BREMEN DISTRICT 228 SOFTBALL I STUDY GUIDE

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1 Playing Field - The Game - Players - Definitions and Terminology: Ball: Blocked Ball: BREMEN DISTRICT 228 SOFTBALL I STUDY GUIDE The official diamond shall have 60 feet baselines with a pitching distance of 40 feet. The infield is that portion of the field included within the diamond made by the baselines. The outfield is that portion which is outside the diamond and between the foul lines beyond the first and third bases. A regulation game shall consist of seven innings unless the team coming to bat in the last half of the seventh inning is ahead. One run shall be scored each time a base runner legally touches first, second, third and home before the third out of the inning. A team consists of ten players, but may start and play a game with nine. The ten positions shall be named as shown in the following diagram. 1. pitcher 2. catcher 3. first baseman 4. second baseman 5. third baseman 6. shortstop 7. left fielder 8. center fielder 9. right fielder 10. short center fielder A legally pitched ball that does not enter the strike zone or touch the ground before it reaches home plate and is not struck at or a legally pitched ball that does not have a perceptible arc of 6 feet, or has an arc more than 12 feet high from the ground. A ball that is batted or thrown out of the field of play and is touched by person or object not engaged in the game. One base is given to all base runners. (Not a foul ball) Bunt: A ball batted which is tapped slowly within the field. Illegal in 16 softball. Dead Ball: Double: Double Play: Error: Fly Ball: Force Out: A ball that is not in play and is not considered in play again until the pitcher holds it in the pitching position and the umpire calls play ball. A two base hit. A defensive play that results in two outs. An avoidable misplay which in the scorer s opinion could have been made. Any ball batted in the air. This results when the base runner is forced to advance by reason of the batter hitting a fair ball. The base runner need not be tagged, but may be put out by the ball being thrown to the base to which the base runner was advancing and merely touching the base.

2 Foul Ball: Foul Tip: A legally batted ball that settles in foul territory or lands fair and rolls foul in the infield. It is also a ball that first lands in foul territory in the outfield regardless of where it bounces or stops. This hit counts as a strike on the batter until two strikes have been called. The base runners may not advance on a foul ball, unless it is caught and they tag up. A foul ball which goes directly from the bat, not higher than the batter s head into the catcher s hands and the catcher holds the ball. This is called a strike on the batter and the batter shall be out if this occurs on the third strike. Infield Fly Rule: When there are less than two outs with runners on 1st and 2nd or bases loaded. The batter is automatically called out by the umpire if the batter hits a fly ball that can easily be caught by an infielder. This rule is to protect the batting team. All base runners may advance at their own risk. Inning: Lead-Off: Overthrow: Single: Stolen Base: Triple: Walk: Batting Order: That portion of a game during which each team gets a turn at bat. Base runner moving off her base towards the next base with the hopes of gaining an advantage. Any ball thrown from one fielder to another to retire a runner, but goes into foul territory on a play at first, third or home. As a result the base runner may advance any number of bases with liability of being put out. A one base hit. An advance to a base closer to home made by a base runner unaided by a hit, an error or put out. A runner may only steal the base if played on by the catcher or pitcher and the base is unoccupied. The pitcher and/or catcher must throw directly to the runners base. A three base hit. A base on balls. The established batting order must be maintained throughout the game. The Batter Shall Be Out When: 1. Three strikes are called or made. 2. Any fair or foul fly is caught. 3. A foul tip is caught on the third strike. 4. The batter is hit by own batted ball in fair territory before it is played by a fielder. (Batter must be out of the batter s box). 5. The batter steps out of the batters box while hitting the ball. 6. If any member of the team at bat interferes with a fielder attempting to catch a foul fly ball. 7. The ball reaches first base and is caught before the runner reaches first base. 8. The batter interferes with the catcher. 9. The batter is tagged with the ball before reaching any base. The Batter Becomes a Base runner When: 1. A fair hit is made. 2. A pitcher pitches four balls to one batter.

3 3. A fielder makes an error and is unable to throw the ball to first base before the runner touches the base. 4. The catcher interferes with the batter. Base runner: A runner must touch each base in order and may overrun only first base, without liability of being put out. A runner may lead off the base at any time. Before a runner may advance, he/she must return and touch the base when a fly ball, fair or foul, is caught. A base runner shall stay within three feet of the baseline except when going around a fielder playing the ball. A runner shall not advance to the next base if there is another runner on it unless forced and he/she shall not pass a preceding runner. The base runner may advance to the next base if it is unoccupied when played on by the pitcher or catcher while leading off. A Base runner Is Out If: 1. The runner is tagged by the ball before reaching the base. 2. The ball reaches the base before the runner in a force out play. 3. The runner goes more than three feet outside the baseline. 4. The runner is touched with the ball while off base except while overrunning first base. This includes lead offs. 5. The runner passes preceding runner. 6. The runner fails to return to her base before the ball reaches the baseman following a fly ball which is caught. 7. The runner touches a batted ball which has not been touched by a fielder. 8. The runner interferes with a fielder trying to field the ball. 9. The ball is thrown to a base which the runner failed to touch. 10. The runner is tagged out attempting to steal an unoccupied base when played on by the pitcher or catcher. A Base runner Is Safe If: 1. The runner is tagged and the ball is juggled or fumbled by the player making the tag. 2. A fielder without the ball blocks the baseline in a runner s path unless the fielder is actually fielding the ball at the spot. BREMEN DISTRICT 228 FITNESS II STUDY GUIDE Physical Fitness. Although we tend to think of physical fitness as simply being in shape it is actually made up of several specific dimensions, each of which must be developed individually. These include strength, muscular endurance, circulorespiratory endurance and flexibility. These cannot be measured by a single test item, nor will excellence in one category compensate for deficiencies in another. Physical fitness components are improved as the result of physiological adaptations of the body to the stress of exercise. Improvements in physical fitness result from regular training which places some degree of overload on the work-producing systems of the body. Unfortunately, one s state of fitness is reversible-it deteriorates quickly if regular workouts are discontinued. Both physical fitness and motor skill are important to physical performance but they are developed in different ways. In general, physical fitness is earned-skill is learned. The Role of Practice. Improvements in both physical fitness and skill necessitate practice. Practice for this test has a dual role. It can lead to an improved performance on test

4 events and to a general improvement in physical fitness. Physical fitness is not attained in one afternoon of testing. It is earned through regular workouts. Training for physical fitness must be both specific and progressive. Strength improves only when progressive increases in resistance are encountered. Circulorespiratory endurance improves with an increase in the intensity and duration of running or swimming. This is known as the overload principle. Motor skills also require time and effort to develop. They are learned through diligent practice. The improvement of skills involves repeated practice of specific activities and depends upon the extent to which techniques can be made more efficient. Young people should be taught to recognize that serious practice generally leads to a more dramatic improvement in physical fitness test items than in those items which reflect motor skills. Physical fitness tends to improve in direct proportion to how much effort one is willing to expend in training. Skill development, on the other hand, is a matter of learning and is dependent upon the efficiency of the learner. It is hoped that practice and training for the events in this test will help establish a positive attitude toward regular physical activity as a permanent way of life. I. The five health-related parts to fitness. A. Cardiovascular - ability to exercise the entire body for long periods of time (strong heart, healthy lungs, and clear blood vessels) II. B. Strength - amount of force you can put forth with your muscles (Helps with backaches) C. Muscular endurance - ability to use the muscles many times without getting tires (Helps posture, back problems) D. Flexibility - ability to use your joints fully (reduce chance of injury) E. Body fatness - the percentage of body weight that is fat compared to the other body tissue (bone and muscle). er fat percentage = higher death rate due to development of problems related to poor health-related parts of fitness. Examples of these conditions are: heart disease, high blood pressure, back problems, stomach ulcers, and overweight. Fact: People who are fit look better, feel better and have more energy. This does NOT mean you will be or have to be a good athlete. The six skill-related fitness parts. A. Agility - ability to change the position of your body quickly and to control movement of the whole body. B. Balance - ability to keep an upright posture while standing still or moving. C. Coordination - ability to use your senses, with other body parts together. D. Power - ability to do strength performances quickly. Involves both strength and speed. E. Reaction time - amount of time it takes you to get moving once you see need to move. F. Speed - ability to perform a movement or cover a distance in a short period of time. Fact: These can be improved with practice even though some people have more natural ability than others. These are not necessary for good health. III. Fitness terms A. Overload - do more than you normally do. B. Progression - start slowly and gradually increase amount of exercise you do in a given period of time.

5 C. Specificity - must do a specific kind of exercise to build or develop specific parts of fitness. D. Threshold of training - the minimum amount of exercise to build fitness. E. Fitness target zone - for best results you exercise above the threshold of training to the fitness target zone. This means you are doing just the right amount to build physical fitness. This requires three things: 1. Intensity - how hard you have to improve fitness. 2. Frequency - how often you have to work to improve fitness. 3. Duration - how long you have to work to improve fitness. (To achieve fitness with these three: work near your target rate (1), at least 3 times per week (2), for at least 20 to 30 minutes at one time (3).) F. Pulse rate - use two fingers on the wrist or carotid artery on the side of your neck. Count for ten seconds and multiply by 6 to determine your pulse for one minute. IV. Changes due to regular exercise 1. Heart a. exercise makes muscles stronger - heart is a muscle b. resting heart rate - taken when still c. a healthy heart (muscle) pumps MORE blood with FEWER beats 2. Lungs a. need to be healthy to give good oxygen to blood b. exercise increases lung capacity to exchange oxygen 3. Arteries a. blood forced through these by heart b. Atherosclerosis = deposits on walls that clog and make it hard to push the blood through - therefore, heart works harder. c. exercise develops extra arteries in heart and improves the valves in the veins which keeps blood flowing freely d. muscles - maintain muscle tone, strength and endurance V. Warm-up and cool-down A. Warm-up - brief amount of mild exercise to prepare you for more vigorous exercise - at least 2 minutes. (Example: slow walk or jog.) Keeps from shocking the cardiovascular system. B. Cool-down - after exercise - exercise slower by continuing to move around for a few minutes. Otherwise, blood collects in the limbs because muscles don t squeeze extra blood pumped by the heart back - this reduces the flow to other body parts. Cool-down for about five minutes. VI. Two ways to help cardiovascular fitness. A. Aerobic exercise - means with oxygen. If exercise is not too fast and is rather steady, the heart can supply all the oxygen the muscles need. VII. B. Anaerobic - means without oxygen - exercise done in short hard bursts. This cannot be done for very long because the heart can not supply blood and oxygen to the muscles properly. Maximum heart rate formula is 220 minus Age.

6 BREMEN DISTRICT 228 AEROBICS I STUDY GUIDE THREE EFFECTIVE AEROBIC PROGRAM COMONENTS 1. Warm Up Phase The warm-up phase is extremely important, but unfortunately it s often an activity that is ignored. Painful muscle pulls or strains may be the result. There are two goals for the warm-up. The first is to stretch and warm the muscles of the back and the extremities. The second is to encourage a slight acceleration of the heart rate, so that the body can move more gradually into high heart rate. The warmup should consist of 5 to 11 minutes of exercises that are not very demanding. Stretching is most important. 2. Aerobic Phase This second part is the most important part of the class. Minimum time is 20 minutes twice a week. The optimum workout should be more like 30 minutes three or four times a week. On a three or four day schedule, one should alternate hard days and easy days. 3. Cool Down This third phase should take a minimum of five minutes. You must keep moving at a slow enough pace to let your heart rate decline gradually. Otherwise you get dizzy, lightheaded and nauseated. AEROBIC DEFINITIONS: AEROBIC The need for oxygen or air for life. AEROBIC EXERCISE Those exercises which cause your body to demand more oxygen over an extended period of time. Aerobic exercises strengthen the heart, lungs, and blood vessels which in essence makes the cardiovascular system more efficient. AEROBIC DANCE A type of aerobic exercise which works the cardiovascular system when performing dance steps at a rapid pace to music. A fun and popular method of improving your total fitness. HEART RATE (HR) The number of times your heart beats in a single minute. The higher your heart rate, the faster your heart is pumping blood through your entire body. Heart rate is most commonly taken for 10 seconds and the total multiplied by 6 to determine the HR per minute. RESTING HEART RATE (RHR) The number of times the heart beats per minute prior to activity. Most accurate evaluation is taken in the morning prior to getting out of bed. A lower resting heart rate is common among physically active individuals which indicates that the heart muscle is strong and efficiently pumping blood through the entire body with fewer beats. RECOVERY HEART RATE The rate at which the heart beat eventually returns to normal heart rate after periods of strenuous activity. Recovery heart rate is usually a good indicator of cardiovascular fitness. After strenuous activity, a cool down should be continued until the recovery heart rate returns to the lower levels of your target heart rate zone. MAXIMUM HEART RATE (MHR) The top most limits of heart beats per minute during exercise. To determine maximum heart rate, you must subtract your age from 220. Formula: Example: Student age minus Age = MHR = 204 MHR TARGET HEART RATE ZONE Also known as Active Heart Rate Zone. The ideal heart rate range for an individual to maintain during exercise in order to obtain the greatest cardiovascular benefits. This range can be calculated in several ways. The easiest calculation is not influenced by gender or level of fitness. It is related almost entirely to

7 age. The maximum heart rate (MHR) must be determined and multiplied by the percentage of intensity desired. Sample Target Intensity Guide Inactive/Beginner 60% Moderately Active 70% Very Active 80% Formula: Example: 16 year old student 220 minus Age = MHR = 204 MHR Multiply by Intensity Level x 70% Lower Level of Target Heart Rate Zone If the top of the intensity level is 80% (204 x.80 = 163.2) then the Target Heart Rate Zone for this 16 year old student would be Note: This is an estimate only accurate within beats per minute. CRITICAL OR THRESHOLD HEART RATE This is the minimal heart rate which must be reached and maintained if maximum development of cardiovascular fitness is to result. It is a more accurate method of calculation which requires knowledge or your resting heart rate. The resting heart rate (RHR) is subtracted from the maximum heart rate (MHR) and the difference multiplied by 60%. The resting heart rate is added to this number to obtain a specific heart rate. Formula: (MHR minus RHR) X 60% Plus RHR = Threshold Heart Rate Example: Age 16/RHR 70 ( age = 204 MHR) 70 RHR = 134 X.60 = RHR = Note: To determine beats for 10 seconds, divide by 6. (150 / 6 = 25) BENEFITS OF AEROBIC DANCE OR AN AEROBIC WORKOUT: - strengthens your cardiovascular system (heart, lungs, and blood vessels) - strengthens and tones your muscles - A great calorie burner. However, the best way to lose weight is to combine a proper diet with exercise. - reduces stress and relaxes people - maximum conditioning for personal goals - enhances flexibility - enhances agility - You will feel more energetic in your everyday life. HOW TO TAKE HEART RATE: Place first two fingers lightly over the artery near the center of your inside wrist or the carotid artery located on either side of the neck. The following chart summarizes the main differences between LIA and HIA: LOW IMPACT AEROBICS: HIGH IMPACT AEROBICS: - One foot stays in contact with the - Both feet being off the surface at floor all times. the same time. - Extensive use of arms above - Arms are utilized but not usually shoulder level and overhead. above shoulder level. - Movements are generally slower - Twitch movements are often used. and always controlled (especially when using weights)

8 - Modified Moves: - Impact Moves: half jacks (heel jacks) jumping jacks roll-up and down on toes in place running in place fast walking (using arms) jogging AEROBIC CONSIDERATIONS SHOULD BE: 1. INTENSITY Workload can be determined by using working heart rate and/or a scale of perceived exertion. Beginner should aim for 60 to 65% of their maximum heart rate. Advanced students should aim for 80 to 85%. 2. DURATION Should increase gradually a minimum of 20 minutes upward with each exercise session to 30 minutes. 3. FREQUENCY At least three days a week. I. PLAYING COURT: BREMEN DISTRICT 228 BASKETBALL II STUDY GUIDE II. III. THE GAME: For teams of high school age, four quarters of (8) eight minutes each with intermissions of (1) one minute after the 1st and 3rd quarters, and (10) ten minutes between halves. The object of the game is to score the greatest number of baskets in the allotted time limit. THE TEAM: A team consists of five (5) players. A team may have any number of substitutes as long as they enter the game after reporting to the scorers and is beckoned to come in by the official. IV. SCORING: 1) a GOAL is made when a live ball enters the basket from above and remains in or passes through. If a player control foul occurs after a goal, the goal is canceled. 2) a SUCCESSFUL TRY from the field (called a field goal) by a player who is located behind the 19-foot 9-inch line counts (3) points. 3) ANY OTHER GOAL from the field counts (2) two points for the team into whose basket the ball is thrown. 4) a GOAL FROM A FREE THROW counts (1) one point for the thrower s team and is credited to the thrower.

9 V. THE COURT: A rectangular surface free from obstructions. The dimensions for high school should be 50 by 84. NOTE -- sidelines, end lines, center circle, division line, three-point field goal line, free throw line, back boards, and baskets are noted on the diagram above. VI. THE PURPOSE OF THE RULES: The rules place upon the players the responsibility of a balance of play. To provide equal opportunity between the offense and the defense. They should provide an equal opportunity between the small player and the tall player. The rules must provide reasonable safety and protection. They create an atmosphere of sportsmanship and fair play. Therefore, we try and put the emphasis on cleverness and skill and allow both offense and defense the freedom and action that basketball has to offer the individual. VII. THE RULES OF MOVING THE BALL: (Includes the definitions and terminology!) 1. THE ACT OF SHOOTING - begins simultaneously with the start of the try and ends when the ball is clearly in flight. 2. A TRY FOR FIELD GOAL - is an attempt by a player to score 2 or 3 points by throwing the ball into his or her basket. 3. A TAP (TIP) - is the striking of batting of the ball with any part of the hand(s) while there is no player control by the tapper. 4. A JUMP BALL - is a method of putting the ball into play to start the game and each extra period by tossing it up between two opponents in the center circle. It begins when the ball leaves the referee s hand, and ends when the tapped ball touches one of the eight non-jumpers, the floor, the basket or the backboard. 5. IN ALL OTHER JUMP BALL SITUATIONS - the teams will alternate taking the ball out-of-bounds for a throw-in. 6. A PASS - is movement of the ball caused by a player who throws, bats, or rolls the ball to another player. 7. A THROW-IN - is a method of putting the ball in play from out-of-bounds. 8. A DRIBBLE - is ball movement caused by a player in control who bats, pushes, or taps the ball to the floor once or several times. The dribble ends when 1) the dribbler catches the ball with one or both hands, 2) the dribbler simultaneously touches the ball with both hands, 3) an opponent bats the ball, 4) the ball becomes dead. 9. DUNKING (OR STUFFING) - is the driving, forcing, pushing, or attempting to force a ball through the basket with the hand(s). 10. HELD BALL - occurs when two opponents have one or both hands firmly on the ball, and neither can gain possession without undue roughness. 11. PIVOT - this takes place when a player who is holding the ball steps once or more than once in any direction with the same foot; the other foot, called the pivot foot, being kept at its point of contact with the floor. Also, pivot is another name for the inside player. 12. A PLAYER IN CONTROL - is closely guarded when an opponent is in a guarding stance at a distance not exceeding 6 feet from him or her. 13. A PLAYER IN CONTROL is when he or she is holding a live ball or dribbling it. 14. A TEAM IN CONTROL is when a player of the team is in control, and also while a live ball is being passed between teammates. Team control continues until:

10 a. the ball is in flight during try for goal; b. an opponent secures control; c. the ball becomes dead. 15. THERE IS NO TEAM CONTROL during a jump ball, a throw-in or the tapping of a rebound. In these situations, team control is reestablished when a player gets control. 16. THE POSSESSION ARROW is the device at the table which is used to indicate the direction of a team s basket for alternating possession procedure. VIII. THE COURT TERMINOLOGY (With definitions) 1. BOUNDARY LINES OF THE COURT - consist of end lines and sidelines. The inside edges of these lines define the inbounds and out-of-bounds areas. 2. BASELINE - is another name for end line. 3. A BASKET - is the 18-inch ring, its flange and braces, and the appended net through which players attempt to throw the ball. The rim is 10 off the floor. 4. A TEAM S OWN BASKET - is the one into which its players try to throw the ball. 5. TEAM S BACKCOURT - is that part of the court containing the opponent s basket. 6. TEAM S FRONT COURT - is that part of the court containing team s own basket. 7. Teams shall change basket for the second half. IX. PLAYER TERMINOLOGY 1. BACKCOURT PLAYERS (GUARDS) - are players who set up the team s offensive pattern. 2. INSIDE PLAYER (CENTER, POST, PIVOT) - is most often the tallest player on the team. This player is situated near the basket, around the three-second lane area, and is responsible for rebounding and close-range shooting. 3. CORNER PLAYERS (FORWARDS) - are tall players who are responsible for the rebounding and shooting phases of the team s operation. They make up the sides of the offensive set-up. 4. OFFENSE is the team with the ball and going for their basket. 5. DEFENSE is the team without the ball and trying to get it from the offense. X. SCORING TERMINOLOGY 1. FIELD GOAL - is a basket made from the field. Worth 2 or 3 points depending on where the shooter shoots. (3-point are is 19 9 from basket.) 2. FREE THROW - is the privilege given a player to score 1 or 2 points by unhindered throws for a goal from within the free throw lane and behind the free throw line. 3. A BONUS FREE THROW - is a 2nd free throw which is awarded for each common foul (except a player control foul) committed by a player of a team, beginning with the team s 7th personal foul in a half, provided the1st free throw for the foul is successful. 4. A MULTIPLE THROW - is a succession of free throws attempted by the same team. XI. FOULS - THEIR DEFINITIONS AND TERMINOLOGY 1. FOUL - is an infraction of the rules which is charged and penalized.

11 2. PERSONAL FOUL - is a player foul which involves illegal contact with an opponent while the ball is alive or after the ball is in possession of a player for a throw-in or committed by an airborne shooter when the ball is dead. 3. DOUBLE FOUL - is a situation in which two opponents commit personal fouls against each other at approximately the same time. 4. FLAGRANT FOUL - may be a personal or technical foul of a violent or savage nature, or a technical non-contact foul which displays vulgar or abusive conduct. It may or may not be intentional. 5. INTENTIONAL FOUL - is a personal or technical foul, which, in the judgment of the official, appears to be designed or premeditated. It is not based on the severity of the act. 6. MULTIPLE FOUL - is a situation in which two or more teammates commit personal fouls against the same opponent at approximately the same time. 7. PLAYER CONTROL FOUL - is a common foul committed by a player while he or she is in control of the ball, or by an airborne shooter. 8. TECHNICAL FOUL - is a non-contact foul by a player, team, or coach for unsportsmanlike behavior or failure to abide by rules regarding submission of lineups, uniform numbering, and substitution procedures. 9. UNSPORTSMANLIKE FOUL - is a non-contact technical foul which consists of unfair, unethical or dishonorable conduct. 10. DISQUALIFIED PLAYER - is one who is barred from further participation in the game because of committing his or her 5th personal foul, or a flagrant foul or an infraction of technical fouls. 11. PENALTY FOR A FOUL - is the charging of the offender with the foul and awarding one or more free throws plus the ball for certain fouls, or only awarding the ball to the opponents for a throw-in. XII. VIOLATIONS - THEIR DEFINITIONS AND TERMINOLOGY 1. A VIOLATION - is an infraction of the rules resulting in a throw-in from out-ofbounds for the opponents. The following rule of infractions are violations: a) Violation of the free throw provisions. b) Cause the ball to go out-of-bounds. c) Violation on the throw-in rules. d) Traveling with the ball, kicking it, or striking it with your fist. e) Dribbling a 2nd time. f) Violation of the jump ball rules. g) Remain for 3 seconds under the basket within the free throw lane without the ball under your basket. h) Be, nor may his or her team be, in continuous control of a ball which is in his or her backcourt for more than 10 seconds. i) Be the first to touch a ball which he or she or a teammate caused to go from front court to backcourt by being the last to touch the ball while it was in control of his or her team and before it went to the backcourt. j) Excessively swing his or her arms or elbows, even though there is no contact with an opponent. k) When closely guarded anywhere in his or her front court, control the ball for 5 seconds in an area enclosed by screening teammates. l) While closely guarded in his or her front court, hold or dribble the ball for 5

12 seconds. m) Commit basket interference or goal tend. 2. THE PENALTY FOR A VIOLATION - is the awarding of the ball to the opponents for a throw-in or the awarding of one or more points or the awarding of a substitute free throw. XIII. DEFENSES 1. ZONE DEFENSE - each player on a team guards an area of the half-court. There are various zone alignments used in basketball. Included are: 2-3, 1-2-2, 1-3-1, MAN-TO-MAN DEFENSE - Each player guards a man in a man-to-man defense. Matching up in a man-to-man defense is usually done by size and position played. Point guard against point guard, wings or forwards guard each other, and postmen or centers guard each other. BREMEN DISTRICT 228 FLOOR HOCKEY I STUDY GUIDE Floor hockey is a fun, recreational non-contact team activity emphasizing stick handling, passing and shooting of a puck (or ball) at a goal in an effort to outscore the opposing team. This fast paced cardiovascular activity incorporates many of the basic rules and terminology of ice hockey, but can be easily adapted to accommodate various facility limitations and the skill levels of participants. TERMINOLOGY: Crease This is a rectangular area, marked in front of each goal, in which only the goalie may play. Face-Off A means of starting play between two opponents. It is used at the beginning of the game, after each score, after the puck goes out-of-bounds off two opponents simultaneously and for other situations as determined by the teacher. A face-off can be done differently to insure the safety of the participants. Some face-off procedures are: 1. puck being dropped by the referee between two designated opponents. 2. puck placed between two designated opponents who hold sticks equal distance from the puck (approx. 12 inches) and begin play on the referee s whistle.

13 3. ground sticking with the puck placed between two designated opponents who simultaneously hits their sticks to the ground then to opponents stick three times before playing the puck. Free Hit This occurs when a team hits the puck out-of-bounds. The team which did not hit the puck out-of-bounds is awarded the free hit at a spot closest where the puck left the playing area. The defense must remain at least six feet away until the puck is touched. Sticking A violation which is called when a player raises his/her stick (blade) above the waist at any time. It usually occurs on the back-swing or follow-through of a pass or shot, but also includes attempting to stop a puck in the air or while running to get into position. The penalty is for the offending player to sit out for a designated period of time. Repeated infractions may result in removal from the game. Off-Sides This is a violation and occurs if wing forwards or defensive guards have both feet over the mid-line. If there is sufficient space for the playing area, the regular hockey off-side rule can be used or modified. (ex. The puck must enter your opponent s zone before you or your teammates may play the puck.) Penalty A penalty occurs when the referee has determined an infraction of the rules has taken place. The player charged is removed from play for a designated time period and his/her team must play short handed. Penalty Shot A shot taken by a player from a predetermined spot (minimum of ¼ of the total floor distance but may vary due to space) and the opposing goalie is the only opponent permitted to defend the goal. Offense must remain behind mid-line and opposing guards are behind the goal until the puck is touched. PLAYERS: 1 Goalie only player allowed in the crease of the goal area. 1 Center Forward plays entire floor on offense and defense. 2 Wing Forwards play on offensive side of the mid-line. 2 Defensive Guards play on defensive side of the mid-line. PLAYING RULE: 1. Playing area is usually twice as long as it is wide. 2. Play the puck not the opponent. 3. Body checking is FORBIDDEN. 4. Carry and use the stick below the waist. 5. The stick must be used to hit the puck not the opponent. 6. A score counts anytime the puck touches or crosses the goal line (regardless of who touched the puck last). GOALIE PRIVILEGES: While in the goal crease area, the goalkeeper may: 1. use his/her hands or stick to clear the puck away from the goal. 2. hold the puck for 3-seconds. 3. throw the puck towards either side of the playing area (may not throw down the court toward the other goals). 4. leave the goal area, but becomes just another player and may not use his/her hands. INFRACTIONS AND PENALTIES: 1. Kicking the puck (except for goalie, it is illegal to advance the puck with the feet). 2. Catching the puck and throwing or carrying it (except goalie) loss of possession. 3. Off-sides loss of possession.

14 4. Sticking time out penalty; may result in disqualification. 5. Any action not directed at the puck (unnecessary roughness) player leaves the game and a penalty shot is awarded. Repeated or numerous penalties may result in ejection from the game. BREMEN DISTRICT 228 BADMINTON I STUDY GUIDE Badminton originated from the ancient game Battledore and Shuttlecock played in Siam and China over 2,000 years ago. Since 1929 it has gained thousands of enthusiastic players and spectators in America. As a coeducational and family activity badminton has no equal. It is a sport with great appeal for all ages, as well as for those of varying skill levels and degrees of physical stamina. Badminton can be played as a singles or doubles game with one or two players on a side. The object of this racket game is to serve and hit the shuttlecock, or bird, across a net (5 feet from the floor at its center and 5 feet 1 inch at the sides), with such skill and accuracy that the opponent is unable to return the shot. A badminton racket weighs between 4 and 6 pounds and is approximately 26 inches long. The average handle size is 3 1/2 to 3 3/4 inches. The body of the delicate racket is made of aluminum, fiberglass, plastic or wood and strung with nylon gut, or linen. Shuttlecocks may have 14 to 16 goose feathers in a plastic or cork base covered with fine leather. Cork is best for skilled players, while beginners should learn with plastic birds. STROKES FOREHAND: BACKHAND: SERVE: OVERHEAD: HIGH CLEAR: DRIVE: DROP SHOT: SMASH: similar to throwing a softball; free, easy movement; flight of bird controlled by upward or downward back swing. right shoulder facing net; wrist turned to the left; thumb may be used for more power. underhand; bird is dropped to meet racket during swing, force controls depth of serve; BIRD MUST BE CONTACTED BELOW THE WAIST. bird hit above and to the right of head. Good timing is necessary. Contact is about 6 inches in front of body. defensive stroke used to gain time, move opponent into back court, or change game pace; bird flies high and deep. attacking stroke which barely clears the net, usually to one side; can be handled from shoulder to knee height and with different speeds. causes bird to drop sharply close to net into opponents front court; requires skill in control and placement; cross court ineffective; use overhand in back and underhand from front. used more in doubles; best played in midcourt; aimed directly at opponent to her backhand side; or at open court aside; must be powerful with good weight transfer (from back to front) and flexible wrist. NET OR HAIRPIN: played close to net to any difficult course opposition; similar to drop only more wrist action, more controlled; good for changing pace, gaining time, or wearing out opponents. 1. Only the server scores. 2. Each point counts one.

15 3. Only one hit per side. Game: 15 points for all matches except women s singles which is 11 points. Singles Play 1. Play begins with the serve from the right half of the court to the receiver who stands diagonally across the net in the right court. 2. The server continues to serve alternating courts as long as he/she continues to win points. 3. Loss of a serve is termed a down. 4. In singles play, one down concludes the server s inning, and the serve passes to his/her opponent who serves from his/her right half court. 5. In scoring, if the server has a score of 0 or an even number, their serve should be in the right serving court. If server has an odd score, (1, 3, 5 etc.) he/she should be serving in the left serving court. Doubles Play 1. Badminton is scored by innings. In doubles play, the serving team has only one hand or down in the first inning. In all other innings, each side has two downs, meaning both players are allowed to serve. 2. The first serve in doubles, in any inning, is from the right hand court. 3. Whenever a player in doubles is serving or receiving in the court in which he/she started the game, his/her score should be an even number, (0, 2, 4, 6 etc.). 4. A server alternates courts as long as he/she continues to serve. First Inning - Second Inning - Third Inning - When the server faults, the serve goes to the opponents right hand court. Opponents begin to serve in the right hand court. When the server faults, his/her partner begins to serve in the opposite court from where the fault was made. When the second server faults, the serve goes to the opposite right hand court. (A player may not serve or receive twice in succession from the same court.) (A bird or shuttlecock landing on the line is good.) Coaching Hints: 1. Both feet must be on the floor until the serve has been delivered. 2. When playing doubles, say mine and play the shuttle on your side. 3. If in a service, the shuttlecock touches the net and falls into the correct serving area, it is in Play. 4. If the server, in attempting to serve, misses the shuttle, it is a fault and loss of serve. 5. Never jump for a shuttlecock. Get under it with fast footwork! Faults: A fault is an infraction of the playing rules. A fault made by a player of the side which is in (serving) puts the server out; a fault made by a player whose side is out (receiving) awards a point to the serving team. It is a fault if: 1. The server contacts the shuttlecock above the waist. 2. The served shuttlecock does not land in the proper serving area. 3. The server or receiver is not in the proper area when the shuttlecock is served.

16 4. The shuttlecock touches the person or clothing of a player. 5. The player reaches over the net to hit the shuttlecock before it has crossed the net. 6. The player, their clothing, or the racket touches the net during play. 7. The shuttle is hit more than once before being returned. 8. The shuttle is slung or carried on the racket face. 9. Anyone other than the intended receiver hits the shuttlecock. Strategy: Badminton is a game of brain and brawn; players should discover opponent s weaknesses and play to these. Hitting bird away from opponent or into alternating back and front is good strategy. Skilled players do not beat themselves by careless serves and strokes. Doubles Playing Positions: 1. side-by-side: with each player being responsible for her half of the court 2. up-and-back: one partner at net and other covering back court 3. combination: side-by-side for defense and up-and-back for offense 4. rotation: for advanced players; circle counterclockwise in order to play forehand as much as possible; player on right moves to net as left player drops back, crosses right and up to net (right-handed) Strategy: 1. defense side-by-side near center; to attack; one smashes while other is up front ready to kill weak return 2. serves short and low with occasional long and deep one 3. hit shots down and away from opponents (usually) 4. gain attack by low hits so opponents have to hit up and can be smashed 5. use hard smashes directed to body 6. occasionally hit down center line hoping both will miss or if one is right and other left-handed BECOME SKILLED PLAYER 1. master ability to place a variety of shots 2. learn to change pace of game (see SHOTS) 3. practice 10 feet from wall; work for good wrist snap and quick strokes 4. practice against skilled players and profit by experience of better play 5. make EVERY shot count, even in practice 6. hit all clear shots high and deep 7. quickly return to center court after every shot 8. place shots deep and to center of opponent s court--gives small angle for return COURTESIES 1. never walk behind person playing on courts 2. recover server s bird promptly 3. if you lose, congratulate your opponent 4. call score before service 5. never question umpire or your opponent s decision about shot TERMINOLOGY 1. ace: one point; also called score or point

17 2. alley: used in doubles; strip 1 1/2 feet between boundary lines 3. balk: to hinder opponent by hesitating 4. down: loss of serve given when serving side fails to score; in doubles the side first serving has only one down 5. lob: also high clear ; goes over opponent s head 6. out side: receiving side 7. side in: side having turn to serve 8. sling or throw: untrue hit, usually result of hitting or catching feathers in strings or drawing racket away from bird as it is stroked BREMEN DISTRICT 288 SOCCER I STUDY GUIDE I. FIELD OF PLAY: A regulation field measures 100 to 120 yards in length and 65 to 75 yards in width. The dimensions and areas can easily be modified to suit the number, age, and sex of the participants. The field can be made longer or shorter and various grids can be applied (as discussed later on) to provide practice areas for modified games. In the list below, the numbers correspond to the numbers in the diagram of Figure End line - when the ball goes out of play over this line it is put in play with either (a) goal kick (offense last touched the ball) or (b) corner kick (defense last touched the ball). 2. Goal Area - the area where the ball is placed for the defending team to take a goal kick. It is placed on the front line of the area in that half field in which the ball went out of play. 3. Penalty Area - restriction area where (a) the goalie is allowed to play the ball with the hands; (b) the offensive team has to stay out of when the defending team is taking a goal kick; (c) on the goal kick the ball must be kicked out of this area for the ball to be legally in play; (d) if a foul committed in this area by the defending team results in a direct free kick, then a penalty kick is awarded to the team fouled. 4. Side or Touch Line - a ball going out of bounds over this line is put in play with a throw-in by the opposite team which last touched the ball. 5. Penalty Kick Mark - the spot where the ball is placed when a penalty kick results. 6. Penalty Kick Arc - this arc is a ten-yard radius from the ball, and players from both teams must stay behind it. On a penalty kick both teams (except one offensive player and the goalie) must be out of the penalty area and at least ten yards from the ball. 7. Center, Mid, or Halfway Line - this line (a) insures that both teams are in their own half of the field on the kickoff, and (b) is used to help regulate the offside rule. 8. Center Circle - a ten-yard radius circle to restrict players of the defending team on the kickoff. They must stay out of the circle until the ball is contacted. 9. Corner Arc - one yard from each corner there is a corner arc. The ball is placed on this arc when the offensive team is taking a corner kick. 10. Goal Line - the line between the uprights of the goal. When the whole ball crosses it below the crossbar either on the ground or in the air a goal results. I. THE PLAYING FIELD: II. PLAYERS: Forwards or (Strikers) - center forward, right and left inners, right and left wings. The forwards are considered the major attacking and scoring force. When playing defense

18 they remain near the center of the playing field. Halfbacks or (Midfielders) - center halfback, right and left halfbacks. The halfbacks must back up the forward line in an advance for the goal, and be ready to shift back to a defensive position. While on defense they will generally mark the opponent s center forward and left and right wings. Fullbacks or (Defenders) - right and left fullbacks. The fullbacks main job is to defend their goal. They should never pass the fifty yard line as their duty is to mark the right and left inners and prevent goals. Goalkeeper - the goalkeeper is strictly a defensive player. His one duty is to prevent the ball from entering the goal. III. THE GAME: The object of the game is to put the ball through your opponent s goal. IV. A. SCORING: Goal... 1 point DEFINITIONS OF TERMS: A. ATTACKING TEAM: - Team which has possession of the ball. B. BLOCKING: Intercepting the progress of the ball with some part of the body. (It is legal to block with the arms and hands if they are in total contact with the body.) C. CARRYING: An infringement of the rules by the goal-keeper when taking more than 4 steps while holding, bouncing or throwing the ball. D. DANGEROUS PLAY: Any play which puts an opponent in danger, such as a high kick or low heading. E. DEFENDING TEAM: The team which is attempting to gain possession of the ball while at the same time defending the goal. F. DIRECT FREE KICK: A free kick from which a goal may be scored directly. G. DOUBLE FOUL: An infringement of the rules committed simultaneously by a member of each team, for which a DROP BALL is awarded. IV. DEFINITIONS: (continued) H. DRIBBLING: A succession of forward kick in which the player keeps the ball under control. I. DROP BALL: One which the official holds waist high and lets drop directly from the hands to the ground between two players. J. GOAL: Shall be scored when the ball has been kicked so that it passes wholly between the goal posts and under the crossbar. A field goal may be scored from any spot within the field by any player who is not OFFSIDE. If such a ball is last touched by a defensive player, a goal shall be scored for the offense. K. GOAL KICK: Awarded to the defensive team when the offensive team plays the ball over the goal or end line. L. HANDBALL: Intentionally contacting the ball with the hand or any part of the arm. Free kick for opponents. M. HEADING: Hitting the ball with the head. N. HIGH KICK: Raising the leg above the waist while an opponent is near. O. INDIRECT FREE KICK: A free kick from which a goal may not be scored directly. P. OBSTRUCTION: Impending the progress of an opposing player to the ball. Q. OFFSIDE: A player is in an offside position if they are nearer the opponent s goal

19 line than the ball at the moment when the ball is played by one of their own team, unless (1) the player is in their own half of the field; or (2) there are at least two of the opponents, one of whom may be the goalkeeper, is nearer their own goal line then the player. R. OWN HALF OF THE FIELD: The half of the field in which their own goal, the one your team is defending, is located. S, PASSING: Advancing the ball from one player to another player by means of a kick. T. PENALTY KICK: Shall be awarded when a defensive player commits any foul in the penalty area for which a direct free kick is given. The PENALTY KICK MARK is 12 yards in front of the goal. U. PUNT: A ball which is dropped and is kicked before it strikes the ground by the goalie within the penalty area. V, TACKLING: Skill used in taking the ball away from another player and gaining control. W. THROW-IN: The manner of putting the ball in play after it has gone totally over the touch line. A throw-in is considered legal if both hands hold the ball, the ball comes straight over the head and both feet remain in contact with the ground until the ball is released. X. TRAPPING: - Stopping the progress of the ball by securing it under the foot, between the feet, or between the front of the leg or legs and the ground. V. PLAYER S PRIVILEGES: A. ANY PLAYER MAY... dribble, place-kick, advance the ball with the head or shoulder VI. B. A player in possession of the ball may place themselves between the opponent and the ball. C. A player may kick the ball while it is trapped by an opponent provided a foul is not committed. (ONLY THE BALL MAY BE KICKED.) D. A player may play the ball without waiting for the umpire s whistle except in the case of the kick-off, penalty kick and drop kick. E. A player may run forward any number of steps preliminary to a free kick, penalty kick, corner kick, defense kick or kickoff. F. A player shall be penalized if they charge the goalkeeper in the penalty area. The umpire will remove without caution any player who intentionally charges the goalkeeper. Possession of the ball or control of the ball includes when the goalkeeper has the ball trapped with either one or two hands, bouncing the ball and dropping the ball for the kick. GOALKEEPER S PRIVILEGES: A. Only the goalkeeper may: pick up the ball, throw the ball, drop-kick the ball, punt. (ALL MUST BE WITHIN THE PENALTY AREA.) B. May bounce the ball any number of times to the edge of the penalty area. A bounce may be dribbling or a bounce and a catch, as long as no more than four steps are taken. C. May combine bounces with a punt, a drop kick or a throw. D. May take four steps with the ball and immediately upon completion the goalkeeper must get rid of the ball within five seconds. E. Must not be interfered with or impeded in any manner when in possession of the ball.

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