners because of its interesting features and for being known as Filipino Martial Arts. Its inclusion to the Physical education classes of the Filipinos truly promotes it as an indigenous game. Equipment Rattan Stick – 28” - 32” long and a diameter of ¾ to 1” Body Armor – use for official competition in Arnis Fighting Form 12 Striking Technique Defensive Stance Redondo Single Sinawali Double Sinawali Stance and Posture Straddle Stance Forward Stance Back Leaning Stance Forward Leaning stance sideward direction Forward Leaning stance facing the back Cross Stance Footwork Reverse Triangle Left and Right side Stepping Left side triangle Essential Elements to Become Good Fighter Techniques Alertness and Awareness Speed Power Timing Proper Delivery of Strikes Endurance and Stamina Determination Confidence Yelling SWIMMING Swimming is the movement by humans or animals through water, usually with out artificial assistance. Swimming is an activity that can be both useful and recreational. Its primary uses are bathing, cooling, travel, fishing, escape, and sport. Animals with lungs have an easier time floating than those without. Almost all mammals can swim by instinct, including bats, kangaroos, moles and sloths. The few exceptions include apes and possibly giraffes and porcupines. Land birds can swim or float for at least some time. Ostriches, cassowaries and tortoises can swim. Juvenile penguins drown if they accidentally fall in water since their down cover is not suited to water. History Swimming has been known since prehistoric times; the earliest recording of swimming dates back to Stone Age paintings from around 7,000 years ago. Written references date from 2000 BC. Some of the earliest references include the Gilgamesh, the Iliad, the Odyssey, the Bible (Ezekiel 47:5, Acts 27:42, Isaiah 25:11), Beowulf, and other sagas. Competitive swimming in Europe started around 1800, mostly using breaststroke. Swimming was part of the first modern Olympic Games in 1896 in Athens. In 1902 Richard Cavill introduced the front crawl to the Western world. In 1908, the world swimming association, Fédération Internationale de Natation (FINA), was formed. Butterfly was developed in the 1930s and was at first a variant of breaststroke, until it was accepted as a separate style in 1952. Competitive swimming The goal of competitive swimming is to be the fastest over a given distance. Competitive swimming became popular in the nineteenth century, and comprises 34 individual events - 17 male events and 17 female events. Swimming is an event at the Summer Olympic Games, where male and female athletes compete in 13 of the recognized events each. Olympic events are held in a 50 meter pool. Competitive swimming international governing body is FINA (Fédération Internationale de Nation), the International Swimming Federation. The four competitive strokes are the butterfly, backstroke, breaststroke, and freestyle (front crawl). While “freestyle” and “front crawl” are often used interchangeably, freestyle is the more common name and is used in almost all competitive, club-swimming or international competitions. Swimmers generally choose to swim front crawl in a freestyle event since it is the fastest and easiest stroke. Disqualification will occur if the stroke is not swum correctly, for example if the swimmer does not touch the wall with two hands during breaststroke or butterfly. These strokes can be swum individually or together in an individual medley (IM). The IM order is: 1) Butterfly, 2) backstroke, 3) breaststroke, and 4) freestyle. There are two types of relays: medley and freestyle. The medley relay order is: 1) Backstroke, 2) ) breaststroke, 3) butterfly, and 4) freestyle. Each of the four swimmers in the relay swims a predetermined distance, dependent on the overall length of the relay. The three relay lengths are 200 meters or yards, 400 meters or yards, and 800 meters or yards (which is only swum freestyle). In a 50 meter pool, each swimmer swims one length for the 200 relay, two lengths for the 400 relay, and four lengths for the 800 relay. In a 25 meter or yard pool, each swimmer swims two lengths for the 200 relay, four lengths for the 400 relay, and eight lengths for the 800 relay. There have also been 100 yard relays that have been done by 8 and under swimmers, but are very rare except in summer recreation leagues. Many full-size competition pools in the United States have a length of 50 meters and a width of 25 yards (the Olympic pool size, allowing both short course(25 m or 25 yd pool) and long course (50 m pool) races to be held. JUDGES: A starter judge sends the swimmers off the blocks and may also call a false-start if a swimmer leaves the block before the starter sends them; Finish judges make sure the swimmers touch the wall with the appropriate number of hands (one hand for freestyle and backstroke, two for breaststroke and butterfly with the swimmer’s hands touching the wall at the same time, not one after another) Turn judges check that the swimmers’ turns are within rules; stroke judges check the swimmers’ strokes; time keepers time the swims; referee along with the starter and the officials make sure everything is running smoothly. If an official catches a swimmer breaking a rule concerning the stroke he or she is swimming, that swimmer is said to be disqualified (commonly referred to as a “DQ”) and the swim is not considered valid. There are two types of meets: ‘A’ meets are official meets that allow qualification for a special or bigger meet if the qualifying time is met. Scores are kept to see how each team did at the end of the season. ‘B’ meets are used as practice meets, where the normal or prime stroke is swum if not yet qualified. Scores are not kept. Masters swimming is a club sport for adults who have a competitive spirit. Swimming at this level differs from competitive club swimming. In swim meets masters are allowed to compete in the 50, 100 and 200 of backstroke, fly and breaststroke and the 50, 100, 200, 500 and 1650 of fre style. The age groups are organized into 5 year increments (Masters, 1). “Swimming has continually been identified as the best way to exercise. Stress reduction, weight control, cardiovascular fitness, reduced cholesterol, muscle tone and endurance are all positively influenced by exercise Masters Swimmers swear by it (Masters, 1).” Shoulder injuries are the most common because of the repetitive motion of freestyle, butterfly, and backstroke. Knee injuries often occur from breaststroke due to the unnatural kick. Incorrect stroke technique can also lead to injuries.] Recreational swimming The most common purpose for swimming is recreation. Recreational swimming is a good way to relax, while enjoying a full-body workout. Several swimming styles are suitable for recreational swimming; most recreational swimmers prefer a style that keeps their head out of the water and has an underwater arm recovery. Breaststroke, side stroke, head up front crawl and dog paddle are the most common strokes utilized in recreational swimming, but the out-of-water arm recovery of freestyle or butterfly gives rise to better exploitation of the difference in resistance between air and water. A recreational breaststroke swimmer. The butterfly stroke, which consists of out-of-water recovery with even symmetry in body movements, is most suited to rough water swimming. For example, in a record-setting example of endurance swimming, Vicki Keith crossed the rough waters of Lake Ontario using butterfly. Most recreational swimming takes place in swimming pools, and calm natural waters (sea, lakes, and rivers), therefore front crawl is suitable Swimming as exercise Swimming is an excellent form of exercise. Because the density of the human body is very similar to that of water, the body is supported by the water and less stress is therefore placed on joints and bones. Swimming is frequently used as an exercise in rehabilitation after injuries or for those with disabilities. Resistance swimming is one form of swimming exercise. It is done either for training purposes, to hold the swimmer in place for stroke analysis, or to enable swimming in a confined pace for athletic or therapeutic reasons. Resistance swimming can be done either against a stream of moving water (often termed a swimming machine) or by holding the swimmer stationary with elastic attachments. Swimming is primarily an aerobic exercise due to the long exercise time, requiring a constant oxygen supply to the muscles, except for short sprints where the muscles work anaerobically. As with most aerobic exercise swimming is believed to reduce the harmful effects of stress. Swimming can improve posture and develop a strong lean physique, often called a “swimmer’s build.” SWIMMING FUNDAMENTALS People can swim in any body of water large enough to permit free movement. These areas include ponds, lakes, rivers, the ocean, and pools. Most people enjoy swimming in water that is between 18° and 29°C (64° and 84°F). Learning to Swim In many parts of the world, people learn to swim by imitating others, most often their parents, brothers, sisters, and friends. Most youngsters take lessons at swim clubs, centers, schools, or recreational facilities. In addition, the Philippine Red Cross sponsors programs that teach volunteers about water safety. Instructors teach students skills that will make them safe, efficient, and confident swimmers. Beginners first put their heads in the water and blow bubbles by exhaling. Gradually, students progress to floating, treading water, and ultimately, learning the techniques of the major strokes. Students use various pieces of equipment during these lessons. Water-wings are inflatable worn around the upper arms; they allow children to float easily. Kickboards are buoyant boards that students can rest their arms on; this keeps their upper bodies afloat and allows them to concentrate on kicking correctly. Paddles are small, firm boards fitted over the hands; they force students to pull their arms through the water correctly. Fins worn on the feet allow swimmers to go faster and to develop proper body position and power. Hazards and Safety Measures Individuals should not swim in conditions that their ability and experience will not allow them to handle. For inexperienced recreational swimmers, many safety hazards exist even in a pool. These hazards include: Misjudging a dive and hitting one’s head on the bottom Holding one’s breath too long Becoming exhausted Experiencing sudden cramps while too far from shore or other swimmers. In rivers and oceans, all swimmers should respect the power of nature. Powerful waves, tides, and currents can easily overpower even the most experienced swimmers, sweeping them out beyond safety or throwing them into coral or rocks. Caves pose additional dangers because swimmers can be trapped inside them. Swimmers must follow the instructions of lifeguards and obey posted information about water conditions, tides, and other dangers such as jellyfish or pollution. A good precaution for children is the buddy system, in which each child is paired with another while in the water. This system ensures that no person is swimming alone and that if an emergency does happen, the lifeguard can be notified immediately. THE MAJOR STROKES Four of the five main swimming strokes: 1. Crawl 2. Backstroke 3. Breast Stroke 4. Butterfly Stroke How to Swim the Freestyle Stroke The freestyle is a swim style also known as front crawl or sidestroke. It is used in competitions but there is no real regulation on how it has to be swum. Most swimmers chose to swim front crawl during freestyle competition be cause it is the fastest technique. For individual freestyle competitions, however, a swimmer can use any stroke they want, but during medley competitions they cannot use the breaststroke, butterfly stroke or backstroke. Step 1 - Visualize a line running down the center of your body from your chin to your chest. This line is the axis upon which your whole body should pivot, and it should extend horizontally in the direction you are swimming. Step 2 - Keep your legs straight, but not rigid, with your toes pointed out, and kick up and down. Continue kicking the entire time. Step 3 - Move your arms in a windmill motion opposite each other. While one arm is extended completely out, the other should be all the way back, almost against the side of your body. Step 4 - Keep your hands flat, thumb separated from the index finger and pull the extended arm through the water beneath your body. Bend your arm at the elbow and draw your fingertips along the imaginary line down the center of your body. Step 5 - Lift your other arm out of the water and move it all the way forward as the first arm is pulling beneath you. Bend at the elbow and drag your fingertips along the surface of the water. Penetrate the water with your fingertips and completely extend the arm. Step 6 - Breathe on one side by turning your head to that side as the arm comes out of the water. How to Swim the Backstroke Ever wonder how people do the backstroke? Floating on your back, use an up-and-down freestyle kick and windmill stroke to propel yourself. Follow the steps below to learn to get from point A to point B on your back. Step 1 - Floating on your back in a horizontal position, kick your legs up and down. Keep your legs straight, but not entirely rigid. Your toes should be pointed out. Try not to make a big splash with your kick; just churn the surface of the water. Step 2 - Pivoting slightly at the waist and rotating your shoulders, windmill your arms. Keep one arm straight as you raise it out of the water from your waist to a fully extended position. At the same time, the other arm should be bent and pulling a cupped hand along your side in the water, from the extended position back down to your side. Your hand should enter the water pinky first. Step 3 - Keep your head floating back in the water, with your eyes looking up. Breathe normally. How to Swim the Breaststroke This can be a relaxing and gliding swim stroke, or it can be a quick, intense motion if you’re racing. It’s accomplished by a strong pull, froglike kick and then a long glide. Practice these techniques to improve your breast stroke or to learn it properly for the first time. Step 1 - Keep your legs close together and pull them up toward your chest. At the same time, hold your palms together and up against your chest, as if in prayer Step 2 - Kick out and apart with your legs, and then quickly squeeze them together. Try to imitate the way a frog kicks. After the kick, streamline your body by pointing your toes and extending your arms completely. Step 3 - Glide for a moment with your arms fully extended, then turn your palms outward and pull with both hands out and around in a circular motion, so that they end up in their original position, together against your chest. Step 4 - Use the thrust of the pull with your hands to pull your head up and out of the water to take a breath. As your head goes back down, your arms should be just beginning to plunge forward with the next kick. Step 5 - Glide for a moment, and then repeat the entire motion. How to Swim the Butterfly Stroke Ever wonder how swimmers do the butterfly stroke? They whip their legs together and stroke with both arms simultaneously and symmetrically to dive and glide like a dolphin in the water. Here are a few steps to get you swimming like a pro. Step 1 - Hold your legs together and extend your arms above your head. Step 2 - Kick your legs up and down once in a whipping motion generating from the hips and bending at the knees, as if you were a dolphin. Step 3 - Pull both of your arms simultaneously and symmetrically through the water beneath your body along with the big kick, helping to propel your body forward and out of the water. Step 4 - Lift your head up and breathe as you quickly pull both arms out of the water and swing them forward. Head and arms reenter the water together in a diving motion Step 2 - Kick out and apart with your legs, and then quickly squeeze them together. Try to imitate the way a frog kicks. After the kick, streamline your body by pointing your toes and extending your arms completely. Step 3 - Glide for a moment with your arms fully extended, then turn your palms outward and pull with both hands out and around in a circular motion, so that they end up in their original position, together against your chest. Step 4 - Use the thrust of the pull with your hands to pull your head up and out of the water to take a breath. As your head goes back down, your arms should be just beginning to plunge forward with the next kick. Step 5 - Glide for a moment, and then repeat the entire motion. How to Swim the Butterfly Stroke Ever wonder how swimmers do the butterfly stroke? They whip their legs together and stroke with both arms simultaneously and symmetrically to dive and glide like a dolphin in the water. Here are a few steps to get you swimming like a pro. Step 1 - Hold your legs together and extend your arms above your head. Step 2 - Kick your legs up and down once in a whipping motion generating from the hips and bending at the knees, as if you were a dolphin. Step 3 - Pull both of your arms simultaneously and symmetrically through the water beneath your body along with the big kick, helping to propel your body forward and out of the water. Step 4 - Lift your head up and breathe as you quickly pull both arms out of the water and swing them forward. Head and arms reenter the water together in a diving motion Step 5 - Glide momentarily, performing a smaller follow-up kick. Step 6 - Execute another pull-through motion with your arms, with your legs performing a full kick to propel you up and out again. How to Swim the Sidestroke Swimming on your side is one of the most relaxing recreational strokes. Here’s a step-by-step guide to doing it correctly. Step 1- Lie in the water on whichever side feels more comfortable. The lower side of your head is in the water, your legs are close together and extended, and your toes are pointed. Step 2- Holding your feet together, draw your heels up toward your seat as far up as comfortable. Move your top leg forward and your bottom leg backward with your knees bent, so your lower legs resemble scissors opening up. Step 3 - Snap your legs together in a scissor kick. When your legs meet they should be extended as in the starting position. Extend your bottom arm ahead of you, palm down beneath the surface of the water. Your top arm lies alongside your top leg. Step 3 - Sweep your bottom arm from its extended position down through the water. When it’s pointed nearly straight down, bend your elbow and sweep your hand up to your chest. Step 4 - Slide your top hand sideways through the water from your thigh to your chest. The force of your stroke is transferred from your bottom hand to your top hand. Step 5 - Sweep your top arm back down to the starting position, pushing water down toward your feet, while extending your bottom arm forward again. Synchronize the timing of your arms and legs so you’re snapping your legs together at the same time your arms meet at your chest. Glide at the end of each stroke